Rogue

Steady Aim (Optional)
At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Note:  Implemented as is Also is setup through the script extender and is a part of the Rogue config to enable or disable as desired.

Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Note: This one is a bit questionable but hard to fully translate into a video game but in essence, it functions a bit along the lines of how See Invisibility works without the roll involved and only 3m. It also uses script extender to virtually remove the invisible so you can attack the creature during your turns but with disadvantage. And attackers also no longer have advantage against you.

Slippery Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Note: Implemented as is.

Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Note: Implemented mostly as is but it involved modifying every applicable ability in the base game to include checking for it through the script extender so in theory, maybe a few could be missing. For homebrew abilities that would grant advantage, it should just cancel out the advantage by you imposing disadvantage on the roll. I can account for each of these individual abilities but going out of my way to do so probably won't happen so someone would need to inform/request such from me. I likely will account for it in my own mods though.

Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or long rest.

Note: Implemented largely as is but in a way I ended up finding lackluster due to present limitations. For the attack roll, you have an interrupt that'll change your base roll to 10 if you were to fail it and grant you a bonus of +100. For the ability check, you gain a toggle under the Passive tab that, when toggled on, you automatically succeed on the next ability check (the specific function here was what I wanted for the attack roll but timing issues prevented it from being more substantial like I hoped).

Rogue: Arcane Trickster

Versatile Trickster
At 13th level, you gain the ability to distract targets with your Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.

Note: Implemented as is. When summoning the Mage Hand, you'll gain a temporary spell on the right side of the hotbar to use with it.

Spell Thief
At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.
Once you use this feature, you can't use it again until you finish a long rest.

Note: Implemented largely through the script extender and as an interrupt/reaction. It doesn't prevent the spell from being cast despite technically being doable - just doesn't feel necessary. One particular instance that will likely cause issues is cone/line type spells and AoE type spells that sometimes don't register the interrupt.

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DiZ91891