Dehibilitations
Deny Reaction
You can expend 1 Sneak attack die to prevent the target from reacting quickly. The target must make a Constitution saving throw or be unable to take reactions until the end of your next turn.
Disarm
You can expend 1 Sneak Attack die to attempt to disarm the target. As a part of your melee attack, you may make a disarm attempt using your Debilitation DC instead of an opposed roll.
Hamstring
You can expend 1 Sneak Attack die to hamper the target's movement, reducing its walking speed by 10ft until the start of your next turn.
Sweep the leg
If the target is no more than one size category larger than you, you can expend 1 Sneak Attack die to trip the target over. The target muske make a Dexterity save or fall prone.
Pin
Prerequisite: 7th Level
You can expend 2 Sneak Attack dice to attempt to grapple the target. You can make Dexterity (Acrobatics) checks instead of Strength(Athletics) checks for this grapple.
Silencing Strike
Prerequisite: 7th Level
You can expend 2 Sneak Attack dice to strike at the target's vocal cords or similar parts. The target must make a Constitution saving throw or be unable to speak or supply vocal components of spells until the start of your next turn.
Bleed Out
Prerequisite: 11th Level
You can expend 3 Sneak Attack dice to open a wound on the target. All remaining sneak attack die damage you deal is bleed damage.
Staggering Strike
Prerequisite: 11th Level
You can expend 3 Sneak Attack dice to deliver a dazzling blow. The target must make a Constitution saving throw or be staggered until the end of its next turn. A staggered creature has disadvantage on attack rolls and ability checks, and can't take reactions.
Concuss
Prerequisite: 15th Level
You can expend 4 Sneak Attack dice to disorient the target with a well-placed blow. The target must make a Constitution saving throw or choose whether it gets a move, an action or a bonus action on its next turn, it only gets one of the three.
Immobilise
Prerequisite: 15th Level
You can expend 4 Sneak Attack dice to completely cripple the targets movement. All of the target's speeds are reduced to 10ft until start of your next turn, unless they're already lower.
Archetype Debilitations
You choice of Roguish Archetype also grants you access to more specialized debilitations, which are added to the list of debilitations you can learn.
Anointed Blade
Candid Strike
You can expend 1 Sneak Attack die to mark the target until the end of your next turn. While the creature is marked, all knowledge checks made against the target gain advantage. Alternatively, you can choose for the attack to deal no damage, and the target must make a save against the effects of zone of truth which last until the start of your next turn on failure.
Blinding Flash
Prerequisite: 7th Level
You can expend 2 Sneak Attack dice to blind the target. The target makes a constitution saving throw against your debilitation DC, on failure the target is blinded until the end of your next turn.
Guiding Wound
Prerequisite: 11th Level
You can expend 3 Sneak Attack dice mark the target as a heretic. The target must make a Wisdom saving throw against your debilitation DC, on failure it is branded and the first attack roll made against it each turn adds a d6 to the result until the start of your next turn.
Gatekeeper's Blow
Prerequisite: 15th Level
you can expend 4 Sneak Attack dice to banish the target. If the target is not native to the current plane, it must make a Charisma saving throw against your debilitation DC, on failure the target suffers the banishment spell until the end of your next turn.
Eldritch Trickster
Undercut Resistance
You can expend 1 Sneak Attack die to cause the attack's damage to bypass any damage resistance or reduction the target has.
Sabotage Defenses
Prerequisite: 7th Level
You can expend 2 Sneak Attack dice to cripple the target's magical defenses. The next time it makes a saving throw against a spell you cast before the end of your next turn, it must roll a d6 and subtract the result from the save.
Dispelling Strike
Prerequisite: 11th Level
You can expend 3 Sneak Attack dice to subject the target to the effects of the Dispel Magic Spell, treating your spellcasting ability as Dexterity.
Steal Mana
Prerequisite: 15th Level
If your target is a spell caster, You can expend 4 Sneak Attack dice to force the target to make a saving throw with its spellcasting ability modifier. On a failure, the target loses its highest level spell slot that is no higher than 3rd level, and you regain a trick slot.
Assassin
Persistent Wound
You can expend 1 Sneak Attack die to leave a festering wound on the target. Damage from that attack instead reduces the targets max Hit points which lasts until the target takes a short or long rest.
Mark for Death
Prerequisite: 7th Level
You can expend 2 Sneak Attack dice to render the target more vulnerable to weapon attacks. Until the start of your next turn, whenever the target takes physical damage, it takes an additional 1d4 damage.
Poisoned Strike
Prerequisite: 11th Level
You can expend 3 Sneak Attack dice to apply a lingering poison. The target must make a Constitution saving throw. On a failed save, it takes (1d6+ the remaining sneak attack die) as damage die for the poison condition. using this debilitation again ends this effect.
Killing Stroke
Prerequisite: 15th level
You can expend 4 Sneak Attack Dice to attempt to instantly kill the target. Roll 10d6; if the target has that many hit points or fewer after taking the attack's damage, it is reduced to 0 hit points instead.
Gamber
Raise
You can expend 1 Sneak attack die before rolling an attack, adding a roll of the die to the attack roll. If the attack does not hit, you take true damage equal to the amount you added to the attack roll.
Roulette
Prerequisite: 7th Level
You can expend 2 sneak attack die, rolling both of them. If either roll a 6 you double the damage dealt by your sneak attack, if either roll a 1 you take half the damage dealt by your sneak attack.
Call
Prerequisite: 11th Level
If you have yet to make your knowledge check this turn, you can expend 3 sneak attack die and roll a d6. You reducing your critical threat range on a 1-4 by the number rolled for your next attack roll, however if you roll a 5 or 6 you take that much true damage.
Full House
Prerequisite: 15th Level
You can Expend 4 sneak attack die,
Inquisitive
Deduce
If you have yet to make your knowledge check this turn, you can expend 1 sneak attack die to automatically learn an ability or trait(As long as it doesn't require a secondary DC)
Expose
Prerequisite: 7th Level
You can expend 2 Sneak Attack dice to give away the target's location. Until the end of your turn, the target can't hide from you, and if its invisible, it gains no benefit from that condition against you.
Create Vulnerability
Prerequisite: 11th Level
You can expend 3 Sneak Attack dice to expose a weak point on the target until the end of your next turn. The next time a creature is hit with a weapon attack, it is treated as if it had the "Exposed Condition" to that weapons damage type(the weapons damage, no any additional damages such as diving smite) for that attack.
Predict Turn
Prerequisite: 15th Level
If the target is under the effects of your Insightful Fighting feature, You can expend 4 Sneak Attack dice to learn exactly what the target plans to do on its next turn. During the target's turn, you have advantage on any ability check or saving throw that the target forces you to make, and the target has disadvantage on all attack rolls against you.
Mastermind
Probe Thoughts
You can expend 1 Sneak Attack die to learn the target's current surface thoughts, as per the spell Detect Thoughts.
Incite Paranoia
Prerequisite: 7th Level
You can expend 2 Sneak Attack dice to plant confusion and paranoia in the target's mind. The target must make an Intelligence saving throw or use its reaction to make a melee weapon attack against a creature of your choice within its range.
Discombobulate
Prerequisite: 1th Level
You can expend 3 Sneak Attack dice to disorient the target. The target must make a Wisdom saving throw or be unable to attack you or target you with harmful abilities and magical effects until the start of your next turn.
Setup
Prerequisite: 15th Level
You can expend 4 Sneak Attack dice to force the target to make an Intelligence saving throw. On failure, it automatically fails the first saving throw it makes before the end of your next turn.
Phantom
Scars of the Grave
You can expend 1 Sneak Attack die to deal the remaining weapon damage as Anti-heal, which ends at the start of your next turn.
Siphon Vitality
Prerequisite: 7th Level
You can expend 2 Sneak Attack dice to shear off some of the target's life force to shield your own, gaining temporary hit points equal to 1d6 + the damage of your remaining sneak attack.
Dreadful Strike
Prerequisite: 11th Level
You can expend 3 Sneak Attack dice to fill the target with the fear of death. The target must make a Wisdom saving throw or be frightened by you until the start of your next turn.
Inscribe Soul
Prerequisite: 15th Level
You can expend 4 Sneak Attack dice to force the target to make a Charisma saving throw. On a failure, you bind the target's soul to a soul trinket in your possession. As an action, you can destroy this soul trinket to deal 10d10 necrotic damage to the target, as long as it's on the same plane of existence as you. A Remove Curse Spell or similar magic ends this effect, as does using this debilitation again.
Scout
Tracking Strike
You can expend 1 Sneak Attack die to mark the target until the end of your next turn. While the creature is marked, you have advantage on any Wisdom checks to find it, and you can't have disadvantage on weapon attacks against it.
Distract
Prerequisite: 7th Level
You can expend 2 Sneak Attack dice to set the target up for a subsequent attack. The next time a weapon attack is made against the target before the start of your next turn, its AC against that attack is reduced by your proficiency bonus.
Outmaneuver
Prerequisite: 11th Level
You can expend 3 Sneak Attack dice to gain a +3 bonus to your AC against attacks made by the target and the benefits of the Disengage action until the start of your next turn.
Blindside
Prerequisite: 15th Level
If it's currently the first round of combat, you can expend 4 Sneak Attack dice to strike the target with blinding speed. The target takes additional damage equal to your initiative score, and you can move it to the bottom of the initiative order for the remainder of this combat.
SoulKnife
Plant Delusion
You can expend 1 Sneak Attack die to create a phantom image or sound, as per the minor illusion spell, that only the target can see or hear. The delusion lasts until the start of your next turn, or until it uses its action to see through the delusion with a Successful Intelligence(Investigation) check against your debilitation save DC.
Psychic Haze
Prerequisite: 7th Level
You can expend 2 Sneak Attack dice to cloud the target's mindd with a static haze. The target must make an Intelligence saving throw. On a failure, you are invisible to the target until the start of your next turn or until you deal damage to the target.
Unravel Soul
Prerequisite: 11th Level
You can expend 3 Sneak Attack dice to expose the target's soul to your psychic attacks. The next time you attack the target with your Psychic Blades before the end of your next turn, you can treat its AC as 10 + it's Dexterity modifier.
Rend Soul
Prerequisite: 15th Level
If this attack was made with your Psychic Blades, you can expend 4 Sneak Attack dice to strike directly at the target's soul. The target must make a Charisma saving throw. On a failed save, its Charisma score is decreased by 2 until it takes a long rest. If a creatures Charisma score is reduced to 0 in this way, it dies. Constructs and Undead aren't affected by this debilitation.
Swashbuckler
Goad
You can expend 1 Sneak Attack die to provoke the target into attacking you. The target must make a Wisdom saving throw or have disadvantage on attack rolls against creatures other than you until the start of your next turn. The debilitation ends early if you attack or harm another creature or if a creature other than you attacks or harms the target
Dreadful Strike
Prerequisite: 7th Level
You can expend 2 Sneak Attack dice to gain advantage on the next weapon attack you make before the end of your next turn.
Instant Counter
Prerequisite: 11th Level
You can expend 3 Sneak Attack dice to prepare to parry the targets attack with your own. if the target makes a melee weapon attack against you before your next turn, you can use your reacting to make a melee weapon attack against it at the same time. if your attack roll surpasses that of the target's, the target's attack misses.
Masterful Maneuver
Prerequisite: 15th Level
You can expend 4 Sneak Attack dice to use your acrobatic skill to either dodge the target's attack or aid your own. Make a Dexterity(Acrobatics) check and record the result. If either you or the target makes a weapon attack against the other before the end of your next turn, you can replace you AC or attack roll with the recorded result for that attack. You can do this after the attack roll is made but before any of its effects are applied. The debilitation ends after you replace your AC or attack roll this way.
TimeWinder
Thief
Slice and Swipe
You can expend 1 Sneak Attack die to make a Dexterity(Sleight of hand) check against the target's passive Wisdom (Perception) score. On a success, you steal an object from the target that can fit in one hand and weighs no more that pb pounds. The object must be accessible such that the target can draw it with an object interaction.
Thief's Evasion
Prerequisite: 7th Level
You can expend 2 Sneak attack dice to impose disadvantage on the next attack the target makes against you before the start of your next turn.
Unseen Strike
Prerequisite: 11th Level
If you are hidden from the target, you can expend 3 Sneak Attack dice to make a Dexterity (Stealth) check against the target's passive Wisdom (Perception) score. On a success you remain hidden from the target.
Lighting Hands
Prerequisite: 15th Level
You can expend 4 Sneak Attack dice to immediately use your bonus action to activate a magic item that takes 1 action to use. If the magic item targets any creatures, you must include the target in its effect.
Weaver of Fate
Fated Destination
You can expend 1 Sneak Attack die to the creature to treat movement in any cardinal direction except for one of your choice as difficult terrain until the start of your next turn
Hide Luck
Prerequisite: 7th Level
You can expend 2 Sneak Attack dice to withhold aid from the target. The target cannot gain advantage on one d20 test of your choice before the start of your next turn.
Fortunes Scowl
Prerequisite: 11th Level
You can expend 3 Sneak Attack dice to subject the target to the effects of bane spell until the start of your next turn, the creature makes the save against your dehibiliations DC.
Doomed Failure
Prerequisite: 15th Level
You can expend 4 Sneak Attack dice to heighten the creatures failures. The target must make a Charisma save against your Debilitations DC, on Failure all d20 tests the creature makes before the start of your next turn treat a 10 or lower as a natural 1.

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