Rogue Description filled with Flowery Text. Rouges are overpowdered ig idunno eff it
Playing a Rogue
You move about stealthily so you can catch foes unawares. You’re a precision instrument, more useful against a tough boss or distant spellcaster than against rank-and-file soldiers.
Roleplay
During Social Encounters; your skills give you multiple tools to influence your opposition. Pulling cons and ferreting out information are second nature to you.
While Exploring; you sneak to get the drop on foes and scout for danger or traps. You’re a great asset, since you can disable traps, solve puzzles, and anticipate dangers.
In Downtime; you might pick pockets or trade in illegal goods. You can also become part of a thieves’ guild, or even found one of your own.
You Might...
- Hone your skills through intense practice, both on your own and out in the world.
- Know where to attain illicit goods.
- Skirt or break the law because you think it’s meaningless or have your own code.
Others Probably...
- Find you charming or fascinating, even if they think they know better than to trust you.
- Come to you when they need someone who is willing to take risks or use questionable methods.
- Suspect you’re motivated primarily by greed.
Mechanical Talk
How to play, etc etc.
Key Attribute(s):
- Dexterity. Dexterity helps most of the skills and attacks available to a Rogue, as well as their meager defenses. Rogues can work with any other Attribute Score, depending on their subclass.
Key Terms
BONUS/PENALTY DICE): Bonus and Penalty dice are important to all characters. For the Rogue, your kit will give you bonus dice on ..
PROFICIENCY: Proficiency and Proficiency Bonus is an important term for all classes. For the Rogue, your proficiency will your usual kit (Attacks, Save DC, Skills, etc), as well as...
Name them all.
Class Level |
Class Features |
1 |
- Initial Character Additions
- Ancestry (and Heritage), Background (and Skill Talent), 1st Feat(s), etc
- Multiclass Additions
- Class Hit Dice
- Added Proficiencies
- Class Features
Class Features Here
|
2 |
X (Subclass), |
3 |
Class Feature, Subclass Feature |
4 |
+Y: Y, 1st Class Mastery Choices |
5 |
Token Class Feature (PS, AA, etc), Class Features |
6 |
Subclass Feature |
7 |
+Y: Y, 2nd Class Mastery Choices |
8 |
Class Feature |
9 |
Subclass Feature |
10 |
+Y:Y, 3rd Class Mastery Choices |
11 |
Class Feature/td]
|
12 |
Subclass Feature |
13 |
+Y: Y, 4th Class Mastery Choices |
14 |
Build on Class Feature |
15 |
Subclass Feature |
16 |
+Y: Y, 5th ClassMastery Choices |
17 |
Named Class Feature |
18 |
Subclass Feature |
19 |
+Y: Y, Last Class Mastery Choices |
20 |
Class Capstone |
Initial Character Additions
If the Rogue is your starting Class, you gain the following features and proficiencies:
Ancestry, Background, etc |
You gain the benefits of your selected Ancestry, Heritage (be they Ancestral Heritages or Versatile Heritages, your Background and it's Skill Talent, your 1st level Feat Choice, etc.
You gain two Attribute Boosts. One of which must be used on Strength or Dexterity. The other can be whatever you wish.
Starting / Leveled Health: 8 (5 or
1d8 )
Gear Profs
Armor: Light Armor and Bucklers
Weapons: All Simple and Martial, Wands
Saving Throws: Reflex (Str/Dex)
Skill Profs
Choice of 4 primary skills from the following list:
Choice of 4 secondary skill from the following list:
Finally, choose any 3 skill talents you qualify for, gaining them at level 1.
Note A: For each additional
Intelligence attribute point above 0, you do not gain additional Skills. Instead, you gain
Skill Talents of your choice that you qualify for.
Note B: For each Skill listed abovet that is also given by your Ancestry or Background, you may pick any skill from the full list of Primary and Secondary skills (depending on which choice is given already), as per the
Origin Customization Rule.
Starting Gear
You gain either
4d6 times 10 sp (or 140 sp / 14 gp) as starting gold to spend on gear, OR gear from any one of the following starter packs:
Rogue Class,
Expert Group,
Burglar's Pack,
Dungeoneer's Pack, or
Explorer's Pack.
Minimum Requirements: Dexterity +2 or more
If you are multiclassing into the Rogue, you gain the following proficiencies:
- Proficiencies
- Two Primary Skills of your choice
- One Secondary Skill of your choice
Class Hit Die: D8
Class Group(s): Expert
Favorite Class Bonus: Choose a number of skills equal to Half your level in this class (rounded up). You gain a bonus dice to each of them whenever you roll skill checks with them. Additionally, you gain a # of skill proficiencies (of any skill) equal to your Half-Proficiency.
As a(n) Rogue, you gain Class Features associated with your class at certain class levels.
At levels 1, 2, 3, 5, 8, 11, 14, and 17 you gain Your main Features, or semi-unique features that establish your class and your role in the game with such.
At class levels 4, 7, 10, 13, 16, and 19 you will gain Class Mastery Features, or features that that improve on your main features; and a mini-feat called a Mastery Talent (1 out of 3+ preset choices). (Note: You can forgo taking Mastery Features and Talent(s) to gain or advance a Dedication Template instead).
You gain the following class features:
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction
. When your successfully land an attack with a weapon that is ranged, thrown, and/or has the Finesse ⚙️ or Agile ⚙️ traits, you may deal an extra 1d6 Force damage to the enemy or enemies struck. You do this as a Free Action.
This damage increases at class levels 5, 11, and 17. It may also be increased by other means.
You may also activate this effect with non-ranged, non-Finesse/Agile weapons if you meet any of the following criteria.
- The target has the Off-Guard
- An ally of yours that is within 5ft of the enemy, and is neither Prone or Unconscious.
Note: Natural Weapons and weapons in the Unarmed Weapon’s group are considered Finesse weapons, as you can use your Dexterity modifier for their attacks.
As a Rogue, you are streetwise and cunning. While other secret orders and the like are often filled with codes of honor, conduct, and/or ritual; your underworld is similar, but filled with a smattering of differences.
You learn the Thieves' Cant secret language, and the Surprise Attack Skill Talent.
Additionally, you gain the Double Expertise common feature, allowing you to gain double proficiency in two of your skills. You gain another instance of this common feature at class level 7.
At class lvl 2, all Rogues learn a particular trade from whatever band of rogues and scoundrels they've encountered, often called a Racket. This is their subclass. Your subclass gives you features at class levels 2, 3, 6, 9, 12, 15, and 18. It also gives you a unique capstone choice at class level 20, as well as separate Mastery Talent choices (the C choice) when they come up (at 4, 7, 10, 13, 16, 19).
Once per turn, when you take the Disengage, Hide, Rush, or Stride standard actions, they cost ◈ less (down to 0◈).
Additionally, once per turn, you may spend Resource Points for these actions instead of ◈.
You gain Skill Talents more often than others while leveling this class. At 2nd class level and every even level thereafter (4th, 6th, 8th, etc), you gain a Skill Talent, as if you gained an odd character level.
As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself.
You cannot gain the Off-Guard condition while you are standing and conscious.
Additionally, you you have advantage on Appraise, Insight, and Perception skill checks made to suss out secrets from a person or persons that wish you harm, as long as you can see, hear, or otherwise perceive them. This includes lying to you or your allies, concealing a weapon, trying to pick your pocket, etc.
At 3rd class level, and every 3rd level after until 18th class level (6th, 9th, 12th, 15th, and 18th), you will get features from your subclass.
Your Cunning Actions feature improves with your mastery. You gain the ability to focus your attack, aiming for a particular weakpoint while you have a moment.
You may give yourself Advantage on your next attack on the current turn as a free action / ◇. If you already have advantage, you gain a Bonus Dice (base d4) instead.
You can only do this if you haven’t moved during this turn, and after you use this ◇, your Movement becomes 0 until the end of the current turn.
You also gain your choice of the following below.
- A: Mobility
- B: : Attacks of Oppertunity
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
These choices are also listed in the Rogue Mastery Array, and will also be presented with every Mastery Feature. You will gain similar Mastery features and talents at class levels 7th, 10th, 13th, 16th, and 19th.
As a Rogue gains experience, they learn a number of unspoken secrets that have those who participate in the roguish arts. Many of these secrets have existed before them, and many will exist after. For you, they take the form of Talents specifically for the Rogue, called Tricks, a and they will help you on your journey upward.
You gain a number of these talents this class level and every odd class level, adding new talents each time this number increases (this is retroactive). Every time you level you up, you may swap one of your talents for another you qualify for, though you lose all the benefits from the previous one.
The full list of Tricks will be listed at the end of the Feature Summary.
You also gain the Gift from the Rackets trick, giving you a bonus feat choice at this level.
Starting at 5th level, when you take damage from a source you can see, hear, or otherwise perceive hits you with an ability, attack, or feature; you can halve the damage against you. You can do this as a free action, a number of times per Swift Rest equal to half-proficiency.
Your Uncanny Dodger feature improves with your mastery. You gain the Evasion common feature. Additionally, when you roll a success on a Reflex save, you get a critical success instead.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
You're able to get the drop on someone, and when you do you're able to exploit the gaps in their defenses.
You gain the Slow Fall common feature and the Debilitating Strike unique ability.
Your Tricks of the Trade feature improves with your mastery. You gain another instance of the Bonus Feat Choice common feature. You know, between us.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
Your chosen set of skills has been refined so much, you're name is becoming legendary.
Whenever you roll a skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Additionally, you gain 10 ft of Blindsight, having gained such from locating hidden objects so well.
Your X feature improves with your mastery.
Builds on something, etc.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
By 14th class level, you have acquired greater mental strength. You gain proficiency in Will Saves if you don't already have such, and you double your proficiency with that save (this is considered Expertise
Beginning at 16th level, you are so evasive that attackers rarely gain the upper hand against you.
No attack roll can gain advantage against you while you aren’t Prone
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
Not only have you achieved the greatness you've sought, but you've found a way to teach others in your ways, following in your footsteps. With such, you begin to work on what will become the foundation for your own gang, guild, or what have you.
During your daily preparations, you may pick one of the following.
- A Skill you are proficient in
A feat or class feature you have, other than this one.
A skill talent you possess.
You then pick an ally, and they do the same (a feat for a feat, a class feature for a class feature, etc).
You and that ally swap each skill, feat/ure, or skill talent; each of you gaining a carbon copy of what was swapped (Spell choices, unique abilities, and all). Both of you retain the originals, though you both use your own resources to use these feat/ures. Finally, you cannot choose a feat/ure that was swapped or copied already (such as something from a Warlock's Mystic Arcanum, or anything gained from One Rogue Leads Another).
You may swap with a number of allies equal to Half-Proficiency.
(19th) MF: Y, Last Class Enhancement |
Your X feature improves with your mastery.
Something Big, and usually something that does something cool or pinnacle-like.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
When you reach the 20th class level in this class you may pick a capstone from this class's Class Group(s), it's subclass/dedication(s)/template(s), or from one below.
There's always at least 3-4 choices. 1-2 from the class, 1 from the Class Group, and 1 from the Subclass.
You've found the limit that many have faced, and have broken past it.
Pick two Attribute Scores of your choice. They increase by +5, and their natural and enhanced maximums are increased by +5 as well (base, +15 and +25 for each).
Class Level |
Feature Enhanced |
Choice A |
Choice B |
Choice C |
4th |
+4: 4 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
7th |
+4:4 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
10th |
+10: 10 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
13th |
+13: 13 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
16th |
+16: 16 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
19th |
+19: 19 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
Subclasses and Archetypes |
Subclasses
None
None
Archetypes
None
To come.