Rogue

Description


  Rogues represent a denomination from all races and cultures; deft thieves and fighters who prefer cunning and more subtle means to their ends. Oftentimes shady and even more disreputable, the shadows are where they operate best and attract the ill fated. Speechcraft and lies go hand in hand, they will rely on cleverness and underhanded tricks more often than a legitimate succession of blows to overtake their opponents; and for whosoever crosses wits with them, guile and deception are their preferred weapons.
 
  • Choose from any of 4 subclasses, owing to whichever style best suits you.
  • Any man or woman can fall into the category of a rogue, created as a result of poverty or hardship, some spawned as of shadier paths, even in the wealthier parts of Faerun; and others plain enjoy the freedom

Subclasses


 

Arcane Trickster

Intelligence is your spellcasting stat.
  Some rogues enhance their fine-honed skills of stealth⁠ and agility with magic, learning tricks of Enchantment and Illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers seeking to delve into the deeper parts of the world or haunts within city walls.
 

Perks


 
Spell List
These rogues learn spells from the Wizard spell list, learning to turn some of their stolen or picked up knowledge against others. Arcane Tricksters use Intelligence for their Spellcasting Modifier.
  Spell save DC = 10 + your Intelligence modifier.
  Novice
Grease
Mirror Image
True Strike

Adept
Misty Step
Slow
Expeditious Retreat
Magic Missile
Magic Weapon
Silence
Dispel Magic
Color Spray

Expert
Blur
Telekinesis
Dissonant Whispers
Charm Creature

Fluff
Control Flames
Dancing Lights
Gust
Light
Mage Hand
Mending
Minor Illusion
Mold Earth
Prestidigitation
Shape Water
Minor Conjuration
 
Rituals

  Novice
Arcane Knowledge
Gain +2 to Knowledge: Arcana and +1 to Investigation.
Cunning Action: Magical Ambush
After using a full Action spell this turn, expend 1 Cunning Action to teleport up to 2 tiles, to the nearest enemy, and make a melee attack against them. If successful, your spellcasting modifier is added as bonus damage and you may claim a sneak attack against your target.
  The attack from this ability can be rerolled by using Lucky Strike. If the reroll is successful, then your spellcasting modifier will apply as bonus damage and you may still claim a Sneak Attack against the target.

  Adept
Cunning Mind
+1 on INT, WIS, and CHA spell saves.
Cunning Action: Dispelling Sneak Attack
When you would make a sneak attack; you may instead use a dispelling sneak attack. This deals 3d4 true damage, and removes 1d6 spell points from the target. On their next turn their spell DC’s are reduced by 1. This is mutually exclusive with a normal sneak attack.

  Expert
Cunning Action: Impromptu Warding
As a Reaction, use a Cunning Action to grant yourself +1 AC, +1 DT, and +1 on all saves until the end of your next turn.

  Master
Empowered Cunning Actions
Magical Ambush: +1 to Hit target.
Dispelling Sneak Attack: Target’s DC’s are reduced by 2 instead of 1.
Impromptu Warding: +3 DT instead of +1.



 

Assassin

Your training centers on the somber craft of death. Those who follow this archetype come from various backgrounds, including hired assassins, spies, bounty hunters, and even consecrated priests specifically taught to eradicate the adversaries of their deity. Utilizing stealth, poison, and disguise, you excel in dispatching your enemies with lethal precision.
 

Perks


  Novice
Poison-Tipped Weapon
All melee attacks deal +3 Poison Damage.
Cunning Action: Savagery
As a Free Action, you gain the Savagery status effect for 3 turns. You gain +2 Attack and may Sneak Attack any target you have successfully hit. This can be used twice per short rest.

  Adept
Preparation
Gain +3 Deception, +3 Stealth, and +2 Initiative.
Cunning Action: Poisonous Edge
After landing a melee attack against a target, force them to make a DC 14+Mastery Con save. On a failed save, the target takes 2d6+Mastery Poison damage and is poisoned for 3 rounds. This Cunning Action is not spent on a successful save.

  Expert
Cunning Action: Sudden Execution
After successfully landing a melee weapon attack against a target, force them to make a CON saving throw against a DC 14+Mastery. On a failed save, the caster expends 1 Cunning Action and the target is Paralyzed for 1 turn. You may only use this ability once per turn, regardless of success.
  This ability can be used twice per short rest and does not consume a use on a successful save.

  Master
Master Assassin
Savagery and Sudden Execution each get one additional use per rest. Savagery also gains +1 to Attack.



 

Phantom

Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.
 

Perks


  Novice
Phantom Pain
You gain +2 Necrotic damage on all weapon attacks, +2 Intimidation: Charisma and +2 Knowledge: Arcana.
Wails from the Grave
As a Reaction, whenever you deal Sneak Attack damage you may spend a Reaction and Cunning Action to deal 1d4+Mastery Necrotic damage to a different target within 5 tiles and force them to make a WIS saving throw against a DC 14+Mastery. On a failed save, they are Frightened for 1 turn. This effect will pierce Frightened immunity. This ability should NOT be used on the same target as your Sneak Attack. Doing so is a strikable offense.

  Adept
Whispers of the Dead
You gain +1 to Attack, +1 Cunning Action, access to the Speak with Dead ritual, and can now use Frightened as an additional Sneak Attack triggering criteria.
Token of the Departed
As a Bonus Action, select 1 target within 5 tiles and spend a Cunning Action. You generate 1 Soul Trinket, deal 1d4+Mastery Necrotic damage to them and force them to make a CON saving throw against a DC 12+Mastery. On a failed save, they suffer -2 to saving throws against Frightened effects until the end of their turn. Each Soul Trinket ability can only be used once per turn.
  At Adept, you have a 50% chance to generate an additional Soul Trinket, increasing to 75% at Expert and 100% at Master. Soul Trinkets are expended via 4 abilities:
  Soul Shudder - Free Action: Select 1 target within 5 tiles and spend 1 Soul Trinket. They take 1d6+Mastery Psychic damage and are Frightened for 2 turns.
  Consume Fragment - Free Action: Spend 1 Soul Trinket to heal yourself for 1d6+Mastery hitpoints.
  Spirit’s Insight - Free Action: Spend 1 Soul Trinket to gain +2 on all saving throws for 3 turns. This bonus will not stack with itself.
  Echo of Despair - Free Action: Select up to 4 targets within 10 tiles and spend 1 Soul Trinket. Force them each to make a WIS saving throw against a DC 14+Mastery. On a failed save, they are each Frightened for 2 turns.

  Expert
Death's Friend I
Tokens of the Departed now has a 75% chance to grant an additional Soul Trinket.
Ghost Walk
As an Action, and at least 1 Soul Trinket, select 1 target within 10 tiles and make a melee attack against them. If successful, you spend all of your Soul Trinkets to deal regular melee attack damage and deal additional Necrotic damage for a number of d6s equal to your current Soul Trinkets. On a failure, half of your Soul Trinkets are spent. You subsequently gain +1 AC until the end of your next turn and may teleport to within your melee range of the target regardless of this ability’s success. This ability can ignore Cloaked effects on targets and can be used once per long rest.

  Master
Death’s Friend II
Tokens of the Departed now has a 100% chance to grant an additional Soul Trinket. Ghost Walk gains 1 additional use per long rest.



 

Swashbuckler

Your training is dedicated to mastering the skills of the blade, emphasizing a blend of speed, elegance, and charm. Unlike warriors who don heavy armor and exhibit brute strength, your approach to combat resembles a carefully choreographed performance. Those who align with this archetype often include duelists and pirates.
 

Perks


  Novice
Brawler
Your hit die is now a 1d8 and you are proficient with Medium Armor and Shields.
Cunning Action: Goading Feint
As a bonus action you may taunt a foe. That target makes a DC 14+CHA modifier save or suffers the usual effects of being taunted. In addition, targets taunted by you suffer -1 on their AC and you may sneak attack them. This does not spend your cunning action if it fails.

  Adept
Swashbuckler's Swagger
Swashbucklers are rugged and always ready to talk themselves out of a fight; or into one. Gain +1 AC, +1 Initiative, and +2 to all CHA Skills.
Cunning Action: Flourishing Riposte
The Riposte is a melee attack that deals 1d8+Mastery True Damage and can trigger your sneak attack on a successful hit. (Assuming you haven’t used it yet this turn)

  Expert
Cunning Action: Inspiring Rally
As a cunning action, select up to three targets within 6 tiles of yourself. That target heals for 1d6+CHA modifier, +1 Hit and +2 True Damage for one round.

  Master
Captain's Helm
Goading Feint now reduces AC by -2 and Inspiring Rally now heals for 1d8+Charisma health points and gives the target +1 to Attack.



 

Thief

You refine your skills in the art of thievery. This archetype is commonly embraced by burglars, bandits, cutpurses, and various other criminals. However, rogues who see themselves as professional treasure seekers, explorers, delvers, and investigators also gravitate towards this path. Alongside enhancing your agility and stealth, you acquire skills essential for exploring ancient ruins, deciphering unfamiliar languages, and harnessing the power of magic items that would typically be beyond your reach.
 

Perks


  Novice
Agile Hands
Your quick hands keep you agile. You can now handle +2 Tiles fall distance before taking damage, are able to climb at full speed, and gain +3 to your Lockpicking skill. You are also able to throw 2 grenades per combat. You also gain +1 Cunning Action.
Cunning Action: Pocket Sand
Use a Cunning Action and select a target to blind with a dirty trick. The target makes a DC 14+Mastery WIS save, or takes -1 on attacks, AC, and saves for 2 rounds. Targets who have been hit by pocket sand can be sneak attacked.

  Adept
Fortitude
Gain +1 AC and +1 to your CON and WIS saves, and +1 Cunning Action.
Distract
Select up to 2 targets within 5 tiles. Force them each to make a DC 14+Mastery INT saving throw. On a failed save, they are unable to take Attacks of Opportunity, including those from Mage Slayer or Sentinel, until the end of their next turn.
  Note: The Sentinel feat provides a +1 bonus to saving throws against Distract.
Cunning Action: Tumble Through
As a bonus action, you move up to two tiles and gain true immunity to Attack of Opporunity. You cannot be targeted by creatures with the Sentinel Feat or any other similar ability.

  Expert
Cunning Action: Throat Punch
After hitting a target in melee, you may deal an additional 1d6+Mastery true damage and apply the dazed condition.

Master
Cunning Thief
Gain +2 Cunning Actions.
Underhanded Tactics
Gain +1 bonus to the DCs of Throat Punch, Pocket Sand and Distract, and +3 bonus to Flee attempts.


Combative Perks


  Novice
Cunning Actions
Rogues Receive a number of Cunning Actions as class resources, equal to 4xMastery Level up until Expert. These actions are used to fuel their abilities and replenish on a short or long rest.
Additional Hit
+1 to Hit
Sneak Attack
Following a successful weapon attack, as a free action you deal an extra 3d4 true damage to the target when another ally is within 1 tile of it or when they are affected by the below statuses. Sneak attack may be initiated any time during your turn so long as the above conditions are met before using the Sneak Attack ability. This may be done once per round.
  • Prone
  • Entangled
  • Paralyzed
  • Sleep
  • Dazed
  • Grappled
  • Bleeding
  • Slowed
Hit Dice
You gain +6 HP when you first become a Rogue. On each new mastery level, you gain an additional +6 to your Hit Points.
Deadly Finesse
Gain +1 per Mastery level True Damage on all melee attacks when using a finesse weapon.

  Adept
Expertise
You gain a benefit to skills you already know. You gain a +2 to any two skills you have points in. The same skill may not be selected more than once.
Lucky Strike
After missing a melee attack, you may spend a Free Action to make another melee attack against the same target creature. You may only use Lucky Strike once every turn.
Martial Expertise
Open a ticket to select your choice of Two Weapon Fighting, Dueling, Archery, or Spellbound (Arcane Trickster only) fighting styles. You cannot choose the same fighting style twice if your class, race, or a feat gives you an additional fighting style.
Cunning Reflexes
+1 DEX and CHA Saves

  Expert
Expertise II
You gain a benefit to skills you already know. You gain a +2 to any two skills you already have points in. The same skill may not be selected more than once.
Additional Hit
+1 to Hit
Quick & Cunning
+1 DEX and WIS saves

  Master
Unnatural Reflexes
+1 to your DEX attribute and +1 to Initiative
Improved Sneak Attack
Gain an additional 1d4 damage when using your Sneak Attack.
Expertise III
You gain a benefit to skills you already know. You gain a +2 to any one skill you already have points in. The same skill may not be selected more than once.

Non-Combative Perks


Armor Proficiency
You can only make use of light armor.
Thieves' Cant
During your rogue training you learned thieves’ cant, a Secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. You can spend one minute speaking to someone and subtly ask a question or give information within the speech. This code can only be understood by others who know Thieves' Cant. Thieves' Cant cannot be researched.

Core Cunning Actions


Uncanny Dodge
As a Reaction, immediately following being hit with any melee or ranged attack or damaging AC targeting spell you may use a Cunning Action to deflect 1d4+DEX modifier damage. This ability can be used equal to 2x per Mastery level. This can not be used if the attack brings you to 0 health.
Disengage
Your disengage is now a bonus action.
Takedown
As a Bonus Action, select 1 target within 1 tile. Force them to make an opposed Strength Saving Throw or Dexterity Saving Throw, whichever is lower. If successful, they are knocked Prone.
  If the target creature is mounted, they will also be dismounted and become prone.
Dash
Expend 1 Cunning Action and gain +2 Movement until the end of your turn.