Adept Core Class: Rogue
The Rogue
The Rogue is the penultimate multi-tool class and can act as the skeleton key for any lock. Equipped with a broad range of skill proficiencies, a great deal of utility in their overall ability to skulk about, rogues are known for their cunning. They also deal a surprising amount of damage from the shadows or when the situation proves to be advantageous for them.
Archetype Overview
Phantasm
Through a strong connection to the World Between Worlds, either because of a near-death experience, or because of prolonged Chaos Particle exposure thinning the veils between life and death, you have wrested control of a dangerous entity that grants you psychic powers. This entity is almost always at your side, watching. It mirrors your movements, and responds to commands intuitively, and as time wears on, this entity further empowers you. The barriers between realities blur as your connection strengthens, and you can sense the presence of the unseen world.
Flickering, ghostly flames emanate from the recently deceased, and they react and quiver with your presence as you move near. Shades appear in corners. Echoes of those that once were, manifest in broad daylight. You start to see things for what they really are, and gain awareness of just how many spirits are trapped between the Material Plane and the Spirit World. Your psychic presence creates ripples in the veil.
Saboteur
As a Saboteur, you are an expert at setting up your opponents for failure, often at the most opportune time for you and your fellow contractors. You may have gotten your beginnings as a rebel of some sort fighting an oppressive regime, you may have gained your knowledge while roving the streets of Manosque, or even in the underbelly metro of Rostov. Regardless, you know how to make things go boom, very easily. These skills apply to a somewhat narrower set of situations but you are very skilled at cutting the right wires, causing very intentional mechanical failures, and generally ruining your rivals' days.
A good Saboteur knows when to take advantage of an unaware foe's openings in combat and outside of combat.
Thief
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.
Player Equipment Category
Hit Points
Hit Dice: D8
Starting HP: 8 + CON Modifier
Hit Points at Higher Levels: 1d8 (or 5 if averaged) + your CON modifier per Rogue level after 1st
Hit Dice: D8
Starting HP: 8 + CON Modifier
Hit Points at Higher Levels: 1d8 (or 5 if averaged) + your CON modifier per Rogue level after 1st
Proficiencies
Armor: Light Armor
Weapons: Simple Weapons, Crossbows, Firearms (Simple), Marksman Rifles, and Finesse Weapons
Tools: Thieves' Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth.
Armor: Light Armor
Weapons: Simple Weapons, Crossbows, Firearms (Simple), Marksman Rifles, and Finesse Weapons
Tools: Thieves' Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth.
Starting Equipment
Thieves' Tools
(a) Baseline Light Armor and one Common Resistance Mod
or
(b) Baseline Light Armor and one Common rarity Crossbow-class weapon and 20 Bolts
(a) A Burglar's Pack
or
(b) A Dungeoneer's Pack
or
(c) An Explorer's Pack
(a) One Mundane 2-handed Longarm and 4 Spare Magazines with a Rifle Suppressor mod - Excluding Light Machine Guns
or
(b) Two matching Mundane 1-handed Sidearms and 6 Spare Magazines
or
(c) One Mundane 1-handed Sidearm and 8 spare magazines with a Pistol Suppressor mod and a Reflex Sight mod
(a) A Common rarity or lower Melee Weapon with the Finesse property
or
(b) Two Common rarity or lower 1-Handed Simple Melee Weapons with the Light and Finesse properties
Ammunition matching the above weapon's spare magazines and one loaded magazine per weapon
Thieves' Tools
(a) Baseline Light Armor and one Common Resistance Mod
or
(b) Baseline Light Armor and one Common rarity Crossbow-class weapon and 20 Bolts
(a) A Burglar's Pack
or
(b) A Dungeoneer's Pack
or
(c) An Explorer's Pack
(a) One Mundane 2-handed Longarm and 4 Spare Magazines with a Rifle Suppressor mod - Excluding Light Machine Guns
or
(b) Two matching Mundane 1-handed Sidearms and 6 Spare Magazines
or
(c) One Mundane 1-handed Sidearm and 8 spare magazines with a Pistol Suppressor mod and a Reflex Sight mod
(a) A Common rarity or lower Melee Weapon with the Finesse property
or
(b) Two Common rarity or lower 1-Handed Simple Melee Weapons with the Light and Finesse properties
Ammunition matching the above weapon's spare magazines and one loaded magazine per weapon
Features
1st Level
Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. On level up, you may choose to swap out these chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must be with a weapon you are proficient in. This sneak attack damage is unmitigated.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
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. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
2nd Level
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take an extra bonus action on each of your turns in combat. This extra bonus action can be used only to take the Dash, Disengage, or Hide action.
3rd Level
At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 9th, 13th, and 17th levels.
Archetype Features
Phantasm
Saboteur
Thief
Stabilized Shot
Before moving on your turn, you may spend your Bonus Action to gain advantage on your next ranged weapon attack. Once you have used this feature, your remaining movement is halved for this turn.
4th Level
Ability Score Improvement or Feat
Choose an ASI or feat this level
5th Level
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. If you have the benefits of Medium or High Cover against the attack, you instead take no damage.
6th Level
Greater Expertise
Your skill repertoire grows as a continuation of the Expertise feature. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
7th Level
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath, a fragmentation grenade, or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
8th Level
Ability Score Improvement or Feat
Choose an ASI or feat this level
9th Level
Phantasm
Saboteur
Thief
Cover Expert
Starting at 9th level, when behind cover, your cover is raised by a factor of one, unless already in High Cover. Light Cover is treated as Medium Cover, and Medium Cover is treated as if it were High Cover. While in cover, your evasion now goes up by an additional +3 on top of the Cover's benefits.
When behind High Cover as a Rogue, you can use the Hide action as a free action, and may move to the next piece of cover without triggering ranged opportunity attacks or breaking your hidden status.
Starting at 18th level, this feature is improved so that all cover is treated like High Cover.
10th Level
Ability Score Improvement or Feat
Choose an ASI or feat this level
11th Level
Reliable Talent
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
12th Level
Ability Score Improvement or Feat
Choose an ASI or feat this level
13th Level
Phantasm
Saboteur
Thief
14th Level
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.
15th Level
Slippery Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom and Charisma saving throws.
16th Level
Ability Score Improvement or Feat
Choose an ASI or feat this level
17th Level
Phantasm
Saboteur
Thief
18th Level
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.
19th Level
Ability Score Improvement or Feat
Choose an ASI or feat this level
20th Level
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 critical 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.
Archetype Features
Phantasm
3rd Level
Phantom Chains
As a Phantasm Rogue, your psychic connection to The World Between Worlds has presented a unique opportunity. You now have tethered a Lost Phantom to you which follows you around, listens to your commands, and mirrors your every move when you tell it to. In many ways, its spiritual energy has melded with your own. The Lost Phantom is humanoid in appearance, but only those with psychic abilities or the ability to sense spirits are able to see it. Spirits, Undead, and Sensics can detect your Lost Phantom.
It takes its own turn immediately after yours. You may issue commands to it telepathically regardless if you have line of sight to the Lost Phantom, and it responds to your commands only. It cannot attack on its own, but it cannot be destroyed either.
It is capable of flying up to 45 feet in a single turn, and can ignore phsyical obstructions as part of its movement and it can be as far as 450 feet away. If you move outside of this 450 foot range, it will reappear in an unoccupied space adjacent to you. If it ends its turn inside a physical object, it reappears in an unoccupied space adjacent to you. It can interact with objects telekinetically, up to a weight of 150 lbs and move them 45ft at a time, using up its Action. Additionally, you share vision with it. It has Darkvision out to 120 feet.
You may also choose to create a visible manifestation of the Lost Phantom at a point of your choosing that you can see as a Bonus Action. Hostile targets that can see the Lost Phantom must make an Intelligence Saving throw against your Phantasm DC. Targets that failed their saves attempt to attack it fruitlessly until the start of its next turn, after which, the Lost Phantom turns incorporeal again and invisible. Targets that could see the Lost Phantom before you chose to make it visible have advantage on the saving throw. The Lost Phantom can use this Bonus Action a number of times equal to your Intelligence Modifier per Long Rest.
The formula for your Phantasm DC is DC = 8 + your Proficiency Bonus + your Intelligence Bonus.
Psychic Afterimage
Your Lost Phantom's influence augments your attacks with psychic power. When you make a weapon attack with advantage, you can choose to activate one of the following Phantom Strikes instead of your Sneak Attack. Each time you use a Phantom Strike as outlined below, you expend one use of Phantasmic Energy, but only if the attack is successful. The Phantom Strikes gain an additional 1d6 Psychic damage each time your Sneak Attack improves. Otherwise, reference the table below.
With Phantom Strikes, you have multiple attack types, each with their own secondary effects. Your psychic energy and connection to the Lost Phantom does have its limits, however. You have a well of Phantasmic Energy, with a number of uses equal to your Proficiency Bonus + your Intelligence Modifier (Minimum of 1). You regain two uses on a Short Rest, and fully restore all of your uses on a Long Rest.
Phantom Strikes
9th Level
Phantom Tether
Your connection to your Lost Phantom has manifested a psychic tether to it. When you command your Lost Phantom to move further than 5 feet away from you, it casts an invisible psychic tether between you and it. Any hostile targets that enter a space occupied by the tether have their movement speed halved. Spirits, Undead, and those with Psychic or Sensic capabilities can see the tether and will try to avoid it.
As a Bonus Action, you can teleport into a space adjacent to your Lost Phantom or along the tether's line, as long as it is within 45 feet. Doing so breaks the tether until you spend one use of your Phantasmic Energy to restore the link. Spending the energy can be done without an action.
When you reach 17th level as a Rogue, you can teleport up to 90 feet away, and the tether deals 1d8 + your Intelligence Modifier in Cold damage to hostile targets.
13th Level
Fractured Soul
When you reduce a target to 0 HP, either through a Sneak Attack or a Phantom Strike, the target's soul or Ka fractures into several Lost Soul Fragments. The number of Lost Soul Fragments created is equal to your Intelligence Modifier.
You can command the Lost Soul Fragments all at once as part of your turn. Each Lost Soul Fragment has 60 feet of flying movement, can be psychically commanded by you, and grant vision from their perspectives. Each Lost Soul Fragment emits dim light in a 15ft. radius. They last for 1 minute or until they enter a hostile target's space. When they enter a space occupied by a hostile target or vice versa, they deal 1d8 + your Intelligence Modifier in Psychic damage, and are then destroyed.
Additionally, you can spend one use of your Phantasmic Energy to teleport instantaneously up to 45 feet away to an unoccupied space adjacent to one of the Lost Soul Fragments as a Bonus Action, or as a Reaction if you are to be hit by an attack, an area of effect, or spell instead of taking damage or suffering the effects. When you reach 17th level as a Rogue, you can teleport up to 90 feet away.
17th Level
Psychic Resonance
You can redirect and amplify your psychic attacks with the help of your unbreakable connection to your Lost Phantom. When you use the Phantom Strike feature, you may choose to expend an additional use of Spirit Energy to apply the chosen effect and damage to another target within 45 ft. of the first.
You now regain a number of uses of Spirit Energy equal to 2 + your Intelligence Modifier on a Short Rest, and still regain all of its uses on a Long Rest.
Back to the Archetype Overview
Saboteur
3rd Level
Crafty Troublemaker
When you choose this archetype at 3rd level, you now know how to craft all Common rarity explosive devices and grenades. You gain proficiency with Chemistry Kits and Disguise Kits. You also find twice the chemical materials you normally would when performing investigation checks. You learn any Uncommon explosive devices and grenade schematics at 6th level, Rare at 11th level, and Very Rare at 16th level.
Saboteur's Return Policy
Starting at 3rd level, you can use explosives in conjunction with a sneak attack. Explosives now use your Dexterity modifier when you make an attack with them and now use a DC check equal to 8 + your Proficiency Bonus + your Dexterity Modifier. This DC is your Saboteur's DC. Grenades' throwing distance for you is increased by 5 x your Dexterity Modifier in feet, or the same number in spaces as your Dexterity Modifier.
Pulling explosives from your inventory no longer requires an action of any kind and you are proficient with Launcher class weaponry.
As a Saboteur, if an explosive device such as a grenade is thrown at you, as a Reaction, you can throw it back at the attacker or another target of your choice. If you want to deal additional damage on the return throw, make an attack roll when you do so to determine if it hits the intended target for 1d6 bludgeoning damage and then detonates, otherwise it will detonate at your maximum throw distance in the general direction of the target, barring obstacles.
They Set Us Up!
This feature allows you to plant Remote Explosives on an opponent or a vehicle and detonate them when you choose. Detonating the planted explosive counts as an Action. To plant an explosive, use a Sleight of Hand check when within 5 feet of the target as a Bonus Action. If successful, the target cannot take opportunity attacks against you when you leave their sphere of influence, if unsuccessful, the explosives are not planted.
Planted Remote Explosives impose disadvantage on saving throws against them for the target, and you have advantage on the saving throws if you happen to be in the blast radius. If the target was not aware of you when the explosives were planted by you, then they cannot trace the explosion back to you.
Additionally, you gain proficiency with Sleight of Hand checks and Stealth checks if you were not already proficient. If you were already proficient in these abilities, you may choose 2 additional proficiencies of your choice granted by the Rogue class.
9th Level
Scheming and Sabotage
Starting at 9th level, you can impose disadvantage on ability checks, attacks, or saving throws made with Explosives, Firearms, Mechanical Weapons and Devices, and Vehicles for an opponent if you are hidden and make a Sleight of Hand check within 5 feet of the target as an Object Interaction. You can also choose when a Vehicle's internal part fails if you use this feature, declaring the sabotaged component's failure at any point during initiative.
To sabotage a Vehicle, choose one of its internal parts while on board or within 5 feet of the vehicle, then make a Sleight of Hand check. If you succeed the Sleight of Hand check, the owners of the affected vehicle are unaware of the sabotage. If you are hidden when you perform this action, you have advantage on the Sleight of Hand check.
When making any check to board a Vehicle, you have advantage on those checks now.
13th Level
Make it look like an Accident
Starting at 13th level, any equipment or vehicles you have sabotaged can fail at a point of your choosing, as a reaction, when an opponent attempts to use it. Firearms or other devices will detonate in their hands for the amount of damage to targets in a 15 foot radius for the damage the opponent would have dealt. They must make a saving throw against your Saboteur DC or take full damage. The target holding the weapon or explosive device has disadvantage. Successful saves take half damage. These weapons or devices, once detonated, can no longer be used until repaired. Equipment failures mean that their intended function automatically critically fails any check.
A sabotaged vehicle's internal parts or contact points may also fail at times of your choosing during or outside of initiative.
17th Level
Party Favors
Starting at 17th level, as a Saboteur, you may plant as many explosive devices equal to your Dexterity Modifier on opponents or vehicles as a single Bonus Action and detonate them all at once as an Action. You must plant each of the explosives on different opponents as a Sleight of Hand check, but the Sneak Attack damage bonus applies to each planted device.
Additionally, your movement speed after taking the Hide action is increased by 15 feet until you make an attack.
Back to the Archetype Overview
Thief
3rd Level
Fast Hands
Starting at 3rd level, you can use the extra bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Second-Story Work
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
9th Level
Supreme Sneak
Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
13th Level
Multifaceted Item Expert
By 13th level, you have learned enough about the workings of magic and devices that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of items. You gain proficiency with any nonmagical items and adventuring gear.
17th Level
Thief’s Reflexes
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
Back to the Archetype Overview

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