Rogue in Ferra | World Anvil
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Rogue

Information

Rogues are a versatile class, some prefer to hide while others know and understand magic enough to use it. They are capable of many things and are usually the most skilled when it comes to doing odd tasks.

Sub-class Options

Dragonic
3rd Level Feature
Damage Ancestry
Starting at 3rd level, you may pick an element from the Dragonic Ancestry table. This element replaces the damage type of your Sneak Attacks. In addition, this elemental damage is able to bypass a creature's resistance to that damage type.  

Breath Weapons


Dragon colourDamage TypeBreath WeaponEffect
BlackAcid5 by 30 ft. line (Dex. save)Targets become covered in acid for 1 minute or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes d4 acid damage at start of each of its turns.
BlueLightning5 by 30 ft. line (Dex. save)Targets can't take reactions until the start of its next turn.
BrassFire5 by 30 ft. line (Dex. save)Targets fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
BronzeLightning5 by 30 ft. line (Dex. save)Targets be pushed 20 feet away from you and be knocked prone.
CopperAcid15 ft. cone (Dex. save)Targets can use either an action or a bonus action on its turn, but not both until the start of your next turn.
GoldFire15 ft. cone (Dex. save)Targets have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
GreenPoison15 ft. cone (Con. save)Targets become poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
RedFire15 ft. cone (Dex. save)Targets takes d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC Dexterity check to extinguish the flames.
SilverCold15 ft. cone (Con. save)Targets become incapacitated until the start of your next turn.
WhiteCold15 ft. cone (Con. save)Targets Speed is halved until the start of your next turn.

Elemental Cry
Also at 3rd level, when you successfully hit a creature and deal damage using the element linked to your Draconic Ancestry, you add one additional damage dice to the total damage dealt.   9th Level Feature
Dragon's Shout
At 9th level, you gain the Dragonborn's breath weapon feature linked with the ancestry you chose. If you would already have this feature from another source then your breath weapon's range is doubled instead. This breath weapon attack may also apply your Sneak Attack feature.   13th level Feature
Dragon's Flight
At 13th level, your mastery of the skies reaches new heights. You gain a fly speed equal to your walking speed. Furthermore, when you use your fly speed to Dash, it also functions as if you had taken the Disengage action.   Additionally, When you make an attack while flying, you can apply your Sneak Attack damage regardless of whether you have disadvantage or advantage on the attack roll.   17th level Feature
Dragon's Constitution
At 17th level, your draconic connection grants you unparalleled resilience. You are now immune to damage that relates to your Draconic Ancestry.   You also gain advantage on all saving throws against spells. When you successfully save against a spell, you can use your reaction to redirect the spell back at the creature that initially had cast it. The critical hit threshold for this redirected spell lowers to 17 or higher if the attack uses the same damage type as your Dragonic Ancestry element.
Poisoner
3rd Level Feature
Poison's Delight
You gain expertise in poisoners kit and making such poisons with it. You also gain the Poisoner feat
  Poison Born
When you deal poison damage, you bypass poison immunity and when a creature takes poison damage you have dealt, you may apply your sneak attack damage to it.   9th Level Feature
Poisoner's Wraith
When an attack applies sneak attack damage on a poisoned target, it will deal critical damage instead of normal damage.   13th Level Feature
Poison Blood
You gain immunity to poison and the poison condition but instead, heal from poison damage. If a creature hits you, you may roll a 1d6 and deal damage back to that creature equal to the die rolled.   17th Level Feature
Master of Poison
All poison rolls you attack with will always max damage regardless of the damage die rolled, sneak attack deals poison damage.
Flesh Carver
In the shadowy corners of the Arcane University, there exists an order known as the "Flesh Carvers." These rogue magicians have delved deep into seeking to unravel the mysteries of flesh and its connection to magic. The roots of this order trace back to a long-forgotten and grim period of experimentation by the god of Flesh.   Centuries ago, a man known as "Jackle" pioneered the path of Fleshmancy. The First Carver is shrouded in myth and legend, rumored to have unlocked the secrets of fusing spells with the very essence of life. As whispers of their accomplishments spread, the First Carver attracted a small circle of followers, eager to learn and expand upon this newfound art.   In time the Flesh Carver became the pulsating entity of flesh and magic, now known as the "Flesh God". The reason is forever unknown.   3rd Level Feature
Runic Flesh
Starting at 3rd level, you gain proficiency with calligrapher's supplies and unlock the secrets of flesh runes. As a Flesh Carver, you can choose three 1st-level wizard spells or spells you know to inscribe onto runes which attach to your body. You may inscribe flesh runes equal to your Intelligence modifier. To inscribe flesh runes, you need to spend a short rest or long rest. Once inscribed, a flesh rune remains until activated or replaced during a short rest or long rest.   As you gain levels in this class, you can choose additional spells and can change your known spells on a long rest, following the spell selection rules of the Arcane Trickster Rogue subclass without the Enchantment & Illusion restriction. You can inscribe these spells onto your flesh runes, and you can choose to activate the effects of these spells using your "Runic Flesh" ability.   When you use your Sneak Attack, you can choose to expend a use of a flesh rune to enhance your attack. The target of your attack is subjected to the effects of the spell inscribed on the flesh rune. If the spell's is a saving throw then its DC is based on your Intelligence. You regain expended flesh runes during a long rest.   Flesh Enhancer
Also at 3rd level, you've developed a deep connection with the runes inscribed on your flesh. You gain the ability to tap into the power of the runes inscribed on your body. When you have a spell inscribed on a flesh rune, you can choose to undergo the effects of that spell as if it were cast on you. This feature even bypasses concentration requirements for these spells, and the spells duration is until a long rest instead of its base spell duration. For example, if you have Mage Armor inscribed, you can choose to activate it to gain the AC bonus and it lasts until your next long rest.   9th Level Feature
Share the Scar
At 9th level, your mastery of flesh runes allows you to share the power of your inscribed spells with your allies. You gain the ability to place your runes onto a willing creature. This rune allows the bearer to activate the effects of a spell inscribed on your flesh runes.   To place a Rune on an ally, you need to spend a short rest or long rest. The rune remains inscribed on the chosen creature until activated or replaced during a short rest or long rest. The bearer of the rune can choose to activate the effects of the inscribed spell but must concentrate on it but the duration is still the same as your Flesh Enhancer.   13th Level Feature
Blood-link Flesh
At 13th level, when you successfully land a sneak attack on an enemy, you can choose to apply two runes from your flesh runes onto the target. One of the runes uses does not consume extra resources.   In addition, when an ally uses your "Share the Scar" rune, you too undergo the effect of the rune.   17th Level Feature
Master of the Flesh
At 17th level, your mastery over flesh runes and your understanding of arcane magic reach their pinnacle. You gain the ability to inscribe a single 9th-level wizard spell onto your flesh runes.   This 9th-level spell can be chosen from the wizard spell list and represents the culmination of your expertise in flesh manipulation and magic. You can inscribe this spell onto one rune, and when you use it, you cannot use the spell again until your next long rest.
Necromancy
3rd Level Feature
Souls of The Discarded
On a long rest, you conjure black seeds of necrotic energy. The amount you can conjure is equal to your prof mod. You can expend a seed to do one of the following effects;  
  • You can use your action to throw the seed onto the ground within 30ft of you, when you do so it will instantly grow into a skeleton or Zombie (The same stats as animate dead spell, the type is your choice).
  • When you make a attack roll, saving throw, or skill check after seeing the roll you may eat the seed as a reaction to add half your rouge level to the roll (rounded down). If the roll should still fail you gain temp hp equal to your rouge level.
  Wrath of the Undead Army
If you should control an undead from either a feature, spell, or racial ability; your undeads deal additional damage equal to half your sneak attack (rounded up) in Necrotic damage.   9th Level Feature
Silent Voices, No Prayers
You can expend 2 of your black seeds to cast any necromancy school spell, the max level that you can cast at is equal to half your rouge level (rounded up).   13th Level Feature
Failures of Death
Once per round, If an undead you controls dies from damage that isn't radiant or a critical hit, you regain a black seed (Max amount is equal to your prof mod) and you regain d10 hit points.   17th Level Feature
Soul Link
If you should be reduced to 0 hit points while controlling an undead that is within 60ft of you, you can instead destory your controlled undead and gain hit points equal to that undeads current hit points. (Failures of Death applies to this effect).
Ladder
3rd Level Feature
Ladder Companion
As part of your long rest, you can do a 1 hour ritual to summon a 5ft ladder. This counts as a martial finesse weapon that requires two-hands to wield. The damage die for this weapon is 2d6 and deals one damage type from this list that you can roll when you first cast the ritual or roll again on another long rest.  

Ladder Rogue Element Table


D8Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Poison
7Psychic
8Thunder
  Step Through
You gain Proficiency in deception, your proficiency bonus is doubled for any ability check you make that uses this skill while you hold your ladder.   In addition, if a non-hostile creature beats your stealth check. They will ignore your actions as long as they aren't perceived as something that the creature finds suspicious (Stealing, attacking) and you are holding or using your ladder.   9th Level Feature
Growth of the Chosen Ladder
Your ladder gains the reach property, and when you score a critical hit you can choose to push the creature 10ft in a direction of your choice.   When you apply sneak attack to an enemy, the ladder can extend as it becomes empowered by the height of sneaking. As a bonus action, On the same turn you deal sneak attack, you gain a climb speed equal to 5x your sneak attack damage that you dealt this turn and your ladder becomes the same length. The extension lasts until the start of your next turn, after which the ladder will retract back. You can only use this feature equal to your prof mod.   13th Level Feature
Peak of Ladders
Once per long rest, When you ladder extends from your Growth of The Chosen Ladder feature, as part of the bonus action you can retract you ladder early by making a cone attack, the length of the cone attack is equal to half your ladders length (100ft long = 50ft cone). You make a melee weapon attack, and apply you damage to anyone it hits. You lose your climb speed and ladder length when you use this feature for that turn.   17th Level Feature
Anywhere and Nowhere
While you hold your ladder, you can cast Greater Invisibility on yourself and anyone who is holding it. The spell lasts until you or your allies lets go of the ladder, or after 1 hour has passed.   You can use this feature equal to double your prof mod, and restores on a long rest.
Dragon Gunner
3rd Level Feature
Dragonic Companion
As a bonus action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.   The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its colour, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.   In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.   The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.   You may summon the drake an amount of times equal to your proficiency mod, afterwards you can't do so again until you finish a long rest.   Draconic Weapon Bond
Starting at 3rd level, you forge a special bond with your drake companion, allowing it to transform into a deadly weapon that you can wield in combat. When you use your bonus action to summon your drake companion, you can choose to manifest it as a weapon instead.   The drake manifests as a magical weapon of your choice, based on its draconic essence. The Damage type of your weapon uses your draconic essence and you can choose between the weapon being a Range weapon (120/600) or melee when manifesting it. The cosmetic appearance of the weapon reflects the drake's characteristics, such as the colour of the scales or any visible effects related to its essence. This appearance has no impact on the weapon's game statistics.   As a rogue, you are proficient with this drake weapon and it has the finesse property. The weapon's damage die is determined by your level in the rogue class, as shown in the table below:  

Drake Weapon Table


Rogue LevelWeapon Damage Die
3rd-4th1d6
5th-10th1d8
11th-16th1d10
17th+1d12
  While wielding the drake weapon, you can perform your Sneak Attack with it, using the normal rules for Sneak Attack. The damage dealt by the weapon's attacks counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. The drake weapon remains in this form until you dismiss it as a free action. If the weapon is dismissed or destroyed, it reverts back to its drake form and can be weaponized. You can use this feature to manifest the drake weapon a number of times equal to your proficiency bonus before you must finish a long rest to use it again.   9th Level Feature
Drake's Fury
At 9th level, your bond with your drake companion deepens, granting you access to its formidable draconic power. You gain the ability to channel the drake's fury into your attacks, infusing them with elemental energy.   Whenever you hit a creature with an attack using your drake weapon, you can choose to expend one die of your Sneak Attack to enhance the attack. The target of the attack takes the sneak attack, and this damage is of the same damage type as your drake companion's Draconic Essence. If your drake companion has multiple damage types, you can choose which type to use for this feature.   Additionally, when you hit a creature with an attack using your drake weapon, you can choose to unleash a surge of elemental energy. The target must make a Dexterity saving throw against a DC equal to 8 + your Dexterity modifier + your proficiency bonus. On a failed save, the target takes additional damage equal to half your Sneak Attack damage, and it suffers the following effect based on the damage type:  
  • Acid: The target's Armor Class is reduced by 1 until the end of its next turn.
  • Cold: The target's speed is reduced by 10 feet until the end of its next turn.
  • Fire: The target takes an additional 1d6 fire damage at the start of its next turn.
  • Lightning: The target has disadvantage on the next saving throw it makes before the end of its next turn.
  • Poison: The target is poisoned until the end of its next turn.
  Once you use this feature, you can't do so again until you finish a short or long rest.   13th Level Feature
Draconic Resilience
At 13th level, your bond with your drake companion grants you enhanced resilience and protection. You tap into the draconic essence flowing through your veins, gaining additional defences and resistances.   You gain the following benefits:  
  • Draconic Resistance: You gain resistance to the damage type associated with your drake companion's Draconic Essence. If your drake companion has multiple damage types, choose one type for this resistance.
  • Draconic Scales: Your connection with your drake strengthens, manifesting in the form of protective scales that cover parts of your body. When you aren't wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + proficiency modifier. This calculation takes into account any bonuses from items or other features that would normally contribute to your Armour Class.
  • Draconic Endurance: Your hit point maximum increases by an amount equal to your level in the rogue class. Whenever you use your Cunning Action, you regain hit points equal to your proficiency bonus.
  • Draconic Counter: When a creature within 5 feet of you hits you with an attack, you can use your reaction to strike back with the power of your drake companion. Make a melee weapon attack with your drake weapon against the attacker regardless of whether your weapon is ranged or melee. If the attack hits, the target takes additional damage equal to your Sneak Attack damage.
  Once you use Draconic Counter, you can't do so again until you finish a short or long rest.   17th Level Feature
Drake's Ascendancy
At 17th level, you reach the pinnacle of your bond with your drake companion, achieving a state of ultimate synergy and power. You become a true embodiment of draconic might, gaining unparalleled abilities and becoming a force to be reckoned with.   Draconic Presence: As an action, you can unleash your drake's majestic aura, channelling its raw power. Each creature of your choice within 30 feet of you must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Dexterity modifier. On a failed save, the creature becomes frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   Additionally, when you use your Sneak Attack, you can choose to apply the Sneak Attack damage to all creatures of your choice hit by the attack, as long as they are within 30 feet of you. This includes both the original target and any additional creatures caught in the attack's area of effect. Each creature takes half the amount of Sneak Attack damage.   Draconic Resurgence: When you are reduced to 0 hit points and not killed outright, you can choose to be instead reduced to 1 hit point. Additionally, you regain a number of hit points equal to a roll of your Sneak Attack dice + your proficiency bonus. You can use this feature once, and you regain the ability to do so after finishing a long rest.
Hunter
3rd Level Feature
Hunter's Knowledge
Starting at 3rd level, you gain proficiency in the Arcana skill. You also gain access to the True Strike cantrip (Reworked) as a known spell, it uses your intelligence modifier for any spellcasting checks.   True Mark
Also at 3rd level, as a bonus action, you can mark a target using the True Strike cantrip. This mark lasts for 1 minute or until you lose concentration (as if you were concentrating on a spell). While the mark is active, you have advantage on your attack rolls against the marked target, and you can use your Sneak Attack feature on this attack, even if you don't have advantage on the attack roll, but not if you have disadvantage.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a short or long rest.   9th Level Feature
Repositioning Strike
At 9th level, you gain the ability to quickly reposition yourself to take advantage of your marked target. When you use your True Mark feature, you can also teleport to an unoccupied space within 30 feet of the marked target. This teleportation doesn't provoke opportunity attacks.   13th Level Feature
Enhanced True Strike
At 13th level, you have mastered the way of the hunt and can find your targets easier. When you use True Strike, it no longer requires concentration, and its range is doubled.   17th Level Feature
Mark of Vulnerability
At 17th level, you've become a true master of marking your targets and exploiting their weaknesses. When you expend a use of your True Mark feature, you can make up to three attacks against the marked target with advantage, and you can use your Sneak Attack on each of these attacks regardless of advantage or disadvantage.
Strangler of the Mists
3rd Level Feature
Whispering Strangulation
Starting at 3rd level, when you successfully hit a creature with a finesse or ranged weapon, you can choose to forgo dealing damage and instead attempt to grapple the target using your Acrobatics or Athletics, you appear in the same space as the creature when you use a range weapon. If you succeed, the target is considered restrained until the grapple ends. While grappling a creature in this way, you can use your Sneak Attack damage against it on subsequent turns at the start of each turn. The creature can repeat the contested check at the end of each of its turns, breaking free on a success.   Evasive Strangulation
Also at 3rd level, while you have a creature grappled, you can use your action to roll an Acrobatics or Athletics check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (target's choice). If you succeed, you deal damage to the target equal to the result of your check, the damage type is the same as the weapon you hold. This damage is in addition to any other effects or damage caused by grappling or attacking. The max amount you can deal in damage with this effect is 5 times your rogue level per turn.   9th Level Feature
Phantom Grappler
At 9th level, when you have a creature grappled, you can use your bonus action to create a shadowy duplicate of yourself. This phantom clone continues the grapple, allowing you to release the physical grapple and take your turn as normal. The shadow clone has the same statistics as you, including your half current hit points (Rounded down), but it cannot make attacks or use any equipment. The phantom clone persists until the grapple is broken or until you lose your concentration (as if you were concentrating on a spell). You can use this feature equal to your proficiency modifier, you must finish a short or long rest before you can use it again.   13th Level Feature
Silent Choke
At 13th level, your strangulation allows you to incapacitate your foes with deadly efficiency. When you have a creature grappled, you can use a bonus action to attempt to choke the target. The creature must make a Constitution saving throw against your Rogue save DC (8 + your Proficiency bonus + your Dexterity or Strength modifier). On a failed save, the creature is incapacitated until the end of its next turn. On a successful save, the creature is unaffected.   Once you use this feature, you must finish a short or long rest before you can use it again.   17th Level Feature
Lethal Embrace
At 17th level, your mastery over the art of strangulation reaches its apex. When you have a creature grappled, you can use your action to initiate a deadly embrace, channeling dark energies into your hands. The target must make a Constitution saving throw against your Rogue save DC. If the target fails, it is instantly killed if it is at 100 hit points or less as you tighten your grip, crushing its life force otherwise it takes 10d10 force damage.   Once you have successfully used this feature, you must finish a long rest before you can use it again.

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