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Rogue

Rogues share little in common with each other. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don’t want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard’s trust, or some random person’s pocket money.

Rogue

In Faerûn, rogues are as often diplomats as thieves, a distinction often lost on those who have come out on the losing end of a diplomatic negotiation. Rogues are everywhere in Faerûn, but no one necessarily expects them to be thieves. Depending on their skills and inclinations, rogues may represent themselves as treasurefinders, tomb-breakers, investigators, spies, bounty hunters, thiefcatchers, scouts, or—most commonly—as “adventurers.”

While it’s true that not every rogue is a thief, it’s also true that many rogues are. Thieves’ guilds are common in Faerûn. Some, such as the Shadow Thieves of Amn or the Night Masks of Westgate, are powerful enough to dictate orders to kings and lords, and ruthless enough to enforce their edicts through intimidation, terror, and outright murder. Most guilds are short-lived, local organizations that rise in a particular city or along a busy trade route, the creation of a charismatic or powerful individual capable of holding such a guild together.

Preferred Character Regions: Rogues are of two general stripes— thieves and brigands. Thieves are common near any large city, and brigands (sometimes charitably referred to as scouts) live in the wild. Rogues are common in Amn, Anauroch, Calimshan, the Dragon Coast, Evermeet, Luiren, Impiltur, the Lake of Steam, Lantan, the Moonsea, the Moonshaes, Mulhorand, Narfell, the Nelanther Isles, Sembia, the Shaar, Tashalar, Thesk, Unther, Vaasa, the Vast, Waterdeep, and the Western Heartlands. Gray dwarves, gold dwarves, shield dwarves, drow, moon elves, sun elves, deep gnomes, rock gnomes, lightfoot halflings, and strongheart halflings are commonly rogues, too.

hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
armor proficiencies: Light armor
weapon proficiencies: Simple weapons and Martial weapons that have the Finesse or Light property
tools: Thieves’ Tools
saving throws: Dexterity and Intelligence
skills: Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth
starting equipment:

Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or (B) 100 GP



spellcasting:

None

class features:

Level 1: Sneak Attack

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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type.

You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.

The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.

Level 1: Thieves’ Cant

You picked up various languages in the communities where you plied your roguish talents. You know Thieves’ Cant and one other language of your choice.

Level 2: Poisoner

You are proficient with Poisoner kits if you are not already.

Level 2: Evasion

Your proficiency bonus is doubled for Dexterity saving throws. You can’t use this feature if you have the Incapacitated condition.

Level 3: Trap Sense

You have advantage on Wisdom (Perception) checks made to detect the presence of secret doors.

You have advantage on saving throws made to avoid or resist traps.

You have resistance to the damage dealt by traps.

Level 3: Steady Aim

As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.

Level 4: Uncanny Dodge

When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down).

Improved uncanny dodge at level 8 replaces this feature.

Level 5: Cunning Strike

You’ve developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling.

If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.

To use this effect, you must have a Poisoner’s Kit on your person.

Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.

Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.

Level 8: Improved Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to reduce damage against you to zero.

Level 9: Improved Cunning Strike

You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.

Level 10: Special Ability

You gain a special ability of your choice from among the following options:

Crippling Strike: Once per combat, you can make a weapon attack to reduce a creature's movement to 0. The creature must make DC 14 Constitution saving throw or they will otherwise be immobile for one turn.

Defensive Roll: You can use a reaction to move 5 feet. Your AC increases +2 until the start of the next creature's turn in the combat turn order. You can only use this feature once per combat encounter.

Slippery Mind: Your cunning mind is exceptionally difficult to control. When you make any Intelligence based saving throw you can obtain a magical success. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain any expended uses when you finish a long rest.

Improved Evasion: When you’re 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. You don’t benefit from this feature if you have the Incapacitated condition.

subclass options:

Level

Proficiency BonusRogue Class FeaturesSneak Attack

1

+2Sneak Attack, Thieves Cant1d6

2

+2Poisoner, Evasion1d6

3

+2Steady Aim, Trap Sense2d6

4

+2Uncanny Dodge2d6

5

+3Cunning Strike3d6

6

+33d6

7

+34d6

8

+3Improved Uncanny Dodge4d6

9

+4Improved Cunning Strike5d6

10

+4Special Ability5d6


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