Rogues are as prevalent in Iroa as in any other setting. However, not all are found haunting the back alleys of a polis. Many actually put their skills to service in military units, or as scouts and troubleshooters attached to merchant groups, or of course as brigands plying the untamed spaces between poleis.
As with any other class, it's worth noting that someone with the rogue class is extraordinary. A rogue rises above the level of common thief or thug, much as a fighter is no mere soldier, a cleric is no mere temple acolyte, and a wizard is no mere hedge witch. Their potential, and the arc of their destiny, are above that of the common person.
Errata
TCoE lists the following change to the Rogue.
Steady Aim is
not given for free, but you (and any other character) can take it as a half feat, which also grants +1 to Dexterity.
Not errata so much as a reminder: Remember that Sneak Attack is only usable once per turn. If you hit with two or more attacks on a turn, you choose which eligible attack gets to have sneak attack damage added to it. Also remember that it can be used once per turn, not once per round, which means it can be used on an opportunity attack on someone else's turn if it applies.
Rogue Changes
Rogues are full martials. You consequently use the more favorable table for access to
Martial Exploits.
The bonus ASI at 10th level is deleted from the Rogue progression table. The following other changes and additions are also granted.
Rogue Tactics
At 1st level, choose the archetype of rogue you represent.
Artful Dodger: You gain proficiency in one of your choice of Acrobatics, Athletics, Insight, or Sleight of Hand. When you move at least 15 feet, add the higher of your Strength or Charisma bonus to your AC and to your Strength and Dexterity saves until the start of your next turn.
At 6th level, when you move at least 15 feet, you get advantage on your next attack roll before the start of your next turn.
Brutal Scoundrel: You gain proficiency in martial weapons and medium armor, and in one vehicle or set of tools. Add the higher of your Strength or Wisdom bonus as extra damage when you have advantage on the attack roll.
At 6th level, you gain proficiency in Strength saves. Additionally, your Evasion class feature works on Strength saves in addition to the default Dexterity saves.
Cunning Sneak: You gain proficiency in one of your choice of Deception, History, Investigation, Sleight of Hand, or Stealth. Add the higher of your Intelligence or Charisma bonus to your Initiative checks when you are not surprised.
At 6th level, you can move faster than half speed while sneaking without taking disadvantage on your Stealth check. You can also ignore the first two spaces of difficult terrain you would move through each turn.
Savvy Explorer: You gain proficiency in your choice of Insight, Investigation, Nature, Perception, or Survival. Add the higher of your Intelligence or Wisdom bonus to ability checks that interact with the environment as opposed to another creature, such as to find secret doors or climb a wall.
At 6th level, foes have disadvantage on opportunity attacks against you, traps and hazards have disadvantage on all attacks against you, and you have advantage on saves against the effects of traps and hazards.
Reliable Talent
This rogue feature is moved from 11th level to 10th level.
Extra Attack
Starting at 11th level, you may take two attacks with the Attack action, instead of only one.
Subclasses
All subclasses from the PHB, XGtE, and TCoE are allowed.
The Arcane Trickster sees some changes, and is addressed in its own article.
The Odyssean is also added as a subclass you can choose.
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