Rogue
Hit Dice: 1d8 per rogue level
HP Bonus: Ld4+L*CON
TP: 100
Feat Slots: 6
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools: Thieves' Tools
Saving Throws: DEX, INT
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Plunge the battlefield into shadow, then strike at each enemy with a d4. If the dice rolls 3 or lower, they instantly die. Against bosses, applies Stun (V) (1).
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra (L/2)d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
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.
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.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
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.
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus movement action on each of your turns in combat.
Starting at 5th level, once per round 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.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath 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.
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.
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, provided the level of invisibility is no higher than IV.
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
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.
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 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.
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.
Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.
Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.
Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.
Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.
Starting at 3rd level, you are difficult to pin down during a fight. You gain a free DEX roll of movement as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
At 9th level, you gain +5 to your DEX movement rolls. This increase also applies to climbing and swimming.
Starting at 13th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.
Starting at the 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn. Additionally, if you have any tiers of Extra Attack, you do not gain an additional attack from this skill; instead, you may apply the Sneak Attack bonus to the first bonus attack granted by Extra Attack.
Starting at 3rd level, you gain a free bonus action each round which can be used to make a Sleight of Hand check, using your thieves' tools to disarm a trap or open a lock, or using an object.
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; DEX checks for climbing are considered no more difficult than running.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
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.
By 13th level, you have learned enough about the workings of magic 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 magic items.
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.
HP Bonus: Ld4+L*CON
TP: 100
Feat Slots: 6
Proficiencies
Armor: Light ArmorWeapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools: Thieves' Tools
Saving Throws: DEX, INT
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Abilities
Ultimate Ability: Deathblow Flurry
Rarity: Rare | CC: Rogue | UP: 65 | ZP: 1 | ZL: 0 | Cost: 3 TPPlunge the battlefield into shadow, then strike at each enemy with a d4. If the dice rolls 3 or lower, they instantly die. Against bosses, applies Stun (V) (1).
Sneak Attack
Level 1 | Rarity: Basic | CC: Rogue | Cost: 0 TPBeginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra (L/2)d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
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.
Expertise
Level 1 | CC: Rogue| Rarity: Uncommon | Cost: 0 TPAt 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.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Thieves' Cant
Level 1 | CC: Rogue | Rarity: Basic | Cost: 0 TPDuring 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.
Cunning Action
Level 2 | CC: Rogue | Rarity: Legendary | Cost: 7 TPStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus movement action on each of your turns in combat.
Class Feat Slot I
Level 4 | CC: RogueUncanny Dodge
Level 5 | CC: Rogue | Rarity: Legendary | Cost: 5 TPStarting at 5th level, once per round 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.
Evasion
Level 7 | CC: Rogue | Rarity: Legendary | Cost: 5 TPBeginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath 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.
Class Feat Slot II
Level 8 | CC: RogueClass Feat Slot III
Level 10 | CC: RogueReliable Talent
Level 11 | Rarity: Legendary | Cost: 5 TPBy 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.
Class Feat Slot IV
Level 12 | CC: RogueBlindsense
Level 14 | CC: Rogue | Rarity: Rare | Cost: 3 TPStarting 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, provided the level of invisibility is no higher than IV.
Slippery Mind
Level 15 | CC: Rogue | Rarity: Rare | Cost: 3 TPBy 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Class Feat Slot V
Level 16 | CC: RogueElusive
Level 18 | CC: Rogue | Rarity: Exotic | Cost: 8 TPBeginning 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.
Class Feat Slot VI
Level 19 | CC: RogueStroke of Luck
Level 20 | Rarity: Exotic | Cost: 5 TPAt 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 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.
Subclasses
Roguish Archetype: Mastermind Archetype
Mastermind Archetype: Master of Intrigue
Level 3 | CC: Mastermind | Rarity: Basic | Cost: 1 TPWhen you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.
Mastermind Archetype: Master of Tactics
Level 3 | CC: Mastermind | Rarity: Uncommon | Cost: 2 TPStarting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.
Mastermind Archetype: Insightful Manipulator
Level 9 | CC: Mastermind | Rarity: Basic | Cost: 2 TPStarting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
-
Intelligence score
- Wisdom score
- Charisma score
- Class levels (if any)
Mastermind Archetype: Misdirection
Level 13 | CC: Mastermind | Rarity: Uncommon | Cost: 1 TPBeginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.
Mastermind Archetype: Soul of Deceit
Level 17 | CC: Mastermind| Rarity: Legendary | Cost: 3 TPStarting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.
Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.
Roguish Archetype: Scout Archetype
Scout Archetype: Skirmisher
Level 3 | CC: Scout | Rarity: Rare | Cost: 3 TPStarting at 3rd level, you are difficult to pin down during a fight. You gain a free DEX roll of movement as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Scout Archetype: Survivalist
Level 3 | Rarity: Uncommon | Cost: 1 TPWhen you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Scout Archetype: Superior Mobility
Level 9 | CC: Scout | Rarity: Basic | Cost: 1 TPAt 9th level, you gain +5 to your DEX movement rolls. This increase also applies to climbing and swimming.
Scout Archetype: Ambush Master
Level 13 | CC: Scout | Rarity: Rare | Cost: 3 TPStarting at 13th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.
Scout Archetype: Sudden Strike
Level 17 | Rarity: Rare | Cost: 3 TPStarting at the 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn. Additionally, if you have any tiers of Extra Attack, you do not gain an additional attack from this skill; instead, you may apply the Sneak Attack bonus to the first bonus attack granted by Extra Attack.
Roguish Archetype: Thief Archetype
Thief Archetype: Fast Hands
Level 3 | Rarity: Rare | Cost: 3 TPStarting at 3rd level, you gain a free bonus action each round which can be used to make a Sleight of Hand check, using your thieves' tools to disarm a trap or open a lock, or using an object.
Thief Archetype: Second-Story Work
Level 3 | Rarity: Uncommon | Cost: 1 TPWhen you choose this archetype at 3rd level, you gain the ability to climb faster than normal; DEX checks for climbing are considered no more difficult than running.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Thief Archetype: Supreme Sneak
Level 9 | Rarity: Uncommon | Cost: 3 TPStarting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Thief Archetype: Use Magic Device
Level 13 | Rarity: Rare | Cost: 3 TPBy 13th level, you have learned enough about the workings of magic 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 magic items.
Thief Archetype: Thief's Reflexes
Level 17 | Rarity: Exotic | Cost: 6 TPWhen 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.
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