Rogue in The World Within Walls | World Anvil
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Rogue

Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open.   A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound.   Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard’s belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape.   Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.  

Skill and Precision

  Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.   When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.  

A Shady Living

  Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and wererats—haunt the sewers.   As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.  

Creating a Rogue

  As you create your rogue character, consider the character’s relationship to the law. Do you have a criminal past—or present? Are you on the run from the law or from an angry thieves’ guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal?   What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to reevaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend—another member of your adventuring party—who showed you new possibilities for earning a living and employing your particular talents.  

Quick Build

  You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at Investigation or plan to take up the Arcane Trickster archetype. Choose Charisma instead if you plan to emphasize deception and social interaction. Second, choose the charlatan background.  

The Rogue Table


LvlProficiency BonusSneak AttackFeatures
1st+21d6Expertise, Sneak Attack, Thieves' Cant
2nd+21d6Cunning Action
3rd+22d6Roguish Archetype
4th+22d6Ability Score Improvement
5th+33d6Uncanny Dodge
6th+33d6Expertise
7th+34d6Evasion
8th+34d6Ability Score Improvement
9th+45d6Roguish Archetype Feature
10th+45d6Ability Score Improvement
11th+46d6Reliable Talent
12th+46d6Ability Score Improvement
13th+57d6Roguish Archetype Feature
14th+57d6Blindsense
15th+58d6Slippery Mind
16th+58d6Ability Score Improvement
17th+69d6Roguish Archetype Feature
18th+69d6Elusive
19th+610d6Ability Score Improvement
20th+610d6Stroke of Luck

Rogue


Hit Points

Hit Dice: d8 per Rogue level
Hit Points at first Level: 8 + Con Mod
Hit Points at Higher Levels: 1d8 (or 5) + your Con Mod

Proficiences

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords.
Tools: Thieves' Tools
Saving Throws: Dex, Int
Skills: Choose four: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Class Features

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.   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 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.   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.  

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.  

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

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.  

Evasion

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.  

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.  

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.  

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.  

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.  

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 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.


Starting Equipment

  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • (a) a diplomat’s pack or (b) an entertainer's pack
  • (a) a lute or (b) any other musical instrument
  • Leather armor and a dagger

 


Subclass Options


Roguish Archetypes

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.  

Acrobat

Even Acrobats who are not inclined toward larcenous behavior are rarely looked up to by the rest of their society. Acrobats are almost always wanderers, as even a small town quickly tires of its entertainers, so they must move on to the next, where their tricks and displays may be considered new and impressive.

Agent

By using conjuration magic to create or summon weapons and armor when they need them, agents specialize in infiltration and espionage. An agent can enter a location entirely unarmed and unarmored, appearing innocuous while completing their task, and then summon the armaments they need at a moment's notice when conflict arises. Agents often work at the behest of governments and powerful factions as multipurpose operatives, such as spies or assassins.

Arcane Saboteur

There are rogues who enhance their stealth and agility with magical illusions and enchantments to become renowned thieves and burglars...and then there are their distant cousins. Arcane saboteurs hone their magical ability to conjure magical traps and evoke destructive force. Many of these rogues become hitmen and explosive experts, prized for their destructive ability.

Arcane Trickster

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.

Assassin

You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Blink

The legendary Blinks are master thieves and pickpockets with a supernatural knack for concealment. Having manifested a portal to a personal demiplane in your hands, you join their ranks as one of the few able to make contraband vanish in the blink of an eye.

Bloodcurser

Bloodcurser rogues focus their training on the art of blood magic, taking a grim path to ensure their targets will get eliminated, no matter the cost. Those who adhere to this archetype are mainly hired killers, bounty hunters or members of secret organizations that use vile means to remove their adversaries.

Bushidō

Those that follow the life of bushidō embrace skill, precision, and patience. Perfecting the perfect single strike in battle, while still applying these philosophies to all walks of life. These rogues shun most aspects of petty crime, but they do take actions into their own hands, which often gets them on the wrong side of the law.

Chameleon

Most rogues can hide, but few hide in plain sight. From mere disguises to physical changes in color, Chameleons master covert skills both mundane and magical to immerse themselves into any situation and strike at a moment's notice.

Daredevil

Where most people avoid danger, there are some that seek it out at every opportunity. Daredevils are those that relish the change to risk their lives, either by attempting dangerous stunts or putting themselves in harms way. From young ages, daredevils would rather be maneuvering through treetops or leaping from roof to roof. Daredevils have a knack for avoiding what for most would be certain death.   As a daredevil, what is it that drives you to perform these airborne feats of acrobatics? Is it a drive to push yourself to your absolute limits? The fame and attention it brings? Or just the adrenaline rush of risking life and limb?

Deadeye

A Deadeye specializes in attacking their enemies from afar. They are quicker than the eye can see, and seem to always have an eye on their target.   One second, a seemingly untouched bandit looks over his hoard of gold. The next second, a sharp whistle is heard as an arrow passes through the bandit's throat and into a tree nearby. A lone Deadeye smirks, a quarter of a mile away from his target.

Delinquent

Delinquents are the kind of people you don't make eye contact with when you walk down the street. The kids who when you see bunched up in an alley, or crowded around a clerk in a store, you know to just keep on walking. Rogues who travel down this path of expertise are masters in the art of really making their neighborhoods their bitch, and showing those who pushed them down what's what.

Diminutor

All rogues enjoy moving unnoticed, but your skills are always served best when you can operate underneath the noses of those around you. Literally. As a diminutor, you can tap into strange powers that allow you to shrink your very physical form to one small enough to pass by undetected, or take advantage of an opponents confusion and inability to properly defend against you. Able to slip past security some would think impenetrable, or cause havoc in a fight as an almost impossible to track blur of pint-sized death, diminutors are often spoken of as amusing ghost stories in underground circles.

Disciple

You were chosen among a select few to protect those of the faith. Whether it be from demons or devil or from corrupt members of the church you are sent to be judge, jury and executioner.

Divine Herald

Your strict upbringing made you an unwavering and swift agent of divine retribution. You don’t simply exist to serve the priests of your order, you have a higher purpose and calling–to alleviate the world of false prophets and heretics.

Dreadskull

Dreadskull's are often individuals how have form a symbiotic relationship with an angry spirit. The spirit uses the host to complete some task while the host gains a suite of horrifying powers. They appear like normal mortals, made of flesh and bone; But in an instant they can transform into a nightmarish creature that strikes fear into the hearts of the strongest of minds.

Duelist

The Duelist knows that the best way to defend your allies is to quickly dispatch your foes. When fighting back to back with a single ally, this rogue is able to quickly fell foes and turn disadvantage into advantage. The duelist combines high damage with distraction and survivability to act like the stinging hornet defending its hive.

Dungeoneer


Gatecrasher

A gatecrasher is a rogue with a particular affinity with portals. Master improvisers and students of the strange, they serve as explorers, couriers, and information brokers, indulging their insatiable appetite for traveling the planes, and learning everything they can about the multiverse and its inhabitants.

Graverobber

You’ve nearly died. Sometime recently, or earlier in your life, you’ve fallen to the brink of death and felt your heartbeat stop. In that moment, far from hope, your spirit wandered on the border of life and death, where it entered the Forbidden Graveyard. Amidst the sepulchers and crypts of this haunted dimension, you bore witness to the secrets of life and death, speaking with the fallen whose gaze chilled your very soul. Somehow, you returned from that fallen plane, but it has stained you. Your spirit is filled with both the eerie power of darkness and the flowing force of life, granting you the ability to touch the souls of others directly. You might still be living, but your every step is one of a dead man walking.

Hand of Glory

All kinds of wondrous powers are attributed in legend to the severed left hand of a thief, sometimes known as a Hand of Glory. These legends are partly true, but what they fail to mention is how they derive from the legends of tricksters and arsonists with hands that blazed with sunlight.

Hundred Faced

You adhere to an ancient art, through which you can split your body and mind into several selves. While your other selves are fragile due to being a fragment formed from you, they're able to scout ahead and assassinate your enemies. A Hundred Faced can turn a fair fight into a fatal ambush.

Infiltrator

Professional killers and talented socialites, Infiltrators combine a keen eye and quick reflexes with mastery of the blade, stealth, and carefully-chosen words. Glamorous assassins who must infiltrate all manner of societies, their tongues are just as sharp as their knives.

Inquisitive

As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.

LeBlanc

Rogues who embody this archetype are characterised by their impeccable manners, charm, and courteousness. They tend not to steal for material wealth, but rather the thrill of the act or correcting moral wrongs.

Little Bravo

Audacious, daring, and dauntless are some adjectives you gain doing to your bravery when you face opponents larger then you. As a halfling, you takes advantage of your size to move between your enemies, and attacking them from unlikely and unexpected spots. For you, as larger is the foe, greater is the fall.
Restriction: Halflings Only Only halflings can choose the roguish archetype of little bravo. This class reflects the inherent courage and daring of the halflings when facing creatures larger than their without hesitate. Your DM can fit this racial restriction to other kind of small races as gnomes, goblins, and kobolds, if it allow those races as option to player characters in its campaign. This restriction should reflects a kind of creatures of Small size that are bold, never a craven race that exists in the campaign setting of your DM.

Marauder

Trained in the use of all sorts of weaponry and with a keen eye for treasure, your skills as a Marauder make you a terror wherever there is something of value ripe for the taking. These warriors trade deceit and precise maneuvers for pure power and brutal efficiency. Marauders may travel the land as mounted raiders, or pillage the coasts on fast longships, making use of mobility and brutality to always strike where the rewards are greatest. Many pirates, raiders, and bandits follow this archetype, wandering land and sea in search of wealth or glory.

Mask

You embrace the concept of disguise and take it to its extreme. As a Mask, you devote yourself to a persona; an identity you don and doff as easily as another might change their clothes, and delight in exploring it to its fullest.

Mastermind

Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.

Merchant

Merchants thrive in a cycle of finding and trading wares to tap into the might that comes with wealth. In time, you will understand the cost of survival, gain an eye for good product, and even access your reserves of wealth from miles away. You can put a price on anything, except your own ambition.

Mimetic

A rogue that follows the Mimetic archetype don’t rob or steal goods, it copy abilities possessed by other creatures. With a comprehension beyond normal about training and study, a mimetic can understand the way a creature access and gain certain abilities just watching it. With its supernatural power, the mimetic simulate with perfection an action it just saw and can even deprive a creature from using its power for a moment when reach a higher comprehension level

Mimic

Those Rogues who take it upon themselves to embody the Mimic archetype take after the monstrosities they are named for. With a suite of abilities involving mimicry of both form and skill, Mimic Rogues are not only powerful friends, but dangerous foes. They use an innate magically ability, that allows their shadow to shape and form into copies of what they can perceive.

Mycelian

The archetypal mycelian practices a particularly esoteric branch of alchemy. Through experimentation with spores and mushrooms, you create poisons potent enough to bring even legendary creatures to their knees.

Nightmare

Rogues of the Nightmare archetype excel at combat in the dark, inflicting terror into their foes. These combatants prefer to operate at night or in places that otherwise never see the light of day, and are feared by the common folk. Nightmare rogues often scout out their targets' deepest fears, replicating them to great effect.

Paramour

Some rogues are more interested in stealing hearts than gold pieces. These paramours wander from town to town and port to port having great love affairs and boisterous all nighters leaving a river of ex-lovers’ tears in their wake. Unlike arcane tricksters, the spells of paramours are natural expressions of their own charming talents rather than learned magic.

Phantom

Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and spies.   Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard’s confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.   How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves’ guild dedicated to a deity of death?

Quickshot

You are a masterful worker of thrown weapons; Whether you skulk, utilize a quick wit, maintain the silence of a ninja, or the thievery of a bandit, you can strike down a target within the blink of an eye.

Red Reaver

Some say that blood is the currency of the soul, describing it as the medium by which one may measure the value of a life. You subscribe to this ideology, training in the arts of bloodshed to reap a sanguine harvest. Blood is a tool, and one that can be used for good or for evil, just like any weapon. You learn to call upon the blood within your veins to dance like a shadow beyond the firelight, turning this precious ichor into a deadly instrument while waiting patiently for the right moment to strike. Benevolent orders often treat those like you as blessed by the divinities, for to wield blood grants the ability to heal and cure those who are afflicted by all manner of plague and poison, or to even reject death itself. The darker cults seek to train and indoctrinate red reavers like you as well, though often for cruel and malicious purpose. Your path is yours to choose. You need only follow the calling within the pulsing chambers of your heart.

Relic Seeker

Your focus is on the study of archaeological sites and arcane treasures. You wish to uncover the secrets of the past and use them to solve the mysteries of the present and future. As an archetypal Relic Seeker, you likely believe that knowledge and artifacts should never be hoarded by an individual, but shared with the greater community. You practice techniques for delving into lost ruins, and for the recovery, utilization, and safe transportation of potentially dangerous magical artifacts.

Ruffian

Some rogues, especially those descended from the larger, bulkier races favor a more direct approach than their lithe, graceful counterparts in the trade. Ruffians make a living as criminal enforcers, extorting the proprietors of their honest earnings in exchange for “protection”. If met with resistance, they usually begin by breaking a few objects, and failing that, breaking a few kneecaps - using the first available piece of merchandise at hand to do so.

Satellite

When a rogue finds the right teacher, or perhaps as a result of an accident or blessing, they can learn the ways of the Satellite. A Satellite can magically control the fundamentals of gravity, able to pull objects and creatures to each other or to avoid the brunt of its fatal pull. Using these skills, they can infiltrate difficult to access locations, move objects at will, and manipulate their enemies in the heat of battle. When you find yourself in a sticky situation, it's always nice to have a Satellite around to get you out of it at a moment's notice. The nature of their abilities lends them well to criminal exploits, but they can often be found using their powers for good, on the battlefield or off. The acquisition of these powers is a closely kept secret, so accidental discovery is typically how most individuals become a Satellite.

Scholar

Most scholars prefer to remain safe in the metaphorical "Ivory Tower" of academia, never far from the library or lecture hall— but not all. Whether by choice or necessity, certain well-educated experts with the hands-on skills of a rogue pursue field work alongside adventurers.   As an adventuring scholar, you use your expert knowledge for the benefit of allies, contributing well-researched lore on anything from the weaknesses of magical creatures to the construction of ancient tombs. Rogues like you are said to display a dedication to research, truth, and knowledge that can rival the higher calling of a cleric or paladin.

Scout

You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter — these are just a few of the roles that Scouts assume as they range the world.

Shadow

Some rogues choose to delve into the intricacies of shadow magic, using its unique powers to enhance their skills in stealth and deception. These rogues are a very diverse subset, from simple thieves to hired killers to highly trained bounty hunters. By learning how to separate their shadow from their body, shadow rogues become difficult to catch and even harder to kill.

Shadowdancer

When you spend enough time lurking in the shadows, you begin to understand them better than others. You can tell the difference between the lighter or darker ones, not just by how much light they allow in, whether they are solid darkness or simply dim, but how they feel when you are inside them. Some are light as a summer breeze, while others wrap around you like a heavy cloak to keep you warm and safe. Perhaps you even talk to the blackness when the rest of the world is asleep.   The life of a rogue can be lonely at the best of times, after all, and what better companion for a thief than the shadows themselves. You aren’t even shocked when the shadows begin to talk back, whisper- ing the secrets they keep and encouraging you to embrace the power they offer.   Shadowdancers are a rarity, or more correctly they are rarely seen. And when they are, they look to be no more than any other nim- ble rogue, dancing and leaping across the dimly lit battlefield. Those with keen eyes sometimes see more though. They might in fact see a darker, near impenetrable black mass of shadows cascade around the rogue like water and follow their every footstep. They will likely watch in wonder as the darkness pushes blades aside and absorbs attacks. They will be finally struck with horror when the same shadows lash out at them, to wrap their arms and hold them tight while the rogue’s dagger finds its mark.

Sídhe

The fey teach that there are greater treasures to steal than a coin pouch, and you've learned well. Sídhe rogues delight in tricking the foolish, often tailoring the trophies they thieve to play jokes on their victims—taking the beauty of the vain, or the voice of the obnoxious.

Siphon

Rogues who embody this archetype are arcane skulkers, hiding in the shadows waiting to seize the essence of their victims. While most bandits and spies may learn how to decieve, you quite literally become deception, taking on the memories and traits of your targets.

Slider

There are many names for this particular set of skills, but those in the know refer to its practitioners as Sliders. Graced with supernatural power from their lineage or through a ritual passed down between fellow Sliders, they are able to ignore the friction generated by almost any surfaces and contort their body with inhuman flexibility, their elegance and speed allow them to perform twisted maneuvers across the battlefield, or access places they probably shouldn't. A marvel to behold, and a devil to catch. At their peak, they are a whirlwind of trouble that leave their foes lying humiliated in their dust.

Smuggler

Your specialty is getting items and people in and out of places unseen. You’ve focused your training on deception, stealth, and knowing the right folks to bribe. With the ability to do your job from anywhere, you build an ever-growing network and are always close to someone willing to help for a price. When you need something illegal or hard to find, it's only a matter of time and coin—and maybe you’ll take an extra cut for yourself.

Snowfall Specter

You heard the legends when you were young. The whispers in the night. The blood on fresh snow. The terror of the frozen dark. There were many horrors that lurked in the Long Dark, and many secrets as well. Snowfall Specter's have learned these secrets and heard these whispers, and they use them to wield the Long Dark against their foes. The Long Dark imbues them with the ability to terrify their foes with glimpses of the horrors that lurk within it, and their foes fall before them like snow flakes in a blizzard.

Soulknife

Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves’ guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.   Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.   As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.

Spidertouched

There are many assassins, spies, and tricksters throughout the endless planes who take on the motif of a spider as their symbol, but you are one of the few for whom this symbol is truly accurate. You’ve learned your craft from the Weaver of Lies itself, an ancient creature spawned when the gods first deceived one another and the mortals they surveyed. Deities that hold sway over the crawling creatures of the dark and guilds of assassins and spies may grant powers such as these, but no matter the origin, you will take these forbidden techniques to your grave. Cloaked in the faces of others and bearing the deadly toxins of your teacher, you crawl along the shadows at the edges of the world, hunting for secrets and spinning webs of treachery.

Stage Magician

As a master in the art of misdirection, you are accustomed to being looked at and being the center of attention. You know how to make people look where you want them to look, how to hide things in plain sight, how to shuffle your cards with deadly accuracy, and how to escape any restraints. You may not be able to truly use magic, but your use of subterfuge and sleight of hand make your crowds think otherwise.

Stray Cat

Down the misty ally ways of the iron city an abandoned child has been taken in by a family of black cats warming them from the fresh snowfall. This child will eventually learn the powers of the trickster shifting their form and collecting secrets.

Swashbuckler

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.   A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

Steeplejack

Though most common or garden footpads prefer to keep their larcenous activities as close to the ground as possible, you are a veritable expert at cartwheeling and bouncing around the place willy nilly. You’re usually ahead of the competition by leaps and bounds.

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.

Thought Eater

Is there anything more delicious than a secret? Select investigators and blackmailers blessed with the powers of the feywild would contend that nothing is more desirable than emotion, which can be consumed to fuel magic, or simply leveraged against the original owner to bend them to your will.

Thunderbolt

While most rogues favor stealth and subterfuge, others favor shock and awe. These rogues, charged with elemental lightning, are one such archetype, and surge from one target to the next in a blinding display that leaves survivors dazzled and casualties burned to death.

Vivisectionist

You have devoted yourself to the study of anatomy and other bodily functions. More than just healing, you have learned just where to strike your target to inflict a crippling wound. Adherents of this archetype might be back-alley doctors, unscrupulous scientists, or simply common criminals wishing to gain an advantage over their foes.

War Jester

Most rogues prefer the shadows to hide themselves. But a strange few known as war jesters thrive on attention and the distraction they can bring. They use a wide variety of strange and often theatrical tricks and elements to confuse an enemy, and leave openings for their allies to strike where the defenses have been distracted.

Windblown

Some people train from youth to be fast. Others use magic to enhance their speed. And still others have an apparently supernatural edge. Operating on instinct and mundane skill, their eternal tailwind pushes them on. They are the Windblown, rogues favoring hit-and-run tactics with the wind at their back.

Witchblade

The order of the witchblades teaches its members to brew a wide variety of hellbroths, deadly poisons, corrosive acids, and other such concoctions and decoctions. Armed with coated blades and explosive vials of both chemical and alchemical mixtures, they are prepared for any situation. No matter how much wealth a noble accrues, or how big and strong a monster grows, they are nothing compared to the merciless touch of nature - and you are its vessel. These debilitating, mind-numbing effects are produced by secret recipes, which are often only bequeathed from parent to child, or mentor to mentee. This oral tradition usually goes back to a particularly creative, and conveniently amoral alchemist, a back-alley apothecary, a trained physician, or even a disgruntled gardener. Whichever the case might be, you know your way around both a dagger and a cauldron. In the hands of a witchblade like you, a couple droplets can change the course of history.


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