Rogue in Tria | World Anvil
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Rogue

Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. Often a product of a shady upbringing, but not always, 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 exploration of new environments or facilities, 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 incredible knack for avoiding danger and a few even learn to harness symbiotic abilities to supplement their other skills.  

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, theives, and con artists. Often, these scoundrels are organized into gangs or belong to crime syndicates. 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 symbiote enhanced monstrosities can 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 or prestigious corporations in search of loot.  

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 gang leader? Or did you leave your syndicate 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 credits 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 Reality Bender archetype. Choose Charisma instead if you plan to emphasize deception and social interaction. Second, choose the charlatan background.  

Rogue Table

 

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 what is colloquially known as 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 that can be used to convey short, simple messages, such as whether an area is dangerous or the territory of a particular gang, guild, or syndicate, 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.  

Expertise

At 6th level, choose two more of your skill proficiencies, or one more 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.  

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as plasma grenade's fiery blast radious or an symbiotically induced ice storm. 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.  

Make Your Own 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.  

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.  

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 the most special of operatives (whether military or corporate). Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.  
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.  
Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.  
Infiltration Expertise
Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.   Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.  
Impostor
At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.   Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.  
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.  

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 sharp eye make you well equipped to expose and end hidden evils.  
Ear for Deceit
When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.  
Eye for Detail
Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.  
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.   This benefit lasts for 1 minute or until you successfully use this feature against a different target.  
Steady Eye
At 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.  
Unerring Eye
At 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other symbiotic effects designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.  
Eye for Weakness
At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.  

Reality Bender

Some rogues enhance their finely honed skills of stealth and agility with symbiotic abilities, learning reality bending tricks of allurement and illusion. These rogues can include pickpockets and burglars but also pranksters, mischief-makers, and a significant number of adventureers.  
Power Use
When you reach 3rd level, you complete your bonding to a symbiote to augment your martial prowess with the ability to use powers.   Cantrips
You learn three cantrips: Minor Telekinesis and two other cantrips of your choice from the Rogue (Reality Bender) power list. You learn another cantrip of your choice at 10th level.   Power Slots
The Reality Bender Powers table shows how many power slots you have to use your powers of 1st level and higher. To use one of these powers, you must expend a slot of the power's level or higher. You regain all expended power slots when you finish a long rest.   For example, if you know the 1st-level power Charm Person and have a 1st-level and a 2nd-level power slot available, you can use Charm Person using either slot.   Powers Known of 1st Level and Higher
You know three 1st-level powers of your choice, chosen from the Rogue (Reality Bender) power list.   The Powers Known column of the Reality Bender Powers table shows when you learn more Rogue (Reality Bender) powers of 1st level or higher and must be of a level for which you have power slots. For instance, when you reach 7th level in this class, you can learn one new power of 1st or 2nd level.   Whenever you gain a level in this class, you can replace one of the powers you know with another power of your choice from the Rogue (Reality Bender) power list. The new power must be of a level for which you have power slots.   Power Use Ability
Intelligence is your power use ability for your powers, since you learn your powers through dedicated study. You use your Intelligence whenever a power refers to your power use ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a power you use and when making an attack roll with one.   Power save DC = 8 + your proficiency bonus + your Intelligence modifier   Power attack modifier = your proficiency bonus + your Intelligence modifier  
 
Telekinetic Legerdemain
Starting at 3rd level, when you use Minor Telekinesis you can perform the following additional tasks with it:   You can stow one object you are telekinetically holding in a container worn or carried by another creature. You can retrieve an object in a container worn or carried by another creature. You can telekinetically use thieves' tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.   In addition, you can use the bonus action granted by your Cunning Action to control an existing use of Minor Telekinesis.  
Powerful Ambush
Starting at 9th level, if you are hidden from a creature when you use a power on it, the creature has disadvantage on any saving throw it makes against the power this turn.  
Versatile Trickster
At 13th level, you gain the ability to distract targets with your Minor Telekinesis. As a bonus action on your turn, you can designate a creature within 5 feet of the telekinetic effect created by the power. Doing so gives you advantage on attack rolls against that creature until the end of the turn.  
Extradimensional Thief
At 17th level, you gain the ability to steal the use of a power from another symbiote host.   Immediately after a creature uses a power that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its power use ability modifier. The DC equals your power save DC. On a failed save, you negate the power's effect against you, and through an extradimensional link between your symbiotes, you temporarily siphon away the knowledge of how to use that power if it is at least 1st level and of a level you can use. For the next 8 hours, you know the power and can use it with your available power slots. The creature can't use that specific power until the 8 hours have passed.   Once you use this feature, you can't use it again until you finish a long rest.  

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 many Scouts serve as the eyes and ears of militias or corporate expeditions out into the wilds found on many planets. Ambusher, spy, bounty hunter – these are just a few of the roles that Scouts assume as they range the world.  
Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.  
Survivalist
When you choose this archetype at 3rd level, you gain proficiency in the Medicine 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.  
Superior Mobility
At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.  
Ambush Master
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 a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.  
Sudden Strike
Starting at 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.  

Thief

You hone your skills in the larcenous arts. Burglars, bandits, pickpockets, 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 symbiotic items (sym-tech) you normally couldn’t employ.  
Fast Hands
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.  
Second-Story Work
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.   In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.  
Supreme Sneak
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.  
Use Sym-Tech Device
By 13th level, you have learned enough about the workings of extradimensional technology 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 symbiotic items.  
Thief’s Reflexes
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.

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