Rogue
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.
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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.
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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.
Subclasses
Basics
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Base Hit Points: 56
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Hit Points per Advancement: 14
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Actions: 1 Attack, 1 Bonus, 1 Reaction
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Casting Attribute: Dexterity
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Arcane Trickster: Intelligence
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Starting Kit
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Dagger​
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Dagger (Off Hand)
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Leather Armor
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Thieves' Tools
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Proficiencies
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Armor: Light armor
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Weapons: Simple weapons
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Saving Throws: Dexterity, Intelligence
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Skills: Acrobatics, Investigation, Sleight of Hand, Stealth
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Proficiency Bonus:
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Level 8: +2
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Level 10: +1 (3)
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Level 12: +1 (4)
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Cunning Action
Your quick thinking and agility allow you to move and act quickly. You may take the dash or disengage action as a bonus action on your turn.
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Sneak Attack
You know how to exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if that creature is currently knocked down, you have an ally that has targeted them in the last or current turn within 1 tile, or if the creature has not targeted you at all in the last or current turn.
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Steady Aim
As a bonus action, you give yourself +2 on your next attack roll. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action your speed is 0 until the end of the current turn.
If the attack hits, you are able to use Sneak Attack.
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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.
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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.
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Uncanny Dodge
When an attacker that you can see hits you with an attack you may use your reaction to halve the attack’s damage against you.
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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. Choose your roguish archetype (subclass) from the four listed below. These will be unlocked at Level 10 and reach their full potential at Level 12.
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.
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Bonus Proficiencies
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Skills: Arcana
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Spell Bonus:​
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Level 10: +3
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Level 12: +1 (4)
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Mage Hand Ledgerdomain
You may pickpocket anyone within 3 tiles using your Mage Hand, with no penalty. All other pickpocket rules apply.
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Versatile Trickster
As a bonus action, you can designate a creature within 1 tile and distract them with your Mage Hand. Granting you a +2 bonus to Attack Bonus until the end of your turn. This enables the use of Sneak Attack.
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Spell Thief
Requires Level 12
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Immediately after a creature casts a spell that targets or includes you in the area of effect, you may use your reaction to force the creature to make a saving throw with its spell casting ability modifier. On a failed save, you negate the spell’s effect against you and refunds you one 2nd and one 3rd level spell slot. Usable once per Long Rest.
(8 + Spell Bonus vs INT/WIS/CHA Saving Throw)
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Spell Slots
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Spells
Level 10
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1st: 4
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2nd: 2
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3rd: 0
Level 12
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1st: 4
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2nd: 3
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3rd: 2
Fire Bolt
Evocation
1 Action
V, S
You hurl a mote of fire at a creature or object within range.
3d10 Fire Damage
(1d20 + Spell Bonus vs AC)
Flavor Spells​​
The following spells are included in the arcane trickster's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They cannot be used to gain advantage, access a base, or otherwise - they are only to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a roleplay scenario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10.
Control Flames
Transmutation
1 Action
S
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You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
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You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
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You instantaneously extinguish the flames within the cube.
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You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
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You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
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If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
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.
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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.
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Bonus Proficiencies​
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Skills: Perception
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Class Resources​
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Level 10: +4 (Tokens of the Departed)
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Wails from the Grave
As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal Sneak Attack damage to a creature on your turn, you can spend 1 CR to target a second creature that you can see within 4 tiles of the first, then deal half of your sneak attack damage in necrotic damage to them aswell.
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Token of the Departed
When a life waivers in your presence you’re able to snatch a token from the wounded soul, a sliver of its life essence that takes physical form. As a reaction you open your free hand and cause a tiny trinket to appear there, a soul trinket.
You may only collect a soul trinket from a creature once per day. And you may only carry up to 4 of these at a time.
For each soul trinket you currently possess, you gain +5 max HP.
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Destroy Token of the Departed
Destroy one of your Tokens of the Departed to regain a class resource.
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Ghost Walk
Requires Level 12
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As a bonus action, you assume a spectral form. While in this form, your movement speed becomes fly speed and increases by 1 tile. Your AC is increased by 2, and you may pass through walls and solid objects on the first turn this ability is activated. Usable once per long rest. Dispelled by Ghostslayer Sundering.
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Death Knell
Requires Level 12
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Your association with death has become so close, that you gain the ability to cause additional 5d6/2 necrotic damage to the original target of your sneak attack immediately after using it.
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.
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Bonus Proficiencies​
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Skills: Insight
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Class Resources:
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Level 10: +6​
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Level 12: +2 (8)
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Psychic Blades
You can manifest your psionic power as shimmering blades of psychic energy. If your mainhand is free, you can manifest a psychic blade and make an attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a range of 4 tiles, and on a hit, it deals psychic damage equal to 1d6+dex. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target. After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your off hand is also free to create it, also being 1d6+dex.
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Homing Strikes
For 1 class resource, make an attack roll with your Psychic Blades against a target and add 1d10 to the number rolled to hit. If the attack misses you are refunded that class resource. Allows Sneak Attack on hit.
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Psychic Teleportation
As a bonus action for 1 class resource, you manifest one of your Psychic Blades and throw it at an unoccupied space you can see within 3 tiles. You then teleport to that space.
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Psychic Veil
Requires Level 12
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As an action, you can magically become invisible, along with anything you are wearing or carrying, for the duration of combat or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature, or you force a creature to make a saving throw. Usable once per long rest.
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Rend Mind
Requires Level 12
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You sweep your Psychic Blades directly through a creature’s mind. When you deal Sneak Attack damage to a creature you can force that target to make a Wisdom Saving throw for 2 class resource. If the save fails ,the target is stunned until the end of their next turn. Can only be done once per target, per combat.
(8 + Attack Bonus vs WIS Save)
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.
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Bonus Proficiencies​
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Skills: Athletics
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Master Dualist:
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Level 12: +4
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Rakish Audacity
When rolling initiative, your charisma bonus will be added to the total. You also gain an additional way to use your Sneak Attack; you may use it on any target you strike aslong as no other enemies are within' 1 tile of you.
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Fancy Footwork
After landing a melee attack, you are able to move up to 2 tiles. Moving this way does not proc Attack of Opportunity.
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Master Duelist
Requires Level 12
Your mastery of the blade lets you turn failure into success in combat. If you miss with a melee roll, you may spend 1 Master Dualist point and gain 1 Attack Action.