The Rogue Class

 
 

LevelProficiency ModifierPrecision Strike DamageFeatures
1+21d6Precision Strike
2+21d6Cunning Action, Roguish Skills
3+22d6Subclass I
4+22d6Ability Score Improvement
5+33d6Uncanny Dodge
6+33d6Subclass II
7+34d6Evasion
8+34d6Ability Score Improvement
9+45d6Subclass III
10+45d6Slippery Mind
11+46d6Reliable Talent
12+46d6Ability Score Improvement

Basic Stats:

Level 1 HP = 8 + your Constitution Modifier; Gaining an additional [1d8 (or 5) + your Constitution Modifier] HP with every additional Monk Level

Proficiencies

  • Armor: Light Armor, Bucklers

  • Weapons: Simple Weapons, Daggers

  • Tools: Thieves’ Tools (or another Skill from the list below)

  • Saves: Proficiency with Dexterity and Intelligence Saving Throws

  • Skills: Choose 4 between Acrobatics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Society, and Stealth

  • Languages: Thieves’ Cant

Equipment:

  • Thief’s Armor and a Buckler

  • any 3 Simple Weapons

  • a Backpack w/ A Bedroll, a Saex, a Mess Kit, a Tinderbox, 10 Torches, 10 Day of Rations, a Waterskin, and a 15m bundle of Hempen Rope

Features:

  • Precision Strike - You've gained skills in exploiting the weaknesses of others

    • Once per turn when you have Advantage on an Attack Roll and that attack hits you gain additional damage equal to the Precision Strike Damage listed in the column above, based on your Rogue level. However, if you have an Ally adjacent to your target you can utilize this feature even without Advantage on the Attack Roll

  • Cunning Action

    • Your quick skills allow you to perform quick maneuvers. Using your Bonus Action you can Setup, Dash, Disengage, or Hide instead of using an Action

      • Setup - This Cunning Action can be used if you have not moved yet this turn and you have a Weapon that you are Proficient with equipped. When you use this Cunning Action you grant yourself Advantage on the first Attack Roll you make this turn but your Movement Speed is reduced to 0 until the start of your next turn

  • Roguish Skills - You have focused on some Skills with exceptional devotion

    • Choose two Skills or Tools that you selected from the Rogue List above at Level 1, gaining Expertise in them

      • At 5th, 8th, and 12th Levels you can select an additional Skill or Tool to gain Expertise with as part of this ability. You can apply these extra Expertise selections to any Proficiency you have gained, such as Background, Race, or via Multiclassing unlike the first 2 ones you select

  • Ability Score Improvement: When you reach a Level with this Feature you can increase any Ability Score by +2 or two separate Ability Scores by +1 each

  • Uncanny Dodge

    • From long efforts in improving your Dodging skills you have learned to do so even as an Attack is striking you if you saw it coming. When you are hit by an Attack that deals Damage you can use your Reaction to use this Ability, reducing the incoming Damage by half

  • Evasion:

    • You can quickly get out of the way of big issues, traps, or explosions included. When you succeed on a Dexterity Saving Throw you can use your Reaction to take no Damage or if you Fail you only take Half Damage

  • Slippery Mind:

    • You have hardened your focus and you gain Proficiency with Wisdom Saving Throws, or Expertise if you’re already Proficient

  • Reliable Talent:

    • You have perfected the skills to the point where you almost never miss, any time you make an Ability Check with a Skill that you’re Proficient with and Roll a 9 or lower you treat it like you Rolled a 10

Subclass: This is the point where every Rogue chooses a different ability to specialize in. Some decide that they need to pick up the arcane arts while others determine it’s their skills outside of combat that they need to improve, and some decide to forgo stealth and become a charismatic point of attention

  • Arcane Trickster:

    • I

      • Arcane Trickster Spellcasting

        • You can choose 2 cantrips and 2 1st Level Spells from the Wizard’s Spell List though your Magic is limited to Spells from the schools of Illusion and Enchantment; Intelligence is your spellcasting ability for your spells, since the power of your magic comes from your ability to memorize complex sets of magical runes. You utilize your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the Save DC for an Arcane Trickster spell you cast and when making an attack roll with one

          • Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

          • Spell attack modifier = your proficiency bonus + your Intelligence modifier

        • Additionally, you can select another Spell that you have a Spell Slot for (and within the Illusion or Enchantment Schools) every time you gain another Level in this Class, and when you do so you can also replace any Spell you already know with another one that you meet the prerequisites for. However, when you reach 4th, 8th, and 12th Levels in this Class you can select a Spell from any School of Magic from the Wizard Spell List instead

      • Rogue Hand

        • When casting Mage Hand you can turn it invisible, can stow one object the hand is holding in a container worn or carried by another creature, can retrieve an object in a container worn or carried by another creature, and can use thieves' tools to pick locks and disarm traps at range if you give the Cantrip your Tools before moving them. You can control the hand on your turn with a Bonus Action and can use a Sleight of Hand Check to do more complicated tasks, such as picking a lock

    • II

      • Stolen Magic

        • Whenever you finish a Long Rest you can select any Wizard Spell of a Level that you have Spell Slots for, you can cast this Spell once per Short Rest without expending a Spell Slot. This Spell does not have to be of the Illusion or Enchantment schools unlike your other Spells. Every time you finish a Long Rest you can change out this Spell 

        • Once per Long Rest when you are targeted by a Spell you can use your Reaction to pull it into you, failing the Saving Throw automatically but gaining the ability to cast it once utilizing your own magic without expending a Spell Slot. It is limited to a Spell Level for which you have Slots for however. 

    • III

      • Magical Ambush

        • When you target a Creature that is unaware of your presence with a Spell that requires a Save, they have Disadvantage on it

        • When your Rogue Hand is next to the enemy you’re fighting you can treat it as an ally for the sake of utilizing your Precision Strike Feature

        • You have Advantage on all Saving Throws against Spells


Rogue Level1st Level Spell Slots2nd Level Spell Slots3rd Level Spell SlotsCantrips KnownSpells Known
320022
420023
530024
631035
741036
842037
952148
1053149
11631410
12632511

  • Assassin:

    • I

      • Assassinate

        • If you make an Attack with your Action the first turn after Rolling Initiative and can utilize Precision Strike with it then treat it as a Critical Hit regardless of the die roll, on a hit. To do so, the target must not have taken an Action yet this combat. At 7th Level when you use this Feature you can add another of your Weapon’s Damage Die to the total

        • If you Surprise an enemy that was unaware of you via the Attack Action you can also utilize this Feature on the Surprise Round and First Round

      • Skulker I

        • You gain Proficiency with Deception and Initiative

        • You gain Proficiency with Alchemist Supplies or Poisoner’s Supplies (your choice) and the Disguise Kit

        • Poisons you make deal 1 additional die of Damage and their base Save DC increases by 1 while Potions heal 1 additional die of more HP and last for twice as long

        • When you make an Attack Roll using a Weapon with the Ranged Property against a target that is unaware of you it doesn't reveal your location, but only for the first shot. If you then utilize at least 10 minutes moving undetected to a location separated by at least 100m and take another shot you can utilize this ability again

    • II

      • Clean Entrance

        • You become exceptional at getting close to your targets. You can spend 1 Day and 15GP collecting documents, disguises, and planning in order to create a fake identity for yourself. Doing so allows you to pass as your fake identity easily until you do something that would cause obvious suspicion. 

          • However, you cannot create a fake identity using a real person's identity without extra steps, should you have someone in mind speak to your GM about the chances of this succeeding. 

          • If you target a person and spend at least an hour watching them closely you can perfectly mimic their speech, movement patterns, mannerisms, and writing. Doing so allows you to pass as this person for a short amount of time, longer if you are without scrutiny

      • Skulker II

        • You gain Expertise with Deception Checks

        • You gain Expertise with the Tool you selected and the Disguise Kit

        • Your Poisons now deal 2 additional dice of Damage while Potions now heal 2 additional dice of Healing 

    • III

      • Without Presence

        • You have Advantage against Saves vs Divination Magic and are immune to certain features such as Divine Sense, Truesight, or Scrying (though a successful Scry still provides images as to what’s around you if not what you are doing)

        • Once per Long Rest you can pull the shadows around you as an Action to create the same effect as if casting the Greater Invisibility Spell 

      • Skulker III

        • You have Mastery with Deception Checks

        • You gain Proficiency with the Tool you didn’t select with Skulker I

        • If you watch a Creature for at least 1 Minute you can mentally mark them as your target, granting you Advantage on Deception Checks against them and dealing an additional d6 to all Damage Rolls against them. You can use a Free Action to activate these effects but cannot use it against this creature for one day

  • Inquisitive:

    • I

      • Inquisitive Fighting - You gain 2 abilities which can be utilized using your Cunning Action as a part of your Inquisitive skillset

        • Observe Enemy

          • Target an adjacent enemy, making a contested Roll, your Insight vs their Deception, attempting to deduce their intentions. On a Success you can utilize your Precision Strike against that Creature every time you strike regardless of circumstance for 1 minute or until you utilize this Cunning Action on another Creature

        • Observe Environment

          • You make an Investigation, Insight, or Perception Check to pick out hidden secret passages, points of interest, or possible solutions to a hazard in your vicinity

      • Detective I

        • You gain Proficiency Perception and Insight or Expertise if you’re already Proficient 

        • Once per Short Rest you can achieve a mental breakthrough, choosing to add +5 to any Insight, Investigation, or Perception Check before you Roll. If you still fail you do not count this ability as having been used II

    • II

      • Master of Predictions

        • If you take the Attack Action on an Adjacent enemy and miss you deal Damage equal to 2d6 + your Intelligence or Wisdom Modifier (your choice)

      • Detective II

        • You gain Truesight up to 2m, allowing you to detect invisible, shape changing, or illusory enemies adjacent to you without issue

        • You can utilize your mental breakthrough twice per Short Rest 

    • III

      • Inquisitive Fighting - Your Cunning Actions gain additional benefits

        • Observe Enemy

          • When you have succeeded on Observe Enemy you also gain the knowledge of their Current HP, AC, and Save Bonuses

        • Observe Environment

          • You grant yourself Advantage on all Saves against any Environmental Hazards or if one would make an Attack Roll against you it has Disadvantage

      • Detective III

        • Your Truesight increases to 6m and you gain Blindsight of the same amount

        • You can utilize your Mental Breakthrough thrice per Short Rest 

        • You can select Insight, Investigation, or Perception and gain Mastery with it. If you are Proficient in the other 2 you are now an Expert

  • Scout: 

    • I

      • Into the Breach I

        • Select 2 of the following Skills to gain Proficiency with between History Nature, Perception, or Survival

          • At 6th Level you gain Proficiency with one of the Skills you didn’t select

          • At 9th Level you gain Proficiency with the final Skill

      • Fast Movement

        • You gain 2m of Movement Speed, increasing by another 2m at 7th and 11th Levels

        • When you utilize your Cunning Action to take the Dash Action you gain another 2m of Movement and do not provoke Opportunity Attacks with this Bonus Action

        • You can utilize your additional Speed when an enemy enters within Melee of you, expending your Reaction to immediately move half your Movement Speed away from them 

    • II

      • Into the Breach II

        • You gain Proficiency with the Herbalism Kit, the Medicine Kit, and Cartographer’s tools

      • Unrestricted I

        • You gain a Swimming Speed and a Climbing Speed of 10m

    • III

      • Unrestricted II

        • If you have the Blinded, Dazed, Deafened, Grappled, Restrained, Paralyzed, Poisoned, or Stunned Condition you can end this effect as an Action

Thief:

  • I

    • Quick Feet

      • You do not take Damage from falling up to 20m. In addition, when you Jump you utilize your Dexterity Modifier instead of your Strength to determine its distance, you increase your Movement Speed by 4m, gain 10m of Low Light Vision, and gain a Climbing Speed equal to your Movement Speed

    • Quick Hands

      • Your skills at stealing gain you a new Cunning Action “Quick Hands'', this allows you to make the “Use an Item” Action as a Bonus Action even in combat. Examples are opening a locked door with Thieves’ Tools, snagging a jewel from a closed drawer, drawing and throwing a bottle of Alchemist’s Fire, applying Poison to a Weapon, or using a Healing Potion on a downed ally

  • II

    • Improvisation

      • You can ignore the requirements of using magic items, such as being able to use a Spell Scroll without needing an Arcana Check

      • You gain Proficiency with Improvised Weapons

      • You gain Proficiency with Investigation (or Expertise if you’re already Proficient)

    • Shadow

      • While you move at half or less than your normal Movement Speed you gain Advantage on all Stealth Checks

      • When you move by a Creature unaware of your Presence they have Disadvantage on all Perception Checks to detect you

      • You gain 5m of Tremor-sense 

  • III

    • Improvisation II

      • You gain Expertise with Improvised Weapons, Thieves’ Tools, Stealth, and Investigation Checks (or Mastery if you’re already Proficient)

    • Thief's Reflexes

      • If you are not Surprised when you Roll Initiative you get two turns. You Roll Initiative twice, getting the higher one as your normal Initiative and the lower roll as your one time use Initiative. After taking your second turn that round you remove that from the list and proceed as normal with your highest initiative. If there is a Surprise Round in your favor you gain your additional turn for this Round as well

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