The Rogue Class
Level | Proficiency Modifier | Precision Strike Damage | Features |
---|---|---|---|
1 | +2 | 1d6 | Precision Strike |
2 | +2 | 1d6 | Cunning Action, Roguish Skills |
3 | +2 | 2d6 | Subclass I |
4 | +2 | 2d6 | Ability Score Improvement |
5 | +3 | 3d6 | Uncanny Dodge |
6 | +3 | 3d6 | Subclass II |
7 | +3 | 4d6 | Evasion |
8 | +3 | 4d6 | Ability Score Improvement |
9 | +4 | 5d6 | Subclass III |
10 | +4 | 5d6 | Slippery Mind |
11 | +4 | 6d6 | Reliable Talent |
12 | +4 | 6d6 | Ability 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
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 Level | 1st Level Spell Slots | 2nd Level Spell Slots | 3rd Level Spell Slots | Cantrips Known | Spells Known |
---|---|---|---|---|---|
3 | 2 | 0 | 0 | 2 | 2 |
4 | 2 | 0 | 0 | 2 | 3 |
5 | 3 | 0 | 0 | 2 | 4 |
6 | 3 | 1 | 0 | 3 | 5 |
7 | 4 | 1 | 0 | 3 | 6 |
8 | 4 | 2 | 0 | 3 | 7 |
9 | 5 | 2 | 1 | 4 | 8 |
10 | 5 | 3 | 1 | 4 | 9 |
11 | 6 | 3 | 1 | 4 | 10 |
12 | 6 | 3 | 2 | 5 | 11 |
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