You are skilled and opportunistic. Using your sharp wits and quick reactions, you take every use your opponents’ missteps to strike where it hurts most. You play a dangerous game, seeking thrills and testing your skills, and likely don’t care much for any laws that happen to get in your way. While the path of every rogue is unique and riddled with danger, the one thing you all share in common is the breadth and depth of your skills.
RG4 + intelligence
Baseline Weapon Proficiency:
Simple, Unarmed, Longsword, Rapier, Scimitar, Shortsword.
Baseline Armor Proficiency:
Light, Unarmored.
| Proficiency | Trained | Expert | Master | Legendary |
|---|---|---|---|---|
| Armor | — | L10 | — | — |
| Dodge | — | L1 | L10 | L15 |
| Fortitude Save | L1 | L9 | — | — |
| Initiative | — | L7 | L15 | — |
| Perception | — | L7 | L13 | — |
| Reflex Save | — | L1 | L7 | L13 |
| Spell/DC | L1 | L11 | L19 | — |
| Weapon | — | L5 | L13 | — |
| Will Save | L1 | L2 | L17 | — |
Hit Die: d8
You've begun to develop your techniques and approach to a job, while building your reputation in rogues' circles. Choose a rogue's racket from the list below.
When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that you have advantage or attack a creature that is off guard with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal extra damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse. When you do so, forgo the advantage or off guard unless there is more than 1 source of advantage or off guard
Your subclass provides more details on triggers and damage of the sneak attack, The default damage is 1D6, increasing by 1 more dice at 6th, 11th and 16th level.
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.
As someone who takes advantage of openings, you are careful not to leave such gaps yourself. You aren't off-guard to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank
Select one Martial Mastery trait
dexterity + round up(rogue_level/2)dexterity + round up(rogue_level/3)You may select a Rogue Class Feat
You may select a Rogue Class Feat
Whenever you make a melee weapon attack in a surprise round, you automatically land a critical hit.
You may select a Rogue Class Feat
You may select a Rogue Class Feat
Improve your Rogue DC based on your subclass
Thief: Increase your Rogue DC by 2
Assassin: Your Rogue DC increases by 4 on a surprise round
Mastermind/Agent: Add your intelligence modifier to your Rogue DC
Scoundrel/Swashbuckler: Add your charisma modifier to your Rogue DC.
You may select a Rogue Class Feat
Whenever you succeed a reflex saving throw, you automatically instead critically success.
Whenever you critically fail a reflex saving throw, you instead fail it.
You may select a Rogue Class Feat
You may select a Rogue Class Feat
You may select a Rogue Class Feat
You may select a Rogue Class Feat
Whenever you roll a reflex saving throw, a failure or critical failure is treated as a success and a success is treated as a critical success.
You may select a Rogue Class Feat
You have chosen the life of an assassin, specializing in the art of killing people with deadly precision wherever they may be.
You gain Proficiency in the disguise kit.
When you make a melee attack with a finesse weapon with the light property against a target without the target being aware of your presence before you attack in a surprise round. If that condition is met, your melee attack automatically hits. If the target is medium or smaller, you do damage 40 + (Your rogue level*20)
When you gain Master of Surprise, instead of getting that feature your defence increases by 2 on the surprise and first round if you were not surprised
40 + rogue_level *20You are an agent, often spies, investigators and forward reconnaissance elements of governments or organisations. You find yourself at home in the world of espionage. For you excel in gathering information through reconnaissance, subterfuge and espionage. Likewise, you may specialise in countering such acts.
When you successfully sneak attack a creature, the creatures gains disadvantage on checks to detect you and you gain +2 defence against attacks from that creature
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,
When you attack an enemy using the flanking rule for sneak attack, you roll an extra dice, increasing to two extra dice at level 10.
You are considered expert in Thievery.
Your focus is on people and on the influence and secrets they have. Many crime lords, 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.
if you are successful with the study action, you gain advantage on it until the start of your next turn; if you critically succeed, it's off-guard against your attacks for 1 minute.
You use fast-talking, flattery, and a silver tongue to avoid danger and escape tricky situations. You might be a grifter or con artist, or you might use your skills in certain reputable professions, like a barrister or diplomat
You are trained in Persuasion
When you use the feint action or deceive the enemy in some way, your sneak attack die changes to D10.
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. Pirates and those who fight for challenge typically belong to this archetype
You can perform actions that grant you panache. Attacking an enemy who has Panache grants you the sneak attack bonus
Choose one of the following ways to gain Panache. You can spend a class feat to select multiple
When you successfully demoralise an enemy, you gain Panache.,
When you grapple, shove or trip an enemy you gain Panache.
You must be trained in persuasion to use this.
When you use the Bon Mot action stated below and roll a success or critical success.
You launch
an insightful quip at a foe, distracting them. Choose a foe within 30
feet, you make a contested persuasion check vs the target's will saving throw.
Critical Success
The target is distracted and takes a –3 status penalty to Perception
and Will saves for 1 minute. The target can end the effect early with a
retort to your Bon Mot. This must be an appropriate skill action to frame their retort or when you fail a saving throw from a non-basic action from them. For skills,the GM
determines which skill actions qualify, though they must take at least 1
action. Typically, the retort needs to use a linguistic Charisma-based
skill action.
Success As critical success, but the penalty is –2.
Critical Failure
Your quip is atrocious. You take the same penalty an enemy would take
had you succeeded. This ends after 1 minute or if you issue another Bon
Mot and succeed.
You can make a variety of finisher attacks on targets with Panache, thus removing panache
Signature Finisher
Your attack does bonus 2D6 damage on your next melee attack.
| Level | Features | Skill Feats at this Level | Skill Points from this Class |
|---|---|---|---|
| L1 | Scoundrel's Talent, Rackets, RG1-RC–Rogue's Racket, RG1-SA–Sneak Attack, RG1TC–Thieves Cant | — | 2 |
| L2 | RG2DA–Deny Advantage, RG–Martial Mastery | 1 | 2 |
| L3 | RG3-CF–Rogue Class Feat | — | 2 |
| L4 | RG4-CF–Rogue Class Feat | 1 | 2 |
| L5 | — | — | 2 |
| L6 | RG6-MS–Master of Surprise | 1 | 2 |
| L7 | RG7-CF–Rogue Class Feat | — | 3 |
| L8 | RG8-DS–Rogue's Dash | 1 | 3 |
| L9 | RG9-CF–Rogue Class Feat | — | 3 |
| L10 | RG10-IDC–Master of the trade | 1 | 3 |
| L11 | RG11-CF–Rogue Class Feat | — | 4 |
| L12 | RG12-UE–Uncanny Evasion | 1 | 4 |
| L13 | RG13-CF–Rogue Class Feat | — | 4 |
| L14 | RG14-CF–Rogue Class Feat | 1 | 4 |
| L15 | — | — | 5 |
| L16 | RG16-CF–Rogue Class Feat | 1 | 5 |
| L17 | RG17-CF–Rogue Class Feat | — | 5 |
| L18 | RG18-ME–Master of Evasion | 1 | 5 |
| L19 | — | — | 6 |
| L20 | RG20-CF–Rogue Class Feat | 1 | 6 |