Rogue is under Reconstruction!

Apologies for the mess!

 

Rogue

 

Rogue: Base Class

Rogue

 

Level

Sneak Attack

Features

1

2

Cunning Trick, Expertise, Sneak Attacks, Thieves’ Cant

2

2

Cunning Action, Rogue Tactics

3

2

Deflect Attack, Roguish Archetype

4

2

Feat

5

3

Cunning Trick (2)

6

3

Rogue Tactics (2)

7

3

Evasion

8

3

Feat

9

4

Uncanny Dodge

10

4

Cunning Trick (3), Roguish Archetype Feature

11

4

Improved Backstab

12

4

Feat

13

5

Quick Reflexes

14

5

Slippery Mind

15

5

Cunning Trick (4)

16

5

Feat

17

6

Rogue Tactics (4)

18

6

Roguish Archetype

19

6

Feat

20

6

Stroke of Luck

Rogue Features

Base Traits

Hit Points

Hit Dice: 1d8 per rogue level

Hit Points at 1st Level: 18 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

 

Proficiencies and Training

Armour: Light armour

Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords.

Tools: Thieves’ tools

Saving throws: Dexterity, Intelligence

Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

 

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

          a rapier or a shortsword

          a shortbow and quiver of 20 arrows or a shortsword

          a burglar’s pack, a dungeoneer’s pack, or an explorer’s pack

          leather armour, two daggers, and thieves’ tools

 

Features

Cunning trick

As a rogue, you acquire a series of unique skills and tricks called cunning tricks. You can select a cunning trick from the list of cunning tricks. As you gain levels in this class, you learn additional cunning tricks. At 5th, 10th, and 15th level, you learn another cunning trick from that list. Also, whenever you finish a long rest, you can replace one cunning trick with another from the list of cunning tricks available to the rogue.

 

Expertise

Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. You gain expertise with these skills or thieves’ tools.

At 7th level, you can choose two more of your proficiencies (in either skills or with thieves’ tools) to gain this benefit.

 

Sneak Attacks

As a rogue, you know how to strike subtly and exploit openings in your foe’s defences. You can use Dexterity instead of Strength for attack and damage rolls when you make unarmed strikes.

This feature also allows you to make special sneak attacks when certain conditions are met. When you first gain this feature, you can make a special sneak attack, a backstab. As you gain levels in this class, you learn how to take advantage of different conditions, and you gain access to different sneak attack options. The following rules apply to your sneak attacks:

          The power of a sneak attack depends on your sneak attack value as shown in the Rogue class table.

          A sneak attack is any attack that refers to your sneak attack value.

          You can only make a sneak attack once per turn.

Sneak Attack: Backstab

As an action, you can make a special melee sneak attack, a backstab:

          Backstab. You must make this attack with a light melee weapon, and you must have advantage on the attack roll. On a hit, you replace this attack’s damage dice with a number of d10 equal to your sneak attack value.

 

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 can 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.

 

Cunning Action

Starting at 2nd level, you can take advantage of your superior mobility. When you are not wearing medium or heavy armour, you can use a bonus action to take the Dash, Disengage, or Hide action.

 

Rogue Tactics

At 2nd level, you learn a series of roguish combat skills. When you gain this feature, you learn one rogue tactics from the list of rogue tactics.

At 6th and again at 17th level, you learn an additional rogue tactics feature from the list of rogue tactics (for a total of three rogue tactics at level 17).

 

Deflect Attacks

Starting at 3rd level, you can use a reaction when you are hit be a melee or ranged attack that deals damage to reduce the damage taken. When you use this feature, roll a number of d6 equal to you sneak attack value. You reduce bludgeoning, piercing and slashing damage from the triggering attack by the result of the roll + your Dexterity modifier.

You do not gain this benefit if your wear medium or heavy armour.

 

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities.

Your archetype choice grants you features at 3rd level and then again at 10th and 18th level.

 

Feat

At 4th level, you gain a feat from the list of feats. You must meet the prerequisites for the feat.

You gain an additional feat at 8th, 12th, 16th, and 19th level.

  

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell.

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.

You do not gain this benefit if your wear medium or heavy armour.

 

Uncanny Dodge

Starting at 9th level, you can react to danger before your senses would normally allow you to do so. No attack roll has advantage against you while you aren’t incapacitated.

 

Improved Backstab

Beginning at 11th level, you can treat your sneak attack value as one higher when you make a ‘backstab’ special sneak attack.

 

Quick Reflexes

Beginning at 13th level, you can take an additional bonus action on each of your turns.

You do not gain this benefit if your wear medium or heavy armour.

  

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom and Charisma saving throws.

 

Stroke of Luck

At 20th level, luck’s favour grants you the following benefits:

·         You have an uncanny knack for succeeding when you need to. If you fail on an attack roll, ability check or a saving throw, you can turn the roll into a 20. You can only gain this benefit once between short or long rests.