Rogue is under Reconstruction!
Apologies for the mess!
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Rogue |
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Rogue: Base Class |
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Rogue Features |
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Base Traits |
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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 |
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Features |
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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. |
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