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Rogue

In Dungeons & Dragons, a rogue is a versatile class focused on stealth, skills, and high-damage sneak attacks. They are masters of subtlety and agility, known for abilities like picking locks, disarming traps, and dealing extra damage when catching an enemy off guard. Rogues can be conceptualized as thieves, assassins, or scouts, with a wide variety of skills to use both in and out of combat. 

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Rogue

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Rogues are versatile masters of stealth, nimble combat, and various skillful tricks. Where other adventurers had the power to defeat their enemies, rogues used their wits and their natural resourcefulness to exploit their foes' vulnerabilities as well as to lead their allies safely through dangerous environments, disarming traps and opening locks along the way.

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"Thieves? Ah, such an ugly word… think of them instead as kings-in-training. Ye seem upset, even disputatious. Well, then, look upon them as the most honest sort of merchant."

Skills

Novice

Skills

  • Proficiency in saving throws Dexterity +2 and Intelligence +2

  • Proficiency in Sleight of Hand +2, Stealth +2 & Lockpicking +2

  • Proficiency in Light Armour, Shields

  • Proficiency in Simple weapon Proficiency, hand crossbows, longswords, rapiers, shortswords

  • Health increase of 8 per rank.
     

  • Sneak Attack:

    • Once per turn, you can deal an extra 2d6 damage to one creature you hit while a creature is within 1 tile of it.

  • Thieves' Cant:

    • You know thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.

  • Expertise:

    • You gain access to lockpicking perk which allows you to break in.

Adept

Skills

  • Cunning Action:

    • You can use a bonus action to take the Dash, Disengage, or Hide action.

  • Uncanny Dodge:

    • When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. You can use this ability once per long rest.

  • ​Improved Sneak Attack:

    • Your sneak attack damage increases to 3d6.​

Expert

  • Evasion:

    • You get +2 bonus to dexterity saving throws.

  • Enhanced Uncanny Dodge:

    • You can use Uncanny Dodge twice per long rest.

  • Additional Expertise:

    • Sleight of Hand and Stealth increase by another +2 points. (+4 total)

  • Improved Sneak Attack:

    • Your sneak attack damage increases to 4d6.

Specialist

Skills

  • Blindsense:

    • If you are able to hear, you are aware of the location of any hidden or invisible creature within 2 tiles of you.

  • Reliable Talent:

    • Whenever you make a skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. This is not used for tracking or lockpicking or flee attempts in combat.

  • Superior Uncanny Dodge:

    • You can use Uncanny Dodge three times per long rest.

  • Master Sneak Attack:

    • Your sneak attack damage increases to 5d6.

  • Slippery Mind:

    • You gain proficiency in Wisdom saving throws.

Subclasses

  • You may only choose one:

Arcane Trickster

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Novice

Skills

  • Spellcasting:

    • You gain the ability to cast spells. Your spellcasting ability is Intelligence.

  • Spell (Regain after Long Rest):

    • 2 spell slots 1st level
       

  • Mage Hand Legerdemain:

    • When you cast mage hand, you can make the spectral hand invisible, and you can perform additional tasks with it: you can stow one object the hand is holding in a container worn or carried by another creature, retrieve an object in a container worn or carried by another creature, or use thieves' tools to pick locks and disarm traps at range. The range is 6 tiles. This is RP fluff.

Adept

Skills

  • Magical Ambush:

    • If you attack an enemy with a spell in the first turn order that hasn’t gone before you, you can give that enemy a -5 to attack rolls for their next turn. You can do this only on the first turn of combat and can’t be used again till after you exit combat.

  • Spell:

    • 3 spell slots 1st level

    • 2 spell slots 2nd level​​

Expert

Skills

  • Versatile Trickster:

    • As a bonus action, you can designate a creature within 1 tile of the spectral hand. Make the creature make a strength saving throw against your spell dc and on a fail, the target can be forced one tile back.

  • Spell:

    • 4 spell slots 1st level

    • 2 spell slots 2nd level​​

Specialist

Skills

  • Spell Thief:

    • When a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. On a failed save, you negate the spell's effect against you. You can use this once per long rest.

  • Spell:

    • 4 spell slots 1st level

    • 3 spell slots 2nd level​​

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion.

 

These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.

Assassin

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Assassins focus their training on the grim art of death.

 

Those who adhere to this archetype are diverse—hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity.

 

Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Novice

Skills

  • ​Assassinate:

    • On the first turn of your initiative, you can grant yourself a +5 bonus to attack and damage for your first round of combat only. This can be used only once per combat.

Adept

Skills

  • Infiltration Expertise:

    • You can create false identities for yourself. When you choose this feature, you must spend seven days and 25 silver. However, you can't establish an identity that belongs to someone else. This is done via DM ticket and acts as a form of disguise self illusion. This disguise can only be used once per seven days and lasts for 24 hours or until broken. However your voice, behavior, and writing remain your own. You must open another DM ticket to change your disguise.

  • Poisoned Weapons:

    • You can apply poison to weapons. Once per long rest, the first creature hit by the poisoned weapon must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or take 1d4 poison damage and be poisoned for two turns.

Expert

Skills

  • Impostor:

    • When using Infiltration Expertise, you now gain the ability to unerringly mimic another person's speech, writing, and behavior. Your ruse is indiscernible to the casual observer.

  • Improved Poisoned Weapons:

    • Your poison damage increases to 2d4.

Specialist

Skills

  • Death Strike:

    • When you attack and hit a creature using your assassinate ability, you can make them make a Constitution saving throw (DC = 10 + your Dexterity modifier). On a failed save, they take double the damage you dealt to them on this turn. This can be used only once per long rest.

  • Master Poisoner:

    • Your poison damage increases to 3d4, and you can use poisoned weapons twice per long rest.

Phantom

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Novice

Skills

  • Whispers of the Dead:

    • You gain the ability to speak with the dead. This is done by opening a dm ticket and can be used once per seven days.

  • Wails from the Grave:

    • When you deal sneak attack damage, you can target a second creature within 6 tiles of the first target. The damage to the second target is your sneak attack damage halved and deals necrotic damage. You can use this feature once per long rest.

Adept

Skills

  • Tokens of the Departed:

    • When a creature dies within 6 tiles of you, you can use your reaction to snare a token of its passing spirit. You lose all gathered Tokens on each long rest, resetting base token to one.

  • Enhanced Wails:

    • You can use Wails from the Grave twice per long rest.

  • Friends of the Departed:

    • You can use a token to grant yourself +5 to attack for the rest of your turn.

Expert

Skills

  • Spectral Communication:

    • You can now communicate twice per seven days with the dead.

  • Improved Soul Knives:

    • Your soul knives deal an additional 1d4 psychic damage on hit.

Specialist

Skills

  • Ghost Walk:

    • You can phase partially into the realm of the dead. As a bonus action, you assume a spectral form. You can move through other creatures and objects as if they were difficult terrain. You can not attack or interact with anything while in this form. The moment you do, you are now out of spectral form. You can also not be targeted while in this form. This ability lasts for two turns. You can use this ability once per long rest. To be used in combat only or special dm events.

  • Death's Friend:

    • Your Wails from the Grave can be used three times per long rest, and soul trinkets can be used to regain uses of Wails from the Grave.

Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.

Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.

How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a deity of death?

Thief

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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, and using magic items you normally couldn't employ.

Novice

Skills

  • Fast Hands:

    • You gain a +2 bonus to acrobatics.

  • Second-Story Work:

    • You gain a climbing speed equal to your normal speed.

Adept

Skills

  • Supreme Sneak:

    • You have advantage on Dexterity (Stealth) checks.

  • Trap Sense:

    • You gain a +2 bonus to perception and insight.

Expert

Skills

  • Use Magic Device:

    • You ignore all class, race, and level requirements on the use of magic items.

  • Improved Fast Hands:

    • Your acrobatics now increases by another +2.  (+4 total)

Specialist

Skills

  • Thief's Reflexes:

    • Your acrobatics increases by a further +2.

  • Master Thief:

    • You can attempt to steal one additional equipped items from creatures.

DISCORD SERVER INVITE

  • Discord
  • Vector images by:  upklyak on Freepik

  • Any AI art is used per licensing rights

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