C.R. 🗡️ Rogue - JulTob/DnD GitHub Wiki
Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
You must have a Dexterity score of 13 or higher in order to multiclass in or out of this class.
The Rogue: The Shadow in the Alley
The Rogue: sleek, cunning, and always one step ahead. In a world filled with danger, this is the person you want on your side when the shadows grow long and the stakes get high. The Rogue thrives where others falter, slipping through the cracks of society and emerging unscathed on the other side. Whether it's a heist gone wrong or a deal that needs to be made in a darkened alley, the Rogue is your ticket out. They walk the fine line between hero and villain, all while keeping their true intentions close to the chest.
The Code of the Streets
Rogues don't live by the rules of polite society; they follow a different code, one written in the language of shadows and whispered deals. Every Rogue has a backstory filled with choices—some good, some bad—but all leading to one truth: out here, you survive by any means necessary. When the night gets cold and the city gets mean, you better believe the Rogue will have an ace up their sleeve.
Why Did You Become a Rogue?
d6 | Reason |
---|---|
1 | I've always been nimble and quick of wit, so I decided to use those talents to help me make my way in the world. |
2 | An assassin or a thief wronged me, so I focused my training on mastering the skills of my enemy to better combat foes of that sort. |
3 | An experienced rogue saw something in me and taught me several useful tricks. |
4 | I decided to turn my natural lucky streak into the basis of a career, though I still realize that improving my skills is essential. |
5 | I took up with a group of ruffians who showed me how to get what I want through sneakiness rather than direct confrontation. |
6 | I'm a sucker for a shiny bauble or a sack of coins, as long as I can get my hands on it without risking life and limb. |
Guilty Pleasures: The Rogue’s Secret Sin
Every Rogue has a weakness, something that draws them like a moth to a flame. This guilty pleasure is often a secret, something that could compromise them if the wrong person found out. But in the end, it's what makes them human, and maybe, just maybe, it's what keeps them in the game.
What’s Your Weakness?
d6 | Pleasure |
---|---|
1 | Large gems. The bigger, the better. |
2 | A smile from a pretty face. You can’t resist a charming grin. |
3 | A new ring for your finger, something flashy and expensive. |
4 | The chance to deflate someone's ego, especially if they deserve it. |
5 | The finest food and drink. Nothing but the best for you. |
6 | Adding to your collection of exotic coins, rare and valuable. |
Adversaries: The Thorns in the Rogue’s Side
In the Rogue's line of work, enemies are a given. Maybe it's a pirate captain you crossed on your last job, or a master spy who didn't appreciate your last report. Either way, these adversaries make life difficult, and in a city where everyone is looking for an edge, they could be your undoing.
Who’s After You?
d6 | Adversary |
---|---|
1 | The pirate captain on whose ship you once served; what you call moving on, the captain calls mutiny. |
2 | A master spy to whom you unwittingly fed bad information, which led to the assassination of the wrong target. |
3 | The master of the local thieves' guild, who wants you to join the organization or leave town. |
4 | An art collector who uses illegal means to acquire masterpieces, and has his eye on you. |
5 | A fence who uses you as a messenger to set up illicit meetings. |
6 | The proprietor of an illegal pit fighting arena where you once took bets—he wants you back, one way or another. |
Benefactors: The Hand That Feeds
In the shadows of the city's underbelly, no rogue makes it far without a little help. Whether it's a favor from an old friend, a debt to be paid, or a mysterious figure pulling strings behind the scenes, a benefactor can be both a blessing and a curse. They might keep you out of jail or provide a timely tip-off, but in the end, every favor comes with strings attached. The question is, how long until they come to collect?
Who Holds Your Debt?
d6 | Benefactor |
---|---|
1 | A smuggler kept you from getting caught but lost a valuable shipment in doing so. Now you owe that person an equally valuable favor. |
2 | The Beggar King has hidden you from your pursuers many times, in return for future considerations. |
3 | A magistrate once kept you out of jail in return for information on a powerful crime lord. |
4 | Your parents used their savings to bail you out of trouble in your younger days and are now destitute. |
5 | A dragon didn't eat you when it had the chance, and in return, you promised to set aside choice pieces of treasure for it. |
6 | A druid once helped you out of a tight spot; now any random animal you see could be that benefactor, perhaps come to claim a return favor. |
Rogue: What Made You go Rogue?
d6 | I became a rogue because... |
---|---|
1 | I needed to escape a dire situation and quickly learned to survive by my wits. |
2 | I sought to make my fortune, and I found that crime was a faster route than honest work. |
3 | I discovered a talent for stealth and deception early in life, and I cultivated those skills. |
4 | I joined a thieves’ guild and trained under a master rogue. |
5 | I was a street urchin who learned to steal to survive. |
6 | I found that I was good at slipping through the shadows and avoiding detection, so I turned those talents to good use. |
Roguish Archetypes: The Many Faces of Deception
At the heart of every Rogue lies a choice—a path that defines how they ply their trade. Whether it’s the subtle art of manipulation, the thrill of the chase, or the allure of the high seas, a Rogue’s archetype is their signature, the calling card they leave behind.
These notes should help you get into the mindset of a Rogue, blending the grit of a detective noir novel with the cunning and skill of a D&D adventurer.
The Rogue
Level | Proficiency Bonus | Sneak Attack | Features |
---|---|---|---|
1st | +2 | 1d6 | Expertise, Sneak Attack, Thieves' Cant |
2nd | +2 | 1d6 | Cunning Action |
3rd | +2 | 2d6 | Roguish Archetype, Steady Aim (Optional) |
4th | +2 | 2d6 | Ability Score Improvement |
5th | +3 | 3d6 | Uncanny Dodge |
6th | +3 | 3d6 | Expertise |
7th | +3 | 4d6 | Evasion |
8th | +3 | 4d6 | Ability Score Improvement |
9th | +4 | 5d6 | Roguish Archetype feature |
10th | +4 | 5d6 | Ability Score Improvement |
11th | +4 | 6d6 | Reliable Talent |
12th | +4 | 6d6 | Ability Score Improvement |
13th | +5 | 7d6 | Roguish Archetype feature |
14th | +5 | 7d6 | Blindsense |
15th | +5 | 8d6 | Slippery Mind |
16th | +5 | 8d6 | Ability Score Improvement |
17th | +6 | 9d6 | Roguish Archetype feature |
18th | +6 | 9d6 | Elusive |
19th | +6 | 10d6 | Ability Score Improvement |
20th | +6 | 10d6 | Stroke of Luck |
Class Features
As a rogue, you gain the following class features.
Hit Points
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
Proficiencies
Armor:
- Light armor
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) a rapier or (b) a shortsword
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
- Leather armor,
- two daggers,
- thieves' tools
Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
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 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, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
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 9th, 13th, and 17th level.
Archetype | Source |
---|---|
Arcane Trickster | Player's Handbook |
Assassin | Player's Handbook |
Inquisitive | Xanathar's Guide to Everything |
Mastermind | Xanathar's Guide to Everything |
Phantom | Tasha's Cauldron of Everything |
Scout | Xanathar's Guide to Everything |
Soulknife | Tasha's Cauldron of Everything |
Swashbuckler | Xanathar's Guide to Everything |
Thief | Player's Handbook |
Steady Aim (Optional)
At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Uncanny Dodge
Starting at 5th level, 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.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a 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.
Reliable Talent
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Slippery Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or long rest.