Rogue: Difference between revisions

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== Rogue ==
= Rogue =
Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open.<br>
Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open.<br>
A Locathah lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound.<br>
A Locathah lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound.<br>
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'''Hit Dice.''' 1d8 per Rogue Level<br>
'''Hit Dice.''' 1d8 per Rogue Level<br>
'''1st Level Hitpoints.''' 8+ your Constitution Modifier<br>
'''1st Level Hitpoints.''' 8+ your Constitution Modifier<br>
'''Higher Level Hitpoints.''' 1d8 (or 5) + your Constitution Modifier per Rogue Level after 1st<br>
'''Higher Level Hitpoints.''' 1d8 (increase to 5) + your Constitution Modifier per Rogue Level after 1st<br>
'''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]]<br>
'''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]]<br>
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]], [[Armor and Weapons#Martial Ranged Weapons|Hand Crossbows]], [[Armor and Weapons#Martial Ranged Weapons|Longbows]], [[Armor and Weapons#Martial Melee Weapons|Longswords]], [[Armor and Weapons#Martial Melee Weapons|Rapiers]], [[Armor and Weapons#Martial Melee Weapons|Sabers]]<br>
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]], [[Armor and Weapons#Martial Ranged Weapons|Hand Crossbows]], [[Armor and Weapons#Martial Ranged Weapons|Longbows]], [[Armor and Weapons#Martial Melee Weapons|Longswords]], [[Armor and Weapons#Martial Melee Weapons|Rapiers]], [[Armor and Weapons#Martial Melee Weapons|Sabers]]<br>
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==== Expertise ====
==== Expertise ====
''1st, and 6th Level Rogue Feature''<br>
''1st and 6th Level Rogue Feature''<br>
Choose two Skills you are Proficient with, but do not have Expertise in. You gain Expertise in those Skills.<br>
Choose two Skills you are Proficient with, but do not have Expertise in. You gain Expertise in those Skills.<br>
Additionally, choose one [[Adventuring Gear#Tools|Set of Tools]] that you are Proficient with, but do not have Expertise in. You gain Expertise in that Set of [[Adventuring Gear#Tools|Set of Tools]].  
Additionally, choose one [[Adventuring Gear#Tools|Set of Tools]] that you are Proficient with, but do not have Expertise in. You gain Expertise in that Set of [[Adventuring Gear#Tools|Set of Tools]].  
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==== Thieves’ Cant ====
==== Thieve's Cant ====
''1st Level Rogue Feature''<br>
''1st Level Rogue Feature''<br>
During your rogue training you learned [[Languages#Thieves' Cant|Thieve's Cant]].
During your rogue training you learned [[Languages#Thieves' Cant|Thieve's Cant]].
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==== Evasion ====
==== Evasion ====
''7th Level Rogue Feature''<br>
''7th Level Rogue Feature''<br>
You can nimbly dodge out of the way of certain area effects. When an effect would force you to make a Dexterity Saving Thrown that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail.<br>
You can nimbly dodge out of the way of certain area effects. When an effect would force you to make a Dexterity Saving Throw that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail.<br>
Additionally, if you take no Damage due to a successful Save and the effect has an area, you can move out of that area without expending movement or provoking Opportunity Attacks.  
Additionally, if you take no Damage due to a successful Save and the effect has an area, you can move out of that area without expending movement or provoking Opportunity Attacks.  
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*You can stow one object the hand is holding in a container worn or carried by another creature.
*You can stow one object the hand is holding in a container worn or carried by another creature.
*You can retrieve an object in a container worn or carried by another creature.
*You can retrieve an object in a container worn or carried by another creature.
*You can use [[Adventuring Gear#General Tools|Thieves' Tools]] to pick locks and disarm traps at range.
*You can use [[Adventuring Gear#General Tools|Thieve's Tools]] to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) Check contested by the creature’s Wisdom (Perception) Check.<br>
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) Check contested by the creature’s Wisdom (Perception) Check.<br>
In addition, you can use a Bonus Action to control the hand.
In addition, you can use a Bonus Action to control the hand.
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| [[Rogue#Death Strike|Death Strike]] || 17th || When you Sneak Attack you can Crit
| [[Rogue#Death Strike|Death Strike]] || 17th || When you Sneak Attack you can Crit
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==== Assassin's Strike ====
==== Assassin's Strike ====
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*When you hit a creature that is Surprised with an Attack, you Crit.
*When you hit a creature that is Surprised with an Attack, you Crit.
*When you Crit and roll a 1 on any of your Damage dice for that Attack, you can reroll those dice. You must use the new result, even if you roll another 1.
*When you Crit and roll a 1 on any of your Damage dice for that Attack, you can reroll those dice. You must use the new result, even if you roll another 1.
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==== Infiltrator ====
==== Infiltrator ====
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| [[Rogue#Enforcer|Enforcer || 3rd || You get better Unarmed Strikes, can use Unarmed Strikes as a Bonus Action, get Proficiency with Intimidation, and can use Constitution for your AC
| [[Rogue#Enforcer|Enforcer]] || 3rd || You get better Unarmed Strikes, can use Unarmed Strikes as a Bonus Action, get Proficiency with Intimidation, and can use Constitution for your AC
|-
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| [[Rogue#One-Two Punch|One-Two Punch || 3rd || When you hit a creature a second time you can use your Sneak Attack
| [[Rogue#One-Two Punch|One-Two Punch]] || 3rd || When you hit a creature a second time you can use your Sneak Attack
|-
|-
| [[Rogue#Imposing Glare|Imposing Glare || 9th || You can [[Conditions#Frightened|Frighten]] creatures and cannot be [[Conditions#Frightened|Frightened]]
| [[Rogue#Imposing Glare|Imposing Glare]] || 9th || You can [[Conditions#Frightened|Frighten]] creatures and cannot be [[Conditions#Frightened|Frightened]]
|-
|-
| [[Rogue#Dodge and Counter|Dodge and Counter || 13th || When a creature misses you, you can knock it [[Condition#Prone|Prone]] and reduce its Speed, or Grapple it
| [[Rogue#Dodge and Counter|Dodge and Counter]] || 13th || When a creature misses you, you can knock it [[Conditions#Prone|Prone]] and reduce its Speed, or Grapple it
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|-
| [[Rogue#Ruthless Strike|Ruthless Strike || 17th || You can use Sneak Attack more than once with One-Two Punch
| [[Rogue#Ruthless Strike|Ruthless Strike]] || 17th || You can use Sneak Attack more than once with One-Two Punch
|}
|}
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''13th Level Brawler Feature''<br>
''13th Level Brawler Feature''<br>
You can redirect the force of your enemies' blows against them. As a Reaction when a creature that is one size larger than you or smaller misses you with a Melee Attack, you can force that creature to make a Dexterity Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus. On a failed Save, choose one of the following:
You can redirect the force of your enemies' blows against them. As a Reaction when a creature that is one size larger than you or smaller misses you with a Melee Attack, you can force that creature to make a Dexterity Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus. On a failed Save, choose one of the following:
*The creature is knocked [[Condition#Prone|Prone]] and its Speed reduced to 0 until the end of your next turn
*The creature is knocked [[Conditions#Prone|Prone]] and its Speed reduced to 0 until the end of your next turn
*The creature is [[Conditions#Grappled|Grappled]] by you.
*The creature is [[Conditions#Grappled|Grappled]] by you.
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| [[Rogue#Aerialist|Aerialist]] || 3rd || You can climb and make better Running Jumps
| [[Rogue#Aerialist|Aerialist]] || 3rd || You can climb and make better Running Jumps
|-
|-
| [[Rogue#Death From Above|Death From Above]] || 3rd || When you move through the air and hit a creature you can Sneak Attack it and knock it [[Condition#Prone|Prone]]
| [[Rogue#Death From Above|Death From Above]] || 3rd || When you move through the air and hit a creature you can Sneak Attack it and knock it [[Conditions#Prone|Prone]]
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| [[Rogue#Air Catching|Air Catching]] || 9th || You take less negative effects from falling
| [[Rogue#Air Catching|Air Catching]] || 9th || You take less negative effects from falling
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''3rd Level Daredevil Feature''<br>
''3rd Level Daredevil Feature''<br>
You learn to turn your airborne body into a projectile. You gain a new condition for your Sneak Attack feature:
You learn to turn your airborne body into a projectile. You gain a new condition for your Sneak Attack feature:
*You hit the creature with an Attack Roll after you move at least 10ft through the air and then land within 5ft of that creature on that turn. When you do so, the creature must make a Strength Saving Throw with a DC of 8 + your Dexterity Modifier + your Proficiency Bonus. On a failed Save, the creature falls [[Condition#Prone|Prone]] and takes an additional 2d6 Bludgeoning Damage.
*You hit the creature with an Attack Roll after you move at least 10ft through the air and then land within 5ft of that creature on that turn. When you do so, the creature must make a Strength Saving Throw with a DC of 8 + your Dexterity Modifier + your Proficiency Bonus. On a failed Save, the creature falls [[Conditions#Prone|Prone]] and takes an additional 2d6 Bludgeoning Damage.
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==== Air Catching ====
==== Air Catching ====
''9th Level Daredevil Feature''<br>
''9th Level Daredevil Feature''<br>
Your experience with falling from great heights has made you an expert at landing without hurting yourself. Whenever you fall and are not [[Conditions#Incapacitated|Incapacitated]], you can reduce any Falling Damage you would take by an amount equal to 5 x your Rogue Level. Additionally you don't fall [[Condition#Prone|Prone]] when you take Falling Damage.<br>
Your experience with falling from great heights has made you an expert at landing without hurting yourself. Whenever you fall and are not [[Conditions#Incapacitated|Incapacitated]], you can reduce any Falling Damage you would take by an amount equal to 5 x your Rogue Level. Additionally you don't fall [[Conditions#Prone|Prone]] when you take Falling Damage.<br>
If you land on something soft that breaks your fall, like a wagon full of hay, you take no Falling Damage but do fall [[Condition#Prone|Prone]].
If you land on something soft that breaks your fall, like a wagon full of hay, you take no Falling Damage but do fall [[Conditions#Prone|Prone]].
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==== Defy Death ====
==== Defy Death ====
''13th Level Daredevil Feature''<br>
''13th Level Daredevil Feature''<br>
Your affinity for risky behavior has been cause for many near death experiences, granting you a certain familiarity with death. You do not fall [[Condition#Unconscious|Unconscious]] while you are at 0 Hit Points. Instead, at the start of your turn you make a Death Saving Throw. On a successful Save, you take your turn as normal. On a failed Save, you fall [[Condition#Unconscious|Unconscious]] until the start of your next turn.
Your affinity for risky behavior has been cause for many near death experiences, granting you a certain familiarity with death. You do not fall [[Conditions#Unconscious|Unconscious]] while you are at 0 Hit Points. Instead, at the start of your turn you make a Death Saving Throw. On a successful Save, you take your turn as normal. On a failed Save, you fall [[Conditions#Unconscious|Unconscious]] until the start of your next turn.
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