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.
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.
Suppressing a giggle, a goblin waggles her fingers and magically lifts the key ring from the guard’s belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape.<br>
 
Suppressing a giggle, a goblin waggles her fingers and magically lifts the key ring from the guard’s belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape.
 
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.
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.


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'''Class Information.'''
'''Class Information.'''<br>
:'''Hit Dice.''' 1d8 per rogue level
'''Hit Dice.''' 1d8 per Rogue Level<br>
:'''1st Level Hitpoints.''' 8+ your Constitution modifier
'''1st Level Hitpoints.''' 8+ your Constitution Modifier<br>
:'''Higher Level Hitpoints.''' 1d8 (or 5) + your Constitution modifier per rogue level after 1st
'''Higher Level Hitpoints.''' 1d8 (or 5) + your Constitution Modifier per Rogue Level after 1st<br>
:'''Armor Proficiencies.''' Light Armor
'''Armor Proficiencies.''' Light Armor<br>
:'''Weapon Proficiencies.''' Simple Weapons, Hand Crossbows, Longbows Longswords, Rapiers, Sabers and Shortswords
'''Weapon Proficiencies.''' Simple Weapons, Hand Crossbows, Longbows Longswords, Rapiers, Sabers and Shortswords<br>
:'''Tool Proficiencies.''' Thieve’s Tools and one Set of Artisan’s Tools
'''Tool Proficiencies.''' Thieve’s Tools and one Set of Artisan’s Tools<br>
:'''Saving Throw Proficiencies.''' Dexterity and Intelligence
'''Saving Throw Proficiencies.''' Dexterity and Intelligence<br>
:'''Skill Proficiencies.''' Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
'''Skill Proficiencies.''' Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth<br>
:'''Equipment.''' A Rapier or a Saber or a Shortsword, a Longbow and Quiver of 20 Arrows or a Shortsword, an Equipment Pack, Leather Armor, two Daggers, and Thieve’s Tools
'''Equipment.''' A Rapier or a Saber or a Shortsword, a Longbow or a Shortsword, an Equipment Pack, Leather Armor, two Daggers, and Thieve’s Tools
 
<br><br>
'''Expertise.''' At 1st level choose two skills you’re proficient with. You have expertise in these skills, you double your proficiency bonus when making an ability check with them. Additionally you gain expertise in Thieve's Tools.


'''Sneak Attack.''' Also 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 Class table.
==== Expertise ====
''1st, 6th, Level Rogue Feature''<br>
Choose two Skills you're Proficient with. You gain Expertise in those Skills.<br>
Additionally you gain Expertise in a set of Tools of your choice.


'''Thieves’ Cant.''' During your rogue training, so at 1st level 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.
==== Sneak Attack ====
''1st Level Rogue Feature''<br>
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 meet the following conditions:
*The Attack is made with a Finesse or Ranged Weapon.
*You have Advantage on the Attack Roll or another enemy of the target is within 5ft of it that isn't Incapacitated.
*You don't have Disadvantage on the Attack.
The amount of the extra Damage increases as you gain Levels in this class, as shown in the Sneak Attack column of the Class table.


'''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.
==== Thieves’ Cant ====
''1st Level Rogue Feature''<br>
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.


'''Roguish Archetype.''' At 3rd level, you choose an archetype that you emulatein the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
==== Cunning Action ====
''2nd Level Rogue Feature''<br>
Your quick thinking and agility allow you to move and act quickly. You can take the Dash, Disengage, or Hide Action as a Bonus Action.


'''Steady Aim.''' Also at 3rd level, you can, as a bonus action, 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 O until the end of the current turn.
==== Roguish Ace ====
''3rd, 9th, 13th, and 17th Level Rogue Feature''<br>
You choose one of the Roguish Aces in the table below that you emulate in the exercise of your rogue abilities.


'''Ability Score Improvements.''' When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 and one ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feats|feat]] instead of taking this increase to ability scores.
==== Steady Aim ====
''3rd Level Rogue Feature''<br>
You can use a Bonus Action to give yourself Advantage on your next Attack Roll this 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 reduced to O until the end of the end of this turn.


'''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.
'''Ability Score Improvements.'''  
''4th, 8th, 12th, 16th and 19th Level Rogue Feature''<br>
Your skill and strength expands, choose one of the following:
*Increase one Ability Score of your choice by 3.
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
*Increases three Ability Scores of your choice by 1.
*Gain one [[Feats|Feat]] of your choice.
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.
<br><br>


'''Expertise.''' At 6th level choose two skills you’re proficient with. You have expertise in these skills, you double your proficiency bonus when making an ability check with them
==== Uncanny Dodge ====
''5th Level Rogue Feature''<br>
When an creature 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 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. Additionally, if you take no damage because of a success, you may move out of the area causing the save to be made.
==== Evasion ====
''7th Level Rogue Feature''<br>
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.<br>
Additionally, if you take no Damage due to a successful Save and the effect is an area, you may move out of that area.


'''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.
==== Reliable Talent ====
''11th Level Rogue Feature''<br>
You have refined your chosen skills until they approach perfection. Whenever you make an Ability Check that you are Proficient in, have Expertise with, or lets you add your Proficiency Bonus in some other way, 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.
==== Blindsense ====
''14th Level Rogue Feature''<br>
If you are able to hear, you are aware of the location of any hidden or Invisible creature within 10ft of you.


'''Slippery Mind.''' By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom and Charisma saving throws.
==== Slippery Mind ====
''15th Level Rogue Feature''<br>
You have acquired greater mental strength. You gain Proficiency in Wisdom and Charisma 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.
==== Elusive ====
''18th Level Rogue Feature''<br>
You are so evasive that attackers rarely gain the upper hand against you. No Attack Roll made against you can have Advantage unless you are 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. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
==== Stroke of Luck ====
''20th Level Rogue Feature''<br>
You have an uncanny knack for succeeding when you need to. If you miss on an Attack made against 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. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.


'''Deadly Sneak Attack. ''' Also at 20th level, your Sneak Attacks now deal d8s of damage instead of d6s.  
==== Deadly Sneak Attack ====
''20th Level Rogue Feature''<br>
Your Sneak Attacks now deal d8s of Damage instead of d6s.  


= Roguish Aces =
=== Ace Arcane Trickster ===
=== Ace Arcane Trickster ===