Class: Rogue
Rogues thrive in the shadows where others falter. Masters of precision, deception, and adaptability, they rely on cunning rather than brute strength. Whether they strike from darkness, bluff their way through danger, or vanish before the fight begins, Rogues turn every situation to their advantage.
You start with 3 abilities from the following.
(See Advancement table down below)
(See Advancement table down below)


Bold value indicates the number has increased from the previous Lvl.
Class overview

Typicaly : Assassins, scouts, spies, bounty hunters, thieves, or agents working unseen behind the scenes. Some fight for gold, others for revenge, and a few simply for the thrill of outsmarting everyone else.
Abilities : Rogues focus on speed, precision, and skill. They strike hardest when unseen, exploit openings with deadly accuracy, and excel at avoiding harm through reflex and wit. While not the toughest combatants, they are versatile — experts at infiltration, evasion, and critical strikes that cripple their foes.
Advancement : Veteran Rogues evolve beyond mere stealth or precision. Some become living shadows, moving unseen even in daylight; others manipulate perception, disguise, and information so deftly to turn it into their weapon.
Aptitudes : High dexterity and insight, but low strength and constitution.
Weapons and Armour : Proficient with light weapons, crossbows, daggers, and short swords. They favor light armor that allows freedom of movement and stealth.
Abilities : Rogues focus on speed, precision, and skill. They strike hardest when unseen, exploit openings with deadly accuracy, and excel at avoiding harm through reflex and wit. While not the toughest combatants, they are versatile — experts at infiltration, evasion, and critical strikes that cripple their foes.
Advancement : Veteran Rogues evolve beyond mere stealth or precision. Some become living shadows, moving unseen even in daylight; others manipulate perception, disguise, and information so deftly to turn it into their weapon.
Aptitudes : High dexterity and insight, but low strength and constitution.
Weapons and Armour : Proficient with light weapons, crossbows, daggers, and short swords. They favor light armor that allows freedom of movement and stealth.
Speed & Abilities
Speed : Fast Starting abilities (Pick 3) :You start with 3 abilities from the following.
- Cunning Action
You fight with wit as much as with your blade. In a flash, you can trip your foe, blinding them with a glint of steel, or twisting the fight to your advantage before they realize what happened.
- Lvl 1 : You gain a Minor Bonus (+2).
- Lvl 6 : You gain a Major Bonus (+4).
You gain a bonus on all your Combat Trick (Action) (see above).
- Elusive
You're always one step beyond your foe’s reach. Whether it’s a blade, a spell, or a sudden trap, your reflexes twist you away from danger before it lands.
- Lvl 1 : You can use it 2 times.
- Lvl 6 : You can use it 4 times.
You may make a Dexterity Check to avoid a successful action made against you.- You can dodge attacks, spells, traps, and similar effects.
- If you fail the Dexterity Check, this Ability is not expended.
- Depend of your Lvl (see above).
- You regain all expended uses when you sleep.
- Fast Hands
You’ve trained your hands to move faster and with more precision, making lockpicking and trap disarming second nature.
- Lvl 6 : You automatically succeed when using Lockpick Kit (Specialist's Kit).
You can lockpick and disarm traps without a Lockpick Kit (Specialist's Kit).- You have Advantage when using Lockpick Kit (Specialist's Kit).
- Sneak Attack
Whether from the shadows or through perfect timing, your precision turns a single blow into something devastating.
- Lvl 1 : You gain a Minor Bonus (+2).
- Lvl 6 : You gain a Major Bonus (+4).
When you make an Attack roll against a creature that hasn’t noticed you :
(See Advancement table down below)
- Enhanced Senses
Your instincts sharpen beyond those of ordinary folk. Every creak, breath, and flicker of motion registers in your mind. Even in darkness, your awareness cuts through the veil — nothing truly escapes your notice.Choose 1 Purview from the following :
- "Enhanced perception (Visual)".
- "Enhanced perception (Smell)".
- "Enhanced perception (Sound)".
- "Enhanced perception (Taste)".
- "Enhanced perception (Tactile)".
- Success : Ignore Partially Dark, or reduce Totally Dark to Partially Dark.
- Expertise
You know the subtle signs and silent gestures of your kin, and your eyes catch meaning where others see nothing. Years of experience have honed your craft, granting you a natural expertise in certain fields.You know Sign Language, the secret code used by Rogues.
- You can communicate silently with anyone else who knows it.
- You automatically recognize when someone is using Sign Language.
- Exemple: Reading a crime scene, Hiding in shadow, High-stakes lying, Trap specialist.
- Field Alchemist
You’ve learned the art of turning simple reagents into silent killers or subtle aids. Your nimble hands and sharp eye let you mix, identify, and apply alchemical substances with practiced ease.You learn Alchemy (Crafting Discipline). You have Advantage when attempting to identify Potions and poisons.
- Rogue’s Initiative
You are adept at laying ambushes and quickly escaping danger.At the start of any combat, you automatically take a free turn before any other creature, as if initiating an Ambush.
- This effect applies only to you, not to your allies.
- Sleight of Hand
You're skilled in relieving others of their possessions without being noticed, even in the midst of battle.As an Action, you may make a Dexterity Check to pick a pocket or conceal a handheld object without being seen.
- If you have Fast Hands (Starting ability), it requires a Bonus Action instead.
- It cannot be a worn armor or outfit, nor something held.
- It must be within your reach, a worn pendant or ring would count.
- It cannot occupy more than 2 Inventory Slots.
- Steady Aim
When you focus, every motion slows and your next attack lands exactly where it must.As a Bonus Action, you have Advantage on your next Attack roll this turn.
- You can use this Ability only if you don't move during this turn.
- Stowing
Knowing one day you'll get patted down, you've found an intimate place to conceal a small object (in your hair, mouth or... other place). This little trick garantees that you will never be stripped of that secret something.You may hide one object, no larger than 1 Inventory Slot, somewhere on your person — even while naked.
- The stowed objet does not take Inventory Slots.
- The stowed object cannot be found through conventional search methods.
- If you have Fast Hands (Starting ability), it requires a Bonus Action instead.
- Surefooted
You’ve trained to get into especially hard-to-reach places.You are unaffected by Isolated (Area condition) and Precarious (Area condition).
- You can climb vertical surfaces with minimal footholds without slowing down and without making a Check.
(See Advancement table down below)
- Charming Grifter
You have learned that an innocent smile and a touch of false sincerity can hide even your most outlandish fabrications.You have Advantage on negotiations that rely on flattery or deception.
- Combat Opportunist
You wait for the perfect moment and strike when your foe least expects it.You have Advantage on the following Actions if performed as a React (Action) : If you attempt to use the same trigger condition on the same target again, your action is made with Disadvantage instead of Advantage (Diminishing Returns).
- Desperate Scurry
Your quick feet are jokingly referred to as your 'Ultimate Technique'.Your Speed increases by one step. You may take Extra Move (Action) as a Bonus Action instead of an Action.
- Number of Uses : Once per encounter.
- Dual Wield Mastery
You fight with balance and precision, each hand flowing in rhythm with the other. Where one blade strikes, the second follows — swift, seamless, and merciless.Improve your Dual wielding.
- The penalty is a Minor Penalty (-2) instead of a Major Penalty (-4).
- You may mix a Melee Weapon with a Missile Weapon.
- Hide in Plain Sight
You’ve mastered the art of vanishing without ever leaving. Through posture, timing, and an uncanny sense of where not to be seen, you fade from notice even when standing in plain view.As an Action, you may attempt to hide even while being seen, as long as there’s space to move or something to create a distraction.
- Will not work if Restrained (Ailment), in an well-lit empty room or if someone focus you.
Success :
You disappear from sight.- You remain hidden until you move or take an action.
- Enemies must spend a Turn searching before they can reattempt a Contest to detect you.
- Many Masks
You're able to alter your voice and mannerisms to conceal your true identity. Very handy when you're cornered and there is no obvious escape route. When you aquire this Ability, you must choose one of those 2 effects :Conceal Identity :
You have Advantage on all rolls made to act or appear differently to prevent others from recognizing you. You might even be able to trick people you know if your face is covered.- When someone tries to recognize you, they make an Insight Contest in Disadvantage VS your Aura.
- Twitchy
You are wired for self-preservation and have developed an almost supernatural sense of danger.Choose an odd reaction that passively activates when you’re about to do something dangerous without realizing it.
- Example: You might sneeze before opening a trapped door, or your palms might itch before sipping from a poisoned goblet.
When it would trigger, the GM warns you, then he secretly rolls a d4.- On a 1, this Ability will not activate again until you sleep.
- Stroke of Luck
You have a marvelous knack for succeeding when you need to. When you aquire this Ability, you must choose one of those 2 effects :Critical Close Call :
You have increased chance to achieve Critical Success :- On Check and Contest, a result of 21 counts as a Critical Success.
- On Attack rolls, a result equal to your target’s Defense Rating counts as a Critical Success.
Controlled Luck :
You may improve the result of a roll by one step :- Critical Failure -> Failure.
- Failure -> Success.
- Success -> Critical Success.
- You can also increase or decrease an Injury Table result instead.
- Once.
- You regain all expended uses when you sleep.
Combat gear allowance



* Small Species restriction still applies. ** Large Species restriction still applies.
Advancement table

* You can choose a Subclass at Lvl 3. If you take a Subclass, you gain that Subclass Starting Ability instead of the last one of the primary Class. You can alway choose a class abilities with a lower requirment instead (Standard instead of Advanced). You can choose a Maturative Species Ability instead of an Advanced Class Ability.



