Rogue
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.
Career
Qualifications
You must have a Dexterity score of 13 or higher to enter this class.
Career Progression
Level 1 - Know Sneak Attack which allows you to attack 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 range weapon.
You know Thieves' Cant which is a secret mix of dialect and code that allows you to have conversations that do not make sense to anyone other than another rogue. It takes 4x as long to deliver a message in this way than it does using plain speech.
Level 2 - You learn Cunning Action which allows you to move and act quickly. This lets you take a bonus action every turn: either Dash, Disengage, or Hide
Level 3 - Choose your specialization from: arcane trickster, assassin, inquisitive, mastermind, scout, swashbuckler, or thief.
Operations
Tools
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
Materials
You start with the following equipment, in addition to the equipment granted by your background:
Type
Illicit
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