Rouge

These Unbound walk a narrow path, their strength manifesting in reflex, grace, and acute awareness. Their bond with Aṣé enhances fine motor skills and kinesthetic perception beyond natural limits, allowing them to strike faster, move unseen, react before thought finishes forming. Whether slicing through a battlefield unseen, slipping through locked wards, or watching from above with a patient eye, a Rogue wields motion like others wield magic. Their style of power is immediate, internalized, and lethal in its precision.

While others court thunder, fire, or gods, the Rogue courts only the perfect moment.

Core Progression

LevelProficiency BonusFeaturesSneak Attack
1+2Expertise, Sneak Attack, Thieves' Cant1d6
2+2Cunning Action1d6
3+2Rogue Subclass Feature2d6
4+2ASI2d6
5+3Uncanny Dodge3d6
6+3Expertise (2 additional)3d6
7+3Evasion4d6
8+3ASI4d6
9+4Elusive Movement5d6
10+4Reliable Talent5d6
11+4Sharp Reflexes6d6
12+4ASI6d6
13+5Slippery Mind (Wisdom Save Proficiency)7d6
14+5Ghost Step (Homebrew)7d6
15+5Shadow Mark (Capstone Ability), Epic Boon8d6

Features

(1st Level)

Expertise

You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.

At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.

Sneak Attack

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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type.

You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.

The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.

Thieves’ Cant

You picked up various languages in the communities where you plied your roguish talents. You know Thieves’ Cant and one other language of your choice, which you choose from the language tables in "Character Creation".

(2nd Level)

Cunning Action

Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.

(3rd Level)

Rogue Subclass

Gain subclass features.

(4th Level)

Ability Score Improvement

You gain +1 to an Ability Modifier or choose a feat of your choice for which you qualify.

(5th Level)

Uncanny Dodge

When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down).

(6th Level)

Expertise 

2 more skills or tools

(7th Level)

Evasion

You can nimbly dodge out of the way of certain dangers. When you’re 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. You can’t use this feature if you have the Incapacitated condition.

(8th Level)

Ability Score Improvement

You gain +1 to an Ability Modifier or choose a feat of your choice for which you qualify.

(9th Level)

Elusive Movement

When you move at least 10 feet on your turn, attack rolls against you have disadvantage until the start of your next turn, unless you are incapacitated or restrained.

(10th Level)

Reliable Talent

Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.

(11th Level)

Sharp Reflexes

You gain a second reaction per round, which can only be used for:

  • Opportunity Attacks
  • Uncanny Dodge
  • Subclass-specific reactions

(12th Level)

Ability Score Improvement

You gain +1 to an Ability Modifier or choose a feat of your choice for which you qualify.

(13th Level)

Slippery Mind

Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.

(14th Level)

Ghost Step

You gain 10 ft of tremorsense and 10 ft of blindsight while not wearing heavy armor. Additionally, you can move through difficult terrain without penalty and ignore nonmagical restraints.

(15th Level)

Shadow Mark

You learn to mark a creature with your full intent to kill, silently, swiftly, and fatally.

  • As a bonus action, choose a creature within 60 ft you can see. Until the end of your next turn, that creature is marked.
  • The next time you deal Sneak Attack damage to the marked creature:
  • Add max Sneak Attack damage (instead of rolling).
  • The target must make a Constitution saving throw (DC = 8 + Prof + STR mod).
  • On a failure, the target is stunned until the end of your next turn.

You can use this feature once per long rest, or by expending a use of Cunning Action (costs bonus action + Cunning Action).

Hit Points

  • Hit Dice: 1d8 per rogue level
  • HP at 1st Level: 8 + your Constitution modifier
  • HP 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 three from Acrobatics, Athletics, Deception, Insight, Investigation, Perception, Sleight of Hand, and Stealth

Starting Equipment

You begin 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 second melee finesse weapon
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • Leather armor, two daggers, and thieves’ tools


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