0% found this document useful (0 votes)
30 views8 pages

Rogue - Animus Archive

Rogues are skilled masters of stealth and precision, operating in the shadows with unique abilities like Sneak Attack and Cunning Action. They progress through levels, gaining features such as Expertise, Evasion, and various archetypes that enhance their capabilities. The class offers a range of skills, tools, and equipment, allowing for diverse playstyles and strategies in combat.

Uploaded by

Yeetnats
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
30 views8 pages

Rogue - Animus Archive

Rogues are skilled masters of stealth and precision, operating in the shadows with unique abilities like Sneak Attack and Cunning Action. They progress through levels, gaining features such as Expertise, Evasion, and various archetypes that enhance their capabilities. The class offers a range of skills, tools, and equipment, allowing for diverse playstyles and strategies in combat.

Uploaded by

Yeetnats
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 8

Rogue

Rogues are masters of subtlety and skill, lurking in the shadows or blending seamlessly into
the crowd as they move with grace and purpose. Driven by their own codes, whether honor
among thieves, the thrill of a perfect heist, or vengeance hidden behind a mask; they wield
precision like a weapon. With every silent step and calculated strike, rogues balance on the
razor's edge between light and dark. Whether slipping a lock, reading a mark, or delivering a
fatal blow from the shadows, a rogue is always two steps ahead, their eyes sharp, and their
hands quicker still. They are the unseen, the unexpected, the clever blade in the dark.

Rogue

Level Proficiency Bonus Class Features Sneak


Dice

1 +2 Sneak Attack, Expertise, Thieves’ Cant 1d6

2 +2 Cunning Action, Cunning Strikes 1d6

3 +2 Rogue Subclass, Steady Aim 2d6

4 +2 Ability Score Improvement 2d6

5 +3 Uncanny Dodge, Enhanced Precision 3d6

6 +3 Evasion, Uncanny Senses 3d6

7 +3 Subclass Feature 4d6

8 +3 Ability Score Improvement 4d6

9 +4 Reliable Talent, Improved Cunning Strikes 5d6

10 +4 Ability Score Improvement 5d6

11 +4 Devious Strikes, Iron Mind 6d8

12 +4 Ability Score Improvement 6d8

13 +5 Subclass Feature 7d8

14 +5 Opportunist, Elevated Reaction 7d8

15 +5 Slippery as a Snake, Avoidance 8d8

16 +5 Ability Score Improvement 8d8

17 +6 Subclass Feature 9d8

18 +6 Devastating Attack, Elusive 9d8


19 +6 Ability Score Improvement 10d8

20 +6 Coup De Grace, Stroke of Luck 10d8

HIT POINTS:
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + Your Constitution Modifier
Hit Points per Level after 1st: 1d8 (or 5) + your constitution modifier.

PROFICIENCY:
Saving Throws: Dexterity, Intelligence
Skills: Choose any 5 skills
Tools: Thieves’ Tools, Poisoner’s Kit
Weapon: Simple Weapons, hand crossbows, longswords, rapiers, shortswords
Armor: Light Armour

Starting Equipment:
You start with the following items, plus anything provided by your background.

●​ (a) a rapier or (b) a shortsword


●​ (a) a short bow and quiver of 20 arrows or (b) a shortsword
●​ (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
●​ Leather armor, two daggers, and thieves' tools

You also start with 4d4 x 10 gp.

Multiclassing
Ability Score Minimum: Dexterity 13

When you gain a level in a class other than your first, you gain only some of that class's
starting proficiencies.
Armour: light armor
Tools: thieves' tools
Skills: Choose 1 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation,
Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
Rogue Class Features

Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your
proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you
make that uses either of the chosen proficiencies.

At 5th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to
gain this benefit.

Sneak Attack
Beginning 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 Rogue table.

Thieves’ Cant
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 understand such messages. It takes four times longer to
convey such a message than it does to speak the same idea.

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.

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.

Cunning Strikes
At 2nd level, you have developed cunning ways to use your Sneak Attack. When you deal
Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect
has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the
effect. You remove the die before rolling, and the effect occurs immediately after the attack’s
damage is dealt. For example, if you add the Disarm effect, remove 1d6 from the Sneak
Attack’s damage before rolling.

If a Cunning Strike effect requires a saving throw, the DC equals 8 + your Proficiency Bonus
+ your Dexterity modifier.

Disarm​ (Cost: 2 sneak dice). The target must succeed on a Dexterity saving throw, or it
drops one item of your choice that it’s holding.

Trip (Cost: 1 sneak die). The target must succeed on a Dexterity saving throw or have the
Prone condition.

Withdraw (Cost: 1 sneak die). Immediately after the attack, you move up to half your Speed
without provoking Opportunity Attacks.

Distract (Cost: 1 sneak die). The Next creature (other than you) to attack the creature you
hit can make its attack at advantage.

Roguish Archetype
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities
from the list of available archetypes. Your archetype choice grants you features at 3rd level
and then again at 7th, 13th, and 17th level.

You can choose your subclass from the following choices:

Subclass Name Status Source

Arcane Trickster Available (Approved) Official

Assassin Available (Approved) Official

Blade of Radiance Available (Approved) Steinhardth’s Guide to the Eldritch Hunt

Enforcer Available (Approved) Valda’s Spire of Secrets

Inquisitive Available (Approved) Official

Misfortune Available (Approved) Grimhollow Player’s Guide

Phantom Available (Approved) Official

PsyKnife Available (Approved) Official

Scout Available (Approved) Official

Spy Available (Approved) AID

Swashbuckler Available (Approved) Official


Subclass Name Status Source

Thief Available (Approved) Official

Steady Aim
Starting from 3rd level, as a bonus action, you 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 0 until the end of the current turn.

Ability Score Improvement


When you reach 4th level, you can increase one ability score of your choice by 2, have 1
ability score increase by 2 or you can increase 2 ability scores of your choice by 1. You may
choose to instead take a feat. As normal, you can't increase an ability score above 22 using
this feature.

You can do so again at 8th, 10th, 12th, 16th and 19th level.

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.

Enhanced Precision
At 5th level, your agility and keen sense allows you to hit a very precise attack against a
target allowing you to inflict more lethal force. You can land a critical hit on a 19 or higher
when using a finesse or a ranged weapon. Additionally whenever you land a critical hit you
can add half of your sneak dice (rounded down) on top of the damage dealt, this can only be
done once per turn.​

At 10th level, you can add your rogue level to the damage you deal whenever you land a
critical hit.

Evasion
Beginning at 6th level, you can nimbly dodge out of the way of certain area effects, such as
a 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.
Uncanny Senses
When you reach 6th level your senses attune to the dangers that surround you. You gain 10
feet of blind sight. You only have this blindsight if you are not incapacitated.

Additionally, at 14th level your blindsight range increases to 30 feet and you are aware of the
location of any hidden or invisible creatures within this range.

Reliable Talent
By 9th 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.

Improved Cunning Strikes


At 9th level, You can use up to two Cunning Strike effects when you deal Sneak Attack
damage, paying the die cost for each effect. Your Cunning strikes DC also increases by +1.
In addition, you gain these additional options;

Poison (Cost: 1 sneak die). You add a toxin to your strike, forcing the target to make a
Constitution saving throw. On a failed save, the target has the Poisoned condition for 1
minute. At the end of each of its turns, the Poisoned target can repeat the save, ending the
effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your
person.

Daze (Cost: 2 sneak dice). The target must succeed on a Constitution saving throw, on a
failure a creature automatically fails its concentration save if it's concentrating on a spell and
can only make 1 of the three on their next turn, take an action, move, or take a bonus action.

Obscure: (Cost: 3 sneak dice). You strike near the target’s eyes. The target must succeed on
a Dexterity saving throw, or it has the Blinded condition for 1 minute. At the end of each of
the creatures’ turns it can repeat the saving throw to remove the condition.

Iron Mind
By 11th level your cunning mind has become increasingly difficult to control. You gain
proficiency in Wisdom and Charisma saving throws.

Additionally creatures trying to read your thoughts can either be blocked immediately or
given false truths. Magic also cannot see through your deceit as even when lying you will be
seen as truthful by spells.

Devious Strikes
At 11th level, once per turn you can reduce the cost of your cunning strikes by 1 sneak die.
Additionally your sneak dice has become d8s instead of d6s and whenever you land a
critical hit you may immediately make another attack with the same weapon as part of the
same action.

Opportunist
Starting at 14th level, you take any opportunity you can get. When a hostile creature misses
you with an attack, you can use your reaction to make one attack at advantage.

Elevated Reactions
Starting at 14th level you no longer can be surprised and you are able to make 1 additional
reaction per round but only 1 reaction can be used per turn. Additionally this additional
reaction can only be used for abilities granted by the rogue class.

Additionally when you roll for initiative you can use your reaction to move up to your walking
speed and use one of your cunning actions or make 1 weapon attack at advantage.

Slippery as a Snake
At 15th level, no bindings or holds can keep you still for very long. You can use your reaction
to escape from magical and non-magical bindings. Furthermore, you have advantage on
saving throws and skill checks against the grappled, restrained and paralyzed conditions. On
a success on any of these saves or skills, you can immediately move your full movement
speed without provoking attacks of opportunity.

Avoidance
At 15th level you have learned to be elusive against all effects harmful to you. When you are
subjected to an effect that allows you to take half damage on a successful saving throw you
instead take no damage and you take half as much on a fail.

Devastating Attack
At 18th level your cunning, agility and precision has made you into a force to be feared by
even the warriors of legends old. When you hit with an attack that uses your sneak attack
you ignore the resistances of the creature until the start of your next turn.

Additionally you can choose to devastate your victim even further. After you deal damage
with an attack with your sneak attack feature you can use your reaction to cause your sneak
dice to “explode”. For each die that rolled the maximum result (IE. 8 for a 1d8, 6 for a 1d6)
you can roll an additional amount of your sneak dice equal to it, to a maximum amount of
dice equal to your Dexterity modifier.

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.
In addition to this you no longer leave tracks unless you choose to and you are treated as if
you are under the effects of the Non detection spell at all times.

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 or saving throw, you can treat the d20 roll as a 20. You can use this feature 3
times, afterwards you can use it again until you finish a short or long rest.

Coup de Grâce
At 20th level, your accuracy is uncanny, your precision unrivaled. You end fights before they
begin. When you hit a creature of CR 6 or higher with an attack that applies sneak attack,
the creature must make a Constitution Saving Throw equal to your cunning strike DC. On a
failed save, you deal an additional 10d10 damage or half as much on a success. If the target
creature is CR 5 or lower, you can instantly reduce that creature’s hit points to 0. You can
choose whether this hit is lethal or not. You can use this trait a number of times equal to your
Dexterity Modifier + 3, regaining all uses when you finish a long rest. A charge of this ability
is not expended when used against a surprised creature.

You might also like