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the Rogue :

Redefining Stealth & Assassination

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All other original material in this work is copyright [2016] by eftexar (Carl
Haggerty) and published under the Community Content Agreement for Dungeon
Masters Guild.
ROGUE
A Human, hidden in the shadows, awaits his moment to shine. His allies locked in
combat with the minions, none, but him, can reach their supporting Spellcaster. In
a moment he passes through shadows, behind him, ready to end the battle.
Collecting donations for a non-existant Church, a Gnome fakes the miracles that
the clergy are known for.
A Halfling runs up a wall and bounces, off of it, onto a clothing line. With barely a
sound she slips across it and into the window.
The Rogue, most at home in alleyways and highways, is a thief or detective, with
experience others lack.

BACK ALLEYWAYS
The Rogue is the epitome of stealth. Whether they are attempting to assassinate a
noble, steal a painting, or slip past a gaurd, they remain unseen.
To be a Rogue is to be an adventurer. Every kill, and every theft, is a risk. They
might be caught and jailed or, even worse, killed. To survive they must pick up
Skills, that their more pampered kin needn't worry about.

THE ROGUE
Sneak Crippling
Level Prof. Feature(s)
Attack Blows
1 +2 1d6 Sneak Attack, Fighting Style, Thieves' Cant -
2 +2 1d6 Greater Cunning Action -
3 +2 1d6 Crippling Blows, Roguish Archetype and Feature 2
4 +2 1d6 Ability Score Improvement 2
5 +3 2d6 Uncanny Dodge, Expertise 2
6 +3 2d6 Evasion 3
7 +3 2d6 Archetype Feature 3
8 +3 2d6 Ability Score Improvement 4
9 +4 3d6 Blindsense 4
10 +4 3d6 Reliable Talent 4
11 +4 3d6 Parry Attack, Expertise 5
12 +4 3d6 Ability Score Improvement 5
13 +5 4d6 Archetype Feature 6
14 +5 4d6 Additional Fighting Style 6
15 +5 4d6 Silppery Mind 6
16 +5 4d6 Ability Score Improvement 7
17 +6 5d6 Stroke of Luck 7
18 +6 5d6 Elusive, Expertise 8
19 +6 5d6 Archetype Feature 8
20 +6 5d6 Ability Score Improvement 8
CLASS FEATURES
As a Rogue, she has the following Class Features :

HIT POINTS
Hit Dice : 1d8 per Rogue level
Hit Points at 1st : 8 + her Constitution modifier
Hit Points at Higher Levels : 1d8 (or 5) + her Constitution modifier per Rogue
level after 1st

PROFICIENCIES
Armor : Light Armor
Weapons : Simple Weapons, Hand Crossbows, Longswords, Nets, Rapiers,
Scimitars, Shortswords, and Whips
Tools : Thieves' Tools
Saving Throws : Dex, Int, Cha
Skills : Select 4 : Acrobatics, Athletics, Deception, Insight, Intimidation,
Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

STARTING GOLD
4d4x10 gp

MULTICLASS REQUIREMENTS
Dexterity 13

MULTICLASS PROFICIENCIES
Simple Weapons, one Class Skill of her choice, Thieves' Tools

SNEAK ATTACK
When the Rogue makes an Attack at Advantage or makes an Opporunity Attack,
with a Finesse or Ranged Weapon that she is Proficient with, she deals additional
Damage as indicated.
She can deal Sneak Attack Damage multiple times per Turn or Round.

FIGHTING STYLE
The Rogue, at her 1st and 14th level, may select a new, previously unchosen,
Fighting Style from those below :

ARCHERY
She doesn't take Disadvantage on Ranged Attacks in Close Combat and can, as a
Bonus Action, take aim to negate the penalty for Long Range for 1 Round.

DEFENSE
The Rogue may add her Constitution modifier to AC. It doesn't stack with similar,
Constitution-based, bonuses.
DUELING
She can take the Disengage Action, as a Bonus Action, after making an Attack with
a Melee Weapon, whether or not it hits, when wielding a Weapon in one hand and
nothing in the other.

PROTECTION
When a Creature, within 5 ft. of her, Attacks a Target, other than herself, from an
Adjacent Square she may use her Reaction to impose Disadvantage on the Attack
Roll.

THIEVES' CANT
As the Player's Handbook. See Page 96.

LV 2 | GREATER CUNNING ACTION


Quick thinking, and very agile, the Rogue can take the Dash, Disengage, or Hide
Action, or make a Dexterity (Sleight of Hand) Check, use her Thieves' Tools to
Disarm a Trap or open a Lock, or Use an Object, as a Bonus Action.

LV 3+ | CRIPPLING BLOWS
When the Rogue deals extra Damage, with Sneak Attack, she may also apply one
Crippling Blow. She knows a number of Crippling Blows, she qualifies for, equal to
that indicated.
The Saving Throw for any Crippling Blow is equal to 8 + her Proficiency Bonus +
her Strength or Dexterity modifier (her choice).

LV 3, 7, 13, 19 | ARCHETYPE AND FEATURES


At her 3rd level, of Rogue, she may select an Archetype from those detailed at the
end of the Class description. Her choice determines her Features at her 3rd level
and again at her 7th, 13th, and 19th levels.

LV 4, 8, 12, 16, 20 | ABILITY SCORE IMPROVEMENTS


At each of the indicated levels, she may increase one of her Ability Scores by + 2,
two different Ability Scores by + 1, or acquire a bonus Feat, for which she qualifies,
of her choice.

LV 5 | UNCANNY DODGE
When the Rogue is Attacked, by an Attacker she can see, she can use her Reaction
to halve the Attack's Damage against herself.

LV 5, 11, 18 | EXPERTISE
At each of the indicated levels the Rogue may select two Skills, which she hasn't
before, for which she is Proficient. She may double her Proficiency Bonus with
Checks made using these Skills.
LV 6 | EVASION
The Rogue is able to nimbly dodge out of harm's way. When subject to an Attack,
or Hazard, that allows a Dexterity Save, to reduce it's effects, she instead negates
any effects, that would have been reduced, on a successful Saving Throw.

LV 9 | BLINDSENSE
The Rogue gains Blindsense with a range of 10 ft. This allows her to locate any
Creature(s) within Range, even if they are Hidden or Invisible. She loses the
benefits of Blindsense when Blinded or Deafened.

LV 10 | RELIABLE TALENT
When the Rogue makes an Ability Checks that allows her to add her Proficiency
Bonus, including Saving Throws, she may treat any Roll of a 9, or lower, as if she
had Rolled a 10 instead.

LV 11 | PARRY ATTACK
The Rogue may use her Reaction, when she is Attacked with a Melee or Ranged
Weapon, to parry her Attacker. She must succeed on an opposed Dexterity Saving
Throw to successfully negate an Attack in this manner.

LV 15 | SLIPPERY MIND
Having acquired greater mental strength, the Rogue becomes Proficient with
Wisdom Saving Throws.

LV 17 | STROKE OF LUCK
The Rogue has an uncanny knack for succeeding when the cards are down. If she
misses with an Attack, she can turn the miss into a hit. Alternatively, she can treat a
single Ability Check's Roll as a Natural 20.

LV 18 | ELUSIVE
So evasive, that Attackers rarely get the upper hand, no Attack Roll has Advantage
against the Rogue as long as she isn't Incapacitated or Unconscious.
ROGUE ARCHETYPES AND FEATURES
ARCANE TRICKSTER
The Rogue has learned how to cast a smattering of Spells. After all, what's more
dangerous than Rogue with Magic?

LV 3 | SPELLCASTING
The Rogue has learned to cast Spells.

Cantrips. As the Player's Handbook.

Spell Slots. The Rogue Table, as detailed on Page 98 of the Player's Handbook,
indicates how many Spell Slots, of each level, she has. To cast one of her Spells she
must expend a Spell Slot of the Spell's level or higher. She recovers all expended
Spell Slots when she finishes a Long Rest.

Spells Known. The Rogue begins knowing 3 1st level Spells and learns additional
Spells as detailed in the Rogue's Spells Known column. Each of these Spells must
be of a level for which she has Spell Slots.
She may only learn Spells, from the Enchantment or Illusion School, from the
Wizard's Spell list.
Additionally, when she gains a level in this Class, the Rogue can choose one of her
Rogue Spells and replace it with another Rogue Spell.

Spellcasting Ability. Intelligence is the Rogue's Spellcasting Ability for her Rogule
Spells, since her magic is drawn from her wit.
The Rogue uses her Intelligence whenever a Spell refers to her Spellcasting Ability,
as well as when setting the Saving Throw DC or making an Attack Roll with one of
her Rogue Spells :
Spell Save DC = 8 + her Proficiency Bonus + her Intelligence modifier
Spell Attack Modifier = her Proficiency Bonus + her Intellgience modifier

LV 7 | MAGICAL AMBUSH
If she is Hidden from a Creature, when she casts a Spell on it, the Creature has
Disadvantage on any Saving Throw it makes against the Spell this Turn.

LV 13 | DELAY SPELL
When the Rogue casts a Rogue Spell, she may delay it for up to an Hour. She can
Trigger it at anytime as a Bonus Action. She can set automatic Triggers, similar as
to the Contingency Spell, as well.

LV 19 | IMPROVED MAGICAL AMBUSH


If the Rogue is Hidden from a Creature, when she casts a Spell on it, and it fails
their Saving Throw (if any), she acquires Advantage on her next Attack Roll in
regards to them, as long as her Attack is made within 1 Round.
ASSASSIN
The epitome of death, a Rogue who takes up the training of an Assassin relies on
being unseen until the kill.

LV 3 | BONUS PROFICIENCIES
The Rogue is Proficient with Martial Weapons and the Poisoner's Kit. She can
Sneak Attack with any Weapon, regardless of it's properties, as long as she is
Proficient with it.

LV 3 | SUPREME SNEAK
When moving no more than half her Speed, the Rogue may add her Proficiency
Bonus to Dexterity (Stealth) Checks. If she is already Proficient with the Skill,
then she adds her Proficiency Bonus twice.

LV 7 | ASSASSINATE
Deadliest when she gets the drop on her enemies, the Rogue gains Advantage with
Attack Rolls against any Creature that hasn't taken a Turn in Combat yet. Further,
any hit she scores against a Creature, that is Surprised, is a Critical Hit.

LV 13 | KNOW YOUR ENEMY


As an Action the Rogue may learn, regarding a Creature that she is able to see, one
of the following :
• an Ability Score
• it's Current Hit Points
• their Armor Class
• it's total Class levels
• their Class

LV 19 | DEATH STRIKE
When the Rogue Attacks, and hits, a Creature, that is Surprised, the Creature must
make a Constitution Saving Throw, at a DC of 8 + her Proficiency Bonus + her
Strength or Dexterity modifier (her choice), or drop to 0 Hit Points.
CHARLATAN
Experts at chicanery, some Rogues take it further than others. Instead of simply
fooling other's that they are good at something, they actually are well rounded
enough to fill any role.

LV 3 | JACK OF ALL TRADES


The Rogue may add half her Proficiency Bonus to any Skill Check for which she
isn't already Proficient. Expertise and Reliable Talent provide no benefits for such
Skills, since she is not actually Proficient with them.

LV 3 | INFILTRATION EXPERTISE
As the Player's Handbook. See Page 97. She also acquires Proficiency with the
Disguise Kit.

LV 7 | IMPOSTER
As the Player's Handbook. See Page 97.

LV 13 | MASTER OF ALL TRADES


The Rogue may add her full Proficiency Bonus, instead of half, to any Skill Check
for which she isn't already Proficient. Expertise and Reliable Talent don't provide
benefits for such Skills, since she is not actually Proficient with them.

LV 19 | MIMICRY
During her Long Rest the Rogue may select a single Class feature, from any Class
within the Player's Handbook, other than Spellcasting or Invocations. She gains
this feature until her next Long Rest. If it scales, it scales based on her Rogue level.
SHADOW SLAYER
All Rogues are aware of the benefits the cover of night provides. But few take it
quite so literally as the Shadow Slayer.

LV 3 | UMBRAL SIGHT
The Rogue can see through Darkness, as if Dim Light, and through Dim Light, as
if Bright Light. She can even see through Magical Darkness, though she can only
see in shades of grey.

LV 3 | DARK ARTS
The Rogue can cast Darkness and Silence, as the Spells, at will. If she casts Darkness
or Silence, again, any previous instances of the same Umbral Art are dismissed.

LV 7 | SHADOW STEP
While in Dim Light, or Darkness, the Rogue, as a Bonus Action, may Teleport to
another space, within 30 ft. of her, that she can see, that is also within Dim Light or
Darkness.
After doing so, she has Advantage on the first Attack she makes, if any, before the
end of her Turn.

LV 13 | COVER OF DARKNESS
While moving Stealthily, the Rogue can't be tracked, unless she wishes to leave a
trail behind. She can Hide within Dim Light or Darkness, even while she is being
observed.
Further, while Hidden, she possesses no Scent and may hide from the senses of
Creatures with Blindsight and Tremorsense.

LV 19 | WITHOUT A TRACE
The Rogue, unless she desires not to be, is automatically considered Hidden within
Dim Light or Darkness. Her Passive Stealth equals 10 + her Stealth Proficiency (if
any) + her Dexterity modifier.
THIEF-ACROBAT
Perhaps the most undervalued of Rogue, the Thief-Acrobat is your classic cat
burgler, able to maneuver in ways other Rogues can't.

LV 3 | SECOND STORY WORK


Climbing no longer costs the Rogue additional Movement. Furthermore, when she
makes a Running Jump the Distance she covers is increased by 5 ft. per Dexterity
modifier (at least + 5 ft).

LV 3 | SUPREME SNEAK
When moving no more than half her Speed, the Rogue may add her Proficiency
Bonus to Dexterity (Stealth) Checks. If she is already Proficient with the Skill,
then she adds her Proficiency Bonus twice.

LV 7 | GYMNASTICS
The Rogue needn't make Checks or Saving Throw to remain balanced on slippery
surfaces or thin platforms. She never triggers Traps that are triggered by weight
and doesn't break through fragile surfaces (such as ice).
Further, she may move across vertical surfaces, even upside down, but must end
her Turn in a space she could normally occupy or fall and fall Prone.

LV 13 | UNCANNY REFLEXES
The Rogue is able to take Reactions on a Surprise Round. Further, she adds her
Proficiency Bonus to Initiative Rolls.

LV 19 | OPPORTUNIST
Creatures who move into the Rogue's Reach provoke Opportunity Attacks. She
makes such Opportunity Attacks at Advantage.
CRIPPLING BLOWS
BELOW THE BELT
Her Target drops Prone and must make a Constitution Saving Throw or be
Incapacitated for 1 Round.

BODY CHECK
Prerequisites : Rogue level of 9+
Her Target must make a Constitution Saving Throw or her Attack deals Critical
Damage. If she would already deal a Critical, she deals even more Damage.

CLAVICLE FRACTURE
Her Target is knocked Prone and must make a Strength Saving Throw or be
knocked back up to 15 ft. Other Creatures within the area they are throw must
make a Strength Saving Throw or also fall Prone.

DIAPHRAGM ARYTHMIA
The Target must succeed on a Constitution Saving Throw or be forced to inhale.
This is useful for fighting underwater, or within an area flooded by poisonous gas,
as it prevents them from holding thier breath.

DISLOCATE SHOULDER
Her Target must succeed on a Constitution Saving Throw, or take Disadvantage
on Dexterity Checks until their next Rest.
A DC 15 Medicine Check, as an Action, ends this effect. If treating themselves,
they take Disadvantage. Any amount of Magical Healing also ends the effects of
Dislocate Shoulder.

EAR SMASH
The Target must succeed on a Constitution Saving Throw or be Deafened until
their next Rest.
A DC 15 Medicine Check, as an Action, ends this effect. If treating themselves,
they take Disadvantage. Any amount of Magical Healing also ends the effects of
Ear Smash.

ELBOW HYPEREXTENSION
Her Target must succeed on a Dexterity Saving Throw or drop anything, whether
a Weapon or an Object, they are holding.

HAMSTRING
Prerequisites : Rogue level of 5+
The Target must succeed on a Dexterity Saving Throw or their Base Movement
Speed is reduced to 5 ft. and they can't benefit from any bonus to Speed they may
possess.
A DC 15 Medicine Check, as an Action, ends this effect. If treating themselves,
they take Disadvantage. Any amount of Magical Helaing also ends the effects of
Hamstring.
JUGULAR SMASH
The Target must make a Constitution Saving Throw or be unable to speak or
breath for 1d4 Rounds.

KIDNEY SHOCKER
Prerequisites : Rogue level of 9+
The Target must make a Constitution Saving Throw or gain a level of Exhaustion.
Targets already possessing Exhaustion make the Save at Advantage.

LIKE IT ROUGH
The Target must make a Dexterity Saving Throw or be automatically Grappled by
the Rogue and take 1d8, + her Strength modifier, Bludgeoning Damage.

MUSCLE TEARING
Prerequisites : Rogue level of 9+
The Target must make a Constitution Saving Throw or the extra Damage dealt by
her Sneak Attack reduces their Maximum Hit Points until their next Rest.

NOSE BREAKER
Prerequisites : Rogue level of 5+
The Target must make a Constitution Saving Throw or, as the cartilage in their
nose shatters, be Stunned for 1d4 Rounds.

OCCULAR GOUGE
Her Target must succeed on a Dexterity Saving Throw or be Blinded until their
next Rest.
A DC 15 Medicine Check, as an Action, ends this effect. If treating themselves,
they take Disadvantage. Any amount of Magical Healing also ends the effects of
Occular Gouge.

SPINE BENDER
Prerequisites : Rogue level of 9+
The Target must succeed on a Constitution Saving Throw or be Paralyzed until
their next Rest. They are allowed a new Saving Throw each Round to end the
effects of Spine Bender.
A DC 15 Medicine Check, as an Action, ends this effect. It is impossible to treat
oneself. Any amount of Magical Healing also ends the effects of Spine Bender.

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