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Rogue


Hit Points

Hit Dice: d8 per Rogue level
Hit Points at first Level: 8+ Con modifier
Hit Points at Higher Levels: 1d8 (or 5)+ Con modifier

Proficiences

Armor: Light
Weapons: Simple, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools: Thieves' tools
Saving Throws: Dex, Int
Skills: Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Slight of Hand, and Stealth

Overview & Creation

PHB, Pgs. 95-98


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 6th 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.

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 understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.   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.

Archetypes

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

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.

Evasion

Beginning at 7th 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.

Reliable Talent

By 11th 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.

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

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.

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, you can treat the d20 roll as a 20.   Once you use this feature, you can’t use it again until you finish a short or long rest.


Starting Equipment

  • A Rapier or a Shortsword
  • A Shortbow and Quiver of 20 arrows or a Shortsword
  • A Burglar's pack, a Dungeoneer's pack, or an Explorer's pack
  • Leather armor, two Daggers, and thieves' tools

 


Subclass Options

BloodHunter Archetype (Orc Only)

BloodHunters are Orcs of the greatest skill, bred to hunt those of impure blood. As a rogue, you manipulate the blood of yourself and your enemies to aid you in subterfuge and assassination. 

Scent of Blood

At your 1st level, you are already trained to smell half-breeds at a distance of 60ft. At your 3rd level, you've mastered the smell of blood to allow you to identify creatures out of your line of sight. If the DM informs you that you can smell a creature, you may roll Perception with the DC determined by the creature's rarity. On a success, you will identify the creature entirely while on a fail you will merely know the type of creature (Beast, Humanoid, Abberation, etc.)

Poisonous Blood

At your 9th level, you have learned how to blend the blood of you and your enemies into a poison. After your blade has damaged an enemy you can use an action to blend the blood with your own. Strikes with a Blood Poisoned weapon will cause creatures to make a DC 13 Con Save. Failing the save will deal 2d6 poison damage while success will halve it. Poison Immunity always results in half damage and the effect lasts till the end of combat. The damage increases by 2d6 at the 13th and 17th levels.

Arcane Blood

At your 13th level, your blood has become infused with Arcane power, enabling you to use magic items regardless of level or race restrictions but the BloodHunter Code restricts the Classes (Barbarian, Fighter, Monk, Sorcerer). The Arcane infusion also allows you to make a Spell Save against Detection Spells based on the spellcaster's ability.

Crystals of Blood

At your 17th level, you have learned how to bind the soul of a creature by way of its blood. Using an Arcane Focus Crystal or Translucent Gemstone you may infuse the soul of a fallen Humanoid creature to enable you certain benefits:
  • When in possession of a Blood Crystal you have an advantage on Death Saves and Con Saves
  • You may destroy a Blood Crystal to acquire knowledge from the spirits of fallen Orcs at the discretion of the DM
  • You may destroy a Blood Crystal to Blood Poison a weapon either before or during combat. This can be done as a Bonus action during combat.
  • As a Bonus Action you can perform a Str Check (Requires 17-22 for success) to throw a cracked Blood Crystal at a creature within 30ft of you to apply Blood Poison. Failing results in a wasted Blood Crystal either by throwing it intact (2-16) or crushing it in your hand (23+)

 


LevelProficiency BonusSneak AttackFeatures
1st+21d6Expertise, Sneak Attack, Thieves’ Cant
2nd+21d6Cunning Action
3rd+22d6Roguish Archetype
4th+22d6Ability Score Improvement
5th+33d6Uncanny Dodge
6th+33d6Expertise
7th+34d6Evasion
8th+34d6Ability Score Improvement
9th+45d6Roguish Archetype feature
10th+45d6Ability Score Improvement
11th+46d6Reliable Talent
12th+46d6Ability Score Improvement
13th+57d6Roguish Archetype feature
14th+57d6Blindsense
15th+58d6Slippery Mind
16th+58d6Ability Score Improvement
17th+69d6Roguish Archetype feature
18th+69d6Elusive
19th+610d6Ability Score Improvement
20th+610d6Stroke of Luck

Created by

M45TERT045T.

Statblock Type

Class Features

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