Remove these ads. Join the Worldbuilders Guild

Rogue (Desperado)

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.
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
armor proficiencies: Light armor
weapon proficiencies: 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
starting equipment:
You start 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 shortsword

  • (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack

  • Leather armor, two daggers, and thieves' tools


spellcasting:
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 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 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.  

Roguish Archetype

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.  

Steady Aim

At 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, 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.
subclass options:

Desperado

 

Blaze of Glory

When you take this subclass at 3rd level, you learn an ancient arcane art called a blaze of glory. You learn the produce flame and control flame cantrips. You gain a pool of glory dice represented by a number of d6 equal to twice your proficiency bonus plus your charisma modifier. At 3rd level you learn two ways to use your blaze of glory
  • Crack shot- as a bonus action, when you make an attack with a weapon with which you are proficient you can expend any number of your glory dice. If the attack hits, roll the expended glory dice as additional fire damage for the attack.
  • Scoundrels Dodge- When a creature that you can see makes an attack against you can use your reaction to roll one glory die and add the result to your armor class.
You regain all Glory Dice when you take a long rest in addition you regain a Glory Die when you score a critical hit or you perform a spectacular feat at the DM’s discretion.  

Bonus Proficiencies

At 3rd Level your life as a wanderer has brought you fame, you gain Proficiency with one game set of your choice, tinkers tools, firearms, and land vehicles  

Gunslinger’s Guile

By the time you reach 9th level, you have learned how to manipulate any situation you find yourself in gaining the following Glory options.
  • Bat out of hell- as a bonus action you can expend a Glory Die and increase your movement speed by the amount rolled, until the beginning of your next turn your movement does not provoke attacks of opportunity
  • Fast hands- you can expend one Glory die to swiftly reload one weapon you are holding.
  • Thrifty weapons- as a bonus action you can expend one glory die to give a weapon you are holding the returning property for one hour.
 

Stand And Deliver

When you reach 13th level you have steeled your nerves in the most intense situations, You gain advantage on saving throws against becoming charmed or frightened, you also gain proficiency in persuasion deception or intimidation.  

Practice Makes Perfect

At 17th level you have unlocked the true skills of your Glory dice, when you score a critical hit you regain two glory dice instead of one and you can make an additional attack which you have ammunition for.
LevelXPSneak AttackAbilities
101d6Expertise, Sneak Attack, Thieves' Cant
23001d6Cunning Action
39001d6Roguish Archetype, Steady Aim
42,7001d6Ability Score Improvement
56,5001d6Uncanny Dodge
614,0001d6Expertise
723,0001d6Evasion
834,00001d6Ability Score Improvement
948,0001d6Roguish Archetype Feature
1064,0001d6Ability Score Improvement
1185,0001d6Reliable Talent
12100,0001d6Ability Score Improvement
13120,0001d6Roguish Archetype Feature
14140,0001d6Blindsense
15165,0001d6Slippery Mind
16195,0001d6Ability Score Improvement
17225,0009d6Roguish Archetype Feature
18265,0009d6Elusive
19305,00010d6Ability Score Improvement
20355,00010d6Stroke of Luck

Created by

SSGTScorch.

Statblock Type

Class Features

Link/Embed