Rogue

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Speedy and silent assassin

You are a rogue, a lurker in the shadows, gifted in acrobatics, stealth, and sleight of hand. You might be a brave scout, a sly thief, a deadly assassin, or a haughty pirate. In any guise, agility and cunning are the rogue’s hallmarks.

Lightly armoured, you rely on speed and guile to keep you from harm, employing a range of tricks and deceits to maintain the upper hand. When you strike, your sword comes without warning, dropping opponents before they realise the true threat on the battlefield.

Class at a glance
Weapons1H Weapons, Light Crossbow, Shortbow, Sling
ArmourLight Armour
Starting gearShortsword (1d6), Dagger (1d4), Leather Armour (+1AC), Thieves' Tools
Class skills

Starting skills: Stealth, Sleight of Hand, Traps & Locks

Class progression

Backstab

You are a master of ambush and assassination. From 1st level, once per turn, when making a melee attack against a target that is surprised by you, gain a +4 attack bonus and inflict an additional 1d8 damage. At 5th level the damage increases to 3d6.

Finisher

From 1st level you are adept at picking off injured foes. When you hit a Wounded target (p.83), you may add your backstab damage (once per target, and melee attacks only).

Tricks

You come prepared with surprises up your sleeve, ready to exploit any advantage or opportunity. At 1st level, you know a number of tricks equal to your Dex mod; roll 1d12 on the below list to determine which. With each new level, learn one additional trick of your choosing.

You begin an adventure with one use of this ability per level. Unless noted otherwise, you may expend a use of this ability as part of your normal action, choosing one trick to apply. If a trick requires a Dex check, you may use a Reroll. You may regain expended uses by taking Short or Long Rests.

Cat's Grace

Subject to GM discretion, you may turn a failed save or check relating to climbing, acrobatics, or falling, into a success.

Choking Dust

Up to 1d4 targets within Melee range must make a Luck (Con) save or be rendered mute for 1d4 rounds.

Blind Sense

By applying the proper techniques, you temporarily heighten your senses, downgrading Blind to Near Blind, or negating Near Blind. The effect lasts 1d6 x 10 minutes.

Flash Powder

Up to 1d4 targets within Melee range must make a Luck (Dex) save or be Blind until the end of their next turn.

Glue Pot

On a failed Luck (Str) save, one target within Far range is Grabbed (Str 14).

Hidden Blade

You may reroll a failed melee attack.

Quick Reflexes

You may reroll your Initiative check and use the best result.

Rapid Dose

You may apply a single dose of poison, or drink a potion (or similar).

Slippery Mind

When subject to magical forces that control or detect your thoughts, or locate you, you may choose to make a Will check to fool, mislead, or negate the effect. This ability lasts 2d6 minutes.

Smoke Bomb

You throw a smoke bomb up to Far range. Thick smoke fills a Close area, blocking line of sight and rendering those within Blind. The smoke disperses in 1d4 rounds.

Unseen Whip

On a failed Luck (Dex) save, one target within Melee range is tripped, pulled a short distance (GM determines how far), or disarmed.

Recon Leader

If an ally within Close range fails a stealth related roll, you may trigger this ability to cause them to roll again and apply the best result.

New Skill

Gain a new skill. See Class skills.

Skirmisher

By 2nd level you are a natural skirmisher, attacking swiftly then disengaging before your target can properly retaliate. When you are subject to a free attack due to your movement, the enemy suffers disadvantage on the attack roll.

Unique Feature

Unique Feature. No further rule text is supplied in this export.

+1 AC

+1 AC.

New Skill

Gain a new skill. See Class skills.

Backstab Boost

See Backstab.

Unique Feature

Unique Feature. No further rule text is supplied in this export.

Lethal Precision

At 7th level, you may spend a Reroll use to reroll any or all backstab damage dice, or the number of targets affected by a trick.

+1 AC

+1 AC.

New Skill

Gain a new skill. See Class skills.

Unique Feature

Unique Feature. No further rule text is supplied in this export.