Rogue


Rogue Feats



You are skilled and opportunistic. Using your sharp wits and quick reactions, you take advantage of your opponents’ missteps and strike where it hurts most. You play a dangerous game, seeking thrills and testing your skills, and likely don’t care much for any laws that happen to get in your way. While the path of every rogue is unique and riddled with danger, the one thing you all share in common is the breadth and depth of your skills.



Roleplaying the Rogue

During Combat Encounters...

You move about stealthily so you can catch foes unawares. You’re a precision instrument, more useful against a tough boss or distant spellcaster than against rank-and-file soldiers.

During Social Encounters...

Your skills give you multiple tools to influence your opposition. Pulling cons and ferreting out information are second nature to you.

While Exploring...

You sneak to get the drop on foes and scout for danger or traps. You’re a great asset, since you can disable traps, solve puzzles, and anticipate dangers.

In Downtime...

You might pick pockets or trade in illegal goods. You can also become part of a thieves’ guild, or even found one of your own.



Key Ability: DEXTERITY or OTHER

At 1st level, your class gives you an ability boost to Dexterity or an option from a rogue's racket.

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Trained in Fortitude

Expert in Reflex & Will

Skills

Trained in Stealth, one or more skills determined by your rogue's racket, and a number of skills equal to 7 plus your Intelligence modifier

Attacks

Trained in unarmed attacks, simple weapons, rapier, sap, shortbow, shortsword, and sword cane

Defenses

Trained in unarmored defense and light armor

Class DC

Trained in rogue class DC

Starting Gear

Price 6 gp, 2 sp; Bulk 4 Bulk, 1 light; Money Left Over 8 gp, 8 sp
Armor leather armor
Weapons dagger, rapier
Gear backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, a waterskin, and a climbing kit
Options thieves' tools (3 gp)




Class Features

You gain these features as a Rogue. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level
Class Feature

1

Initial proficiencies, rogue's racket, sneak attack 1d6, surprise attack, rogue feat, skill feat

2

Rogue feat, skill feat, skill increase

3

Deny advantage, general feat, skill feat, skill increase

4

Rogue feat, devastating attacks (two dice), skill feat, skill increase

5

Ability boosts, ancestry feat, skill feat, skill increase, sneak attack 2d6, weapon tricks

6

Rogue feat, skill feat, skill increase

7

Evasion, general feat, skill feat, skill increase, vigilant senses, weapon specialization

8

Rogue feat, saving throw potency +1, skill feat, skill increase

9

Ancestry feat, debilitating strike, great fortitude, skill feat, skill increase

10

Ability boosts, rogue feat, skill feat, skill increase

11

General feat, rogue expertise, skill feat, skill increase, sneak attack 3d6

12

Rogue feat, devastating attacks (three dice), skill feat, skill increase

13

Ancestry feat, improved evasion, incredible senses, light armor expertise, master tricks, skill feat, skill increase

14

Rogue feat, saving throw potency +2, skill feat, skill increase

15

Ability boosts, double debilitation, general feat, greater weapon specialization, skill feat, skill increase

16

Rogue feat, skill feat, skill increase

17

Ancestry feat, skill feat, skill increase, slippery mind, sneak attack 4d6

18

Rogue feat, skill feat, skill increase

19

Devastating attacks (four dice), general feat, light armor mastery, master strike, skill feat, skill increase

20

Ability boosts, rogue feat, saving throw potency +3, skill feat, skill increase


Initial Proficiencies

At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted in at the start of this class.


Rogue Feats

At 1st level and every even-numbered level thereafter, you gain a Rogue class feat.


Rogue's Racket

As you started on the path of the rogue, you began to develop your own style to pursue your illicit activities. Your racket shapes your rogue techniques and the way you approach a job, while building your reputation in the criminal underworld for a certain type of work. A client with deep pockets might even hire a team of rogues for a particular heist, each specializing in a different racket, in order to cover all the bases. Choose a rogue’s racket.

Eldritch Trickster


When it comes to a big heist, every rogue worth their salt knows that magic can throw meticulous plans into chaos, whether in the form of arcane wards or pesky divinations. You dabble in magic just enough to help handle these problems by jury-rigging spells and throwing a bit of your own magic into the mix. You might be a solitary thief, performing burglaries that can't be explained by skill alone, or a specialist called in by other rogues to deal with magical security measures. You might even be on the up-and-up, hired to test magical defenses or even build them yourself.

Choose a multiclass archetype that has a basic, expert, and master spellcasting feat. You gain that archetype's dedication feat as a bonus feat even though you don't meet its level prerequisite, though you must meet its other prerequisites. For you, the Magical Trickster rogue feat has a prerequisite of 2nd level instead of 4th level. You can choose the spellcasting ability score for the multiclass archetype you chose as your key ability score.

 

Mastermind


Where others might use sleight of hand or a silver tongue to achieve their objectives, you rely on your intellect to craft intricate schemes. You likely view your operations as a chess game, always planning 10 steps ahead where others might plan three. You might be a detective determined to solve crimes or a spymaster in the service of a powerful family or nation. If you operate outside the law, you might be an aspiring crime lord or information broker, excellent at directing others toward suitable jobs.

If you successfully identify a creature using Recall Knowledge, that creature is flat-footed against your attacks until the start of your next turn; if you critically succeed, it's flat-footed against your attacks for 1 minute.

You're trained in Society and one of the following skills of your choice: Arcana, Nature, Occultism, or Religion. You can choose Intelligence as your key ability score.

 

Ruffian


You prefer to strong-arm or intimidate others rather than rely on finesse or fancy tricks. You might be an enforcer for organized crime, a highway bandit, or a noble who bullies others with threats of your family's power. Or, you might use your skills on the up and up, in a private security detail or as a guard in a city with the right temperament.

You use whatever tools you have at hand to get the job done. You can deal sneak attack damage with any simple weapon, in addition to the weapons listed in the sneak attack class feature. When you critically succeed at an attack roll using a simple weapon and the target has the flat-footed condition (unable to focus on defending itself), you also apply the critical specialization effect for the weapon you're wielding. You don't gain these benefits if the weapon has a damage die larger than d8 (after applying any abilities that alter its damage die size).

You're trained in Intimidation and medium armor. You can choose Strength as your key ability score. When you gain light armor expertise, you also gain expert proficiency in medium armor, and when you gain light armor mastery, you also gain master proficiency in medium armor.

 

Scoundrel


You use fast-talking, flattery, and a silver tongue to avoid danger and escape tricky situations. You might be a grifter or con artist, traveling from place to place with a new story or scheme. Your racket is also ideal for certain reputable professions, like barrister, diplomat, or politician.

When you successfully Feint, the target is flat-footed against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours.

You’re trained in Deception and Diplomacy. You can choose Charisma as your key ability score.

 

Thief


Nothing beats the thrill of taking something that belongs to someone else, especially if you can do so completely unnoticed. You might be a pickpocket working the streets, a cat burglar sneaking through windows and escaping via rooftops, or a safecracker breaking into carefully guarded vaults. You might even work as a consultant, testing clients’ defenses by trying to steal something precious.

When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.

You are trained in Thievery.


Skill Feats

You gain skill feats more often than others. At 1st level and every level thereafter, you gain a skill feat (skill feats have the skill trait). You must be trained or better in the corresponding skill to select a skill feat.


Sneak Attack

When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.


Surprise Attack

You spring into combat faster than foes can react. On the first round of combat, creatures that haven’t acted are flat-footed to you.


Skill Increases (Level 2)

You gain more skill increases than members of other classes. At 2nd level and every level thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or to become an expert in one skill in which you’re already trained.

At 7th level, you can use skill increases to become a master in a skill in which you’re already an expert, and at 15th level, you can use them to become legendary in a skill in which you’re already a master.


Deny Advantage (Level 3)

As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.


General Feats (Level 3)

At 3rd level and every 4 levels thereafter, you gain a general feat.


Devastating Attacks (Level 4)

At 4th level, your weapon and unarmed Strikes deal two damage dice instead of one. This increases to three at 12th level and to four at 19th level.


Ability Boosts (Level 5)

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts below 18.


Ancestry Feats (Level 5)

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.


Weapon Tricks (Level 5)

You have become thoroughly familiar with the tools of your trade. You gain expert proficiency in simple weapons and unarmed attacks, as well as the rapier, sap, shortbow, shortsword, and sword cane. When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or any of the listed weapons, you apply the critical specialization effect for the weapon you’re wielding.


Evasion (Level 7)

You’ve learned to move quickly to avoid explosions, dragons’ breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.


Vigilant Senses (Level 7)

Through your adventures, you’ve developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.


Weapon Specialization (Level 7)

You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 damage if you’re a master, and 4 damage if you’re legendary.


Saving Throw Potency (Level 8)

At 8th level, you gain a +1 potency bonus to saves, increasing to +2 at level 14 and +3 at level 20.


Debilitating Strikes (Level 9)

When taking advantage of an opening, you both hinder and harm your foe. You gain the Debilitating Strike free action.

Debilitating Strike [FA]

Rogue

Trigger Your Strike hits a flat-footed creature and deals damage.


You apply one of the following debilitations, which lasts until the end of your next turn.

    • The target takes a –10-foot status penalty to its Speeds.
    • The target becomes enfeebled 1.


Great Fortitude (Level 9)

Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.


Rogue Expertise (Level 11)

Your techniques are now harder to resist. Your proficiency rank for your rogue class DC increases to expert.


Improved Evasion (Level 13)

You elude danger to a degree that few can match. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.


Incredible Senses (Level 13)

You notice things almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.


Light Armor Expertise (Level 13)

You’ve learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.


Master Tricks (Level 13)

You’ve mastered a rogue’s fighting moves. Your proficiency ranks increase to master for all simple weapons and unarmed attacks plus the rapier, sap, shortbow, shortsword, and sword cane.


Double Debilitation (Level 15)

Your opportunistic attacks are particularly detrimental. When you use Debilitating Strike, you can apply two debilitations simultaneously; removing one removes both.


Greater Weapon Specialization (Level 15)

Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.


Slippery Mind (Level 17)

You play mental games and employ cognitive tricks to throw off mind-altering effects. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.


Light Armor Mastery (Level 19)

Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.


Master Strike (Level 19)

You can incapacitate an unwary foe with a single strike. Your proficiency rank for your rogue class DC increases to master. You gain the Master Strike free action.

Master Strike [FA]

Rogue
Incapacitation

Trigger Your Strike hits a flat-footed creature and deals damage.


The target attempts a Fortitude save at your class DC. It then becomes temporarily immune to your Master Strike for 1 day.

Critical Success The target is unaffected.

Success The target is enfeebled 2 until the end of your next turn.

Failure The target is paralyzed for 4 rounds.

Critical Failure The target is paralyzed for 4 rounds, knocked unconscious for 2 hours, or killed (your choice).

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