Rogue
Hit Points
Hit Dice: d8 per Rogue level
Hit Points at first Level: 8 + Con Mod
Hit Points at Higher Levels: 1d8 (or 5) + your Con Mod
Proficiences
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords.
Tools: Thieves' Tools
Saving Throws: Dex, Int
Skills: Choose four: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
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 detailed at the end of the class description. 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
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 an ancient 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) a rapier, (b) a longsword, or (c) any simple weapon
- (a) a diplomat’s pack or (b) an entertainer's pack
- (a) a lute or (b) any other musical instrument
- Leather armor and a dagger
Subclass Options
Roguish Archetypes
Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.
Even Acrobats who are not inclined toward
larcenous behavior are rarely looked up to by the
rest of their society. Acrobats are almost always
wanderers, as even a small town quickly tires of
its entertainers, so they must move on to the
next, where their tricks and displays may be
considered new and impressive.
By using conjuration magic to create or summon weapons
and armor when they need them, agents specialize in
infiltration and espionage. An agent can enter a location
entirely unarmed and unarmored, appearing innocuous while
completing their task, and then summon the armaments they
need at a moment's notice when conflict arises. Agents often
work at the behest of governments and powerful factions as
multipurpose operatives, such as spies or assassins.
There are rogues who enhance their stealth and agility with magical illusions and enchantments to become renowned thieves and burglars...and then there are their distant cousins. Arcane saboteurs hone their magical ability to conjure magical traps and evoke destructive force. Many of these rogues become hitmen and explosive experts, prized for their destructive ability.
Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.
You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.
The legendary Blinks are master thieves and pickpockets with a supernatural knack for concealment. Having manifested a portal to a personal demiplane in your hands, you join their ranks as one of the few able to make contraband vanish in the blink of an eye.
Bloodcurser rogues focus their training on the art
of blood magic, taking a grim path to ensure their
targets will get eliminated, no matter the cost. Those
who adhere to this archetype are mainly hired killers,
bounty hunters or members of secret organizations that use vile
means to remove their adversaries.
Those that follow the life of bushidō embrace skill, precision,
and patience. Perfecting the perfect single strike in battle,
while still applying these philosophies to all walks of life.
These rogues shun most aspects of petty crime, but they do
take actions into their own hands, which often gets them on
the wrong side of the law.
Most rogues can hide, but few hide in plain sight. From mere disguises to physical changes in color, Chameleons master covert skills both mundane and magical to immerse themselves into any situation and strike at a moment's notice.
Where most people avoid danger, there are some that seek it
out at every opportunity. Daredevils are those that relish the
change to risk their lives, either by attempting dangerous
stunts or putting themselves in harms way. From young ages,
daredevils would rather be maneuvering through treetops or
leaping from roof to roof. Daredevils have a knack for avoiding
what for most would be certain death.
As a daredevil, what is it that drives you to perform these
airborne feats of acrobatics? Is it a drive to push yourself to
your absolute limits? The fame and attention it brings? Or just
the adrenaline rush of risking life and limb?
A Deadeye specializes in attacking their enemies from afar. They are quicker than the eye can see, and seem to always have an eye on their target.
One second, a seemingly untouched bandit looks over his hoard of gold. The next second, a sharp whistle is heard as an arrow passes through the bandit's throat and into a tree nearby. A lone Deadeye smirks, a quarter of a mile away from his target.
Delinquents are the kind of people you don't make eye contact
with when you walk down the street. The kids who when you
see bunched up in an alley, or crowded around a clerk in a
store, you know to just keep on walking. Rogues who travel
down this path of expertise are masters in the art of really
making their neighborhoods their bitch, and showing those
who pushed them down what's what.
All rogues enjoy moving unnoticed, but your skills are always
served best when you can operate underneath the noses of
those around you. Literally. As a diminutor, you can tap into
strange powers that allow you to shrink your very physical
form to one small enough to pass by undetected, or take
advantage of an opponents confusion and inability to properly
defend against you. Able to slip past security some would
think impenetrable, or cause havoc in a fight as an almost
impossible to track blur of pint-sized death, diminutors are
often spoken of as amusing ghost stories in underground
circles.
You were chosen among a select few to protect those of the
faith. Whether it be from demons or devil or from corrupt
members of the church you are sent to be judge, jury and
executioner.
Your strict upbringing made you an unwavering and
swift agent of divine retribution. You don’t simply exist to
serve the priests of your order, you have a higher purpose
and calling–to alleviate the world of false prophets and
heretics.
Dreadskull's are often individuals how have form a symbiotic relationship with an angry spirit. The spirit uses the host to complete some task while the host gains a suite of horrifying powers. They appear like normal mortals, made of flesh and bone; But in an instant they can transform into a nightmarish creature that strikes fear into the hearts of the strongest of minds.
The Duelist knows that the best way to defend your
allies is to quickly dispatch your foes. When fighting
back to back with a single ally, this rogue is able to
quickly fell foes and turn disadvantage into advantage.
The duelist combines high damage with distraction and
survivability to act like the stinging hornet defending
its hive.
A gatecrasher is a rogue with a particular affinity with
portals. Master improvisers and students of the strange,
they serve as explorers, couriers, and information
brokers, indulging their insatiable appetite for traveling
the planes, and learning everything they can about the
multiverse and its inhabitants.
You’ve nearly died. Sometime recently, or earlier in your life,
you’ve fallen to the brink of death and felt your heartbeat
stop. In that moment, far from hope, your spirit wandered on
the border of life and death, where it entered the Forbidden
Graveyard. Amidst the sepulchers and crypts of this haunted
dimension, you bore witness to the secrets of life and death,
speaking with the fallen whose gaze chilled your very soul.
Somehow, you returned from that fallen plane, but it has
stained you. Your spirit is filled with both the eerie power of
darkness and the flowing force of life, granting you the ability
to touch the souls of others directly. You might still be living,
but your every step is one of a dead man walking.
All kinds of wondrous powers are attributed in legend to the severed left hand of a thief, sometimes
known as a Hand of Glory. These legends are partly
true, but what they fail to mention is how they derive
from the legends of tricksters and arsonists with
hands that blazed with sunlight.
You adhere to an ancient art, through which you can split
your body and mind into several selves. While your other
selves are fragile due to being a fragment formed from you,
they're able to scout ahead and assassinate your enemies.
A Hundred Faced can turn a fair fight into a fatal ambush.
Professional killers and talented socialites, Infiltrators combine a keen eye and quick reflexes with mastery of the blade, stealth, and carefully-chosen words. Glamorous assassins who must infiltrate all manner of societies, their tongues are just as sharp as their knives.
As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.
Rogues who embody this archetype are characterised by
their impeccable manners, charm, and courteousness. They
tend not to steal for material wealth, but rather the thrill of
the act or correcting moral wrongs.
Audacious, daring, and dauntless are some adjectives
you gain doing to your bravery when you face opponents
larger then you. As a halfling, you takes advantage of
your size to move between your enemies, and attacking
them from unlikely and unexpected spots. For you, as
larger is the foe, greater is the fall.
Restriction: Halflings Only
Only halflings can choose the roguish archetype of little
bravo. This class reflects the inherent courage and
daring of the halflings when facing creatures larger
than their without hesitate.
Your DM can fit this racial restriction to other kind of
small races as gnomes, goblins, and kobolds, if it allow
those races as option to player characters in its
campaign. This restriction should reflects a kind of
creatures of Small size that are bold, never a craven
race that exists in the campaign setting of your DM.
Trained in the use of all sorts of weaponry and with a keen eye for
treasure, your skills as a Marauder make you a terror wherever
there is something of value ripe for the taking. These warriors
trade deceit and precise maneuvers for pure power and brutal
efficiency.
Marauders may travel the land as mounted raiders, or pillage
the coasts on fast longships, making use of mobility and brutality
to always strike where the rewards are greatest. Many pirates,
raiders, and bandits follow this archetype, wandering land and sea
in search of wealth or glory.
You embrace the concept of disguise and take it to its extreme. As a Mask, you devote yourself to a persona; an identity you don and doff as easily as another might change their clothes, and delight in exploring it to its fullest.
Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.
Merchants thrive in a cycle of finding and trading wares to
tap into the might that comes with wealth. In time, you will
understand the cost of survival, gain an eye for good
product, and even access your reserves of wealth from miles
away. You can put a price on anything, except your own
ambition.
A rogue that follows the Mimetic archetype don’t rob or
steal goods, it copy abilities possessed by other
creatures. With a comprehension beyond normal about
training and study, a mimetic can understand the way a
creature access and gain certain abilities just watching
it. With its supernatural power, the mimetic simulate
with perfection an action it just saw and can even
deprive a creature from using its power for a moment
when reach a higher comprehension level
Those Rogues who take it upon themselves to embody the
Mimic archetype take after the monstrosities they are named
for. With a suite of abilities involving mimicry of both form
and skill, Mimic Rogues are not only powerful friends, but
dangerous foes. They use an innate magically ability, that
allows their shadow to shape and form into copies of what
they can perceive.
The archetypal mycelian practices a particularly
esoteric branch of alchemy. Through experimentation
with spores and mushrooms, you create poisons potent enough to bring even legendary creatures to their knees.
Rogues of the Nightmare archetype excel at combat in the
dark, inflicting terror into their foes. These combatants prefer
to operate at night or in places that otherwise never see the
light of day, and are feared by the common folk. Nightmare
rogues often scout out their targets' deepest fears, replicating
them to great effect.
Some rogues are more interested in stealing hearts
than gold pieces. These paramours wander from town
to town and port to port having great love affairs and
boisterous all nighters leaving a river of ex-lovers’ tears
in their wake. Unlike arcane tricksters, the spells
of paramours are natural expressions of their own
charming talents rather than learned magic.
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and spies.
Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard’s confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.
How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves’ guild dedicated to a deity of death?
You are a masterful worker of thrown weapons; Whether
you skulk, utilize a quick wit, maintain the silence of a ninja,
or the thievery of a bandit, you can strike down a target
within the blink of an eye.
Some say that blood is the currency of the soul, describing
it as the medium by which one may measure the value of
a life. You subscribe to this ideology, training in the arts of
bloodshed to reap a sanguine harvest. Blood is a tool, and one
that can be used for good or for evil, just like any weapon.
You learn to call upon the blood within your veins to dance
like a shadow beyond the firelight, turning this precious
ichor into a deadly instrument while waiting patiently for
the right moment to strike. Benevolent orders often treat
those like you as blessed by the divinities, for to wield blood
grants the ability to heal and cure those who are afflicted
by all manner of plague and poison, or to even reject death
itself. The darker cults seek to train and indoctrinate red
reavers like you as well, though often for cruel and malicious
purpose. Your path is yours to choose. You need only follow
the calling within the pulsing chambers of your heart.
Your focus is on the study of archaeological sites and
arcane treasures. You wish to uncover the secrets of the
past and use them to solve the mysteries of the present
and future. As an archetypal Relic Seeker, you likely believe
that knowledge and artifacts should never be hoarded by
an individual, but shared with the greater community. You
practice techniques for delving into lost ruins, and for the
recovery, utilization, and safe transportation of potentially
dangerous magical artifacts.
Some rogues, especially those descended from the
larger, bulkier races favor a more direct approach than
their lithe, graceful counterparts in the trade. Ruffians
make a living as criminal enforcers, extorting the
proprietors of their honest earnings in exchange for
“protection”. If met with resistance, they usually begin by
breaking a few objects, and failing that, breaking a few
kneecaps - using the first available piece of merchandise
at hand to do so.
When a rogue finds the right teacher, or perhaps as a result of
an accident or blessing, they can learn the ways of the
Satellite. A Satellite can magically control the fundamentals of
gravity, able to pull objects and creatures to each other or to
avoid the brunt of its fatal pull. Using these skills, they can
infiltrate difficult to access locations, move objects at will, and
manipulate their enemies in the heat of battle. When you find
yourself in a sticky situation, it's always nice to have a Satellite
around to get you out of it at a moment's notice. The nature of
their abilities lends them well to criminal exploits, but they
can often be found using their powers for good, on the
battlefield or off. The acquisition of these powers is a closely
kept secret, so accidental discovery is typically how most
individuals become a Satellite.
Most scholars prefer to remain safe in the
metaphorical "Ivory Tower" of academia,
never far from the library or lecture hall—
but not all. Whether by choice or necessity,
certain well-educated experts with the
hands-on skills of a rogue pursue field work
alongside adventurers.
As an adventuring scholar, you use your
expert knowledge for the benefit of allies,
contributing well-researched lore on
anything from the weaknesses of magical
creatures to the construction of ancient
tombs. Rogues like you are said to display a
dedication to research, truth, and
knowledge that can rival the higher calling
of a cleric or paladin.
You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter — these are just a few of the roles that Scouts assume as they range the world.
Some rogues choose to delve into the intricacies of shadow
magic, using its unique powers to enhance their skills in stealth
and deception. These rogues are a very diverse subset, from
simple thieves to hired killers to highly trained bounty hunters.
By learning how to separate their shadow from their body,
shadow rogues become difficult to catch and even harder to kill.
When you spend enough time lurking in the shadows, you begin
to understand them better than others. You can tell the difference
between the lighter or darker ones, not just by how much light they
allow in, whether they are solid darkness or simply dim, but how
they feel when you are inside them. Some are light as a summer
breeze, while others wrap around you like a heavy cloak to keep you
warm and safe. Perhaps you even talk to the blackness when the rest
of the world is asleep.
The life of a rogue can be lonely at the best of times, after all, and
what better companion for a thief than the shadows themselves. You
aren’t even shocked when the shadows begin to talk back, whisper- ing the secrets they keep and encouraging you to embrace the power
they offer.
Shadowdancers are a rarity, or more correctly they are rarely seen.
And when they are, they look to be no more than any other nim- ble rogue, dancing and leaping across the dimly lit battlefield. Those
with keen eyes sometimes see more though. They might in fact see
a darker, near impenetrable black mass of shadows cascade around
the rogue like water and follow their every footstep. They will likely
watch in wonder as the darkness pushes blades aside and absorbs
attacks. They will be finally struck with horror when the same shadows lash out at them, to wrap their arms and hold them tight while
the rogue’s dagger finds its mark.
The fey teach that there are greater treasures to steal than a coin pouch, and you've learned well. Sídhe rogues delight in tricking the foolish, often tailoring the trophies they thieve to play jokes on their victims—taking the beauty of the vain, or the voice of the obnoxious.
Rogues who embody this archetype are arcane skulkers,
hiding in the shadows waiting to seize the essence of their
victims. While most bandits and spies may learn how to
decieve, you quite literally become deception, taking on the
memories and traits of your targets.
There are many names for this particular set of skills, but
those in the know refer to its practitioners as Sliders. Graced
with supernatural power from their lineage or through a ritual
passed down between fellow Sliders, they are able to ignore
the friction generated by almost any surfaces and contort their
body with inhuman flexibility, their elegance and speed allow
them to perform twisted maneuvers across the battlefield, or
access places they probably shouldn't. A marvel to behold, and
a devil to catch. At their peak, they are a whirlwind of trouble
that leave their foes lying humiliated in their dust.
Your specialty is getting items and people in and out
of places unseen. You’ve focused your training on
deception, stealth, and knowing the right folks to
bribe. With the ability to do your job from
anywhere, you build an ever-growing network and
are always close to someone willing to help for a
price. When you need something illegal or hard to
find, it's only a matter of time and coin—and maybe
you’ll take an extra cut for yourself.
You heard the legends when you were young. The whispers in
the night. The blood on fresh snow. The terror of the frozen
dark. There were many horrors that lurked in the Long Dark,
and many secrets as well. Snowfall Specter's have learned
these secrets and heard these whispers, and they use them to
wield the Long Dark against their foes. The Long Dark
imbues them with the ability to terrify their foes with
glimpses of the horrors that lurk within it, and their foes fall
before them like snow flakes in a blizzard.
Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves’ guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.
Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.
As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.
There are many assassins, spies, and tricksters throughout
the endless planes who take on the motif of a spider as their
symbol, but you are one of the few for whom this symbol is
truly accurate. You’ve learned your craft from the Weaver
of Lies itself, an ancient creature spawned when the gods
first deceived one another and the mortals they surveyed.
Deities that hold sway over the crawling creatures of the dark
and guilds of assassins and spies may grant powers such as
these, but no matter the origin, you will take these forbidden
techniques to your grave. Cloaked in the faces of others and
bearing the deadly toxins of your teacher, you crawl along the
shadows at the edges of the world, hunting for secrets and
spinning webs of treachery.
As a master in the art of misdirection, you are accustomed to being looked at and being the center of attention. You know how to make people look where you want them to look, how to hide things in plain sight, how to shuffle your cards with deadly accuracy, and how to escape any restraints. You may not be able to truly use magic, but your use of subterfuge and sleight of hand make your crowds think otherwise.
Down the misty ally ways of the iron city an abandoned child has been taken in by a family of black cats warming them from the fresh snowfall. This child will eventually learn the powers of the trickster shifting their form and collecting secrets.
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.
A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
Though most common or garden footpads prefer
to keep their larcenous activities as close to the
ground as possible, you are a veritable expert at
cartwheeling and bouncing around the place willy
nilly. You’re usually ahead of the competition by
leaps and bounds.
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.
Is there anything more delicious than a secret? Select investigators and blackmailers blessed with the
powers of the feywild would contend that nothing
is more desirable than emotion, which can be consumed to fuel magic, or simply leveraged against the
original owner to bend them to your will.
While most rogues favor stealth and subterfuge, others favor shock and awe. These rogues, charged with elemental lightning, are one such archetype, and surge from one target to the next in a blinding display that leaves survivors dazzled and casualties burned to death.
You have devoted yourself to the study of anatomy and other bodily functions. More than just healing, you have learned just where to strike your target to inflict a crippling wound. Adherents of this archetype might be back-alley doctors, unscrupulous scientists, or simply common criminals wishing to gain an advantage over their foes.
Most rogues prefer the shadows to hide themselves. But a strange few known as war jesters thrive on attention and the distraction they can bring. They use a wide variety of strange and often theatrical tricks and elements to confuse an enemy, and leave openings for their allies to strike where the defenses have been distracted.
Some people train from youth to be fast. Others use magic to enhance their speed. And still others have an apparently supernatural edge. Operating on instinct and mundane skill, their eternal tailwind pushes them on. They are the Windblown, rogues favoring hit-and-run tactics with the wind at their back.
The order of the witchblades teaches its members to brew
a wide variety of hellbroths, deadly poisons, corrosive acids,
and other such concoctions and decoctions. Armed with
coated blades and explosive vials of both chemical and
alchemical mixtures, they are prepared for any situation. No
matter how much wealth a noble accrues, or how big and
strong a monster grows, they are nothing compared to the
merciless touch of nature - and you are its vessel.
These debilitating, mind-numbing effects are produced
by secret recipes, which are often only bequeathed
from parent to child, or mentor to mentee. This oral
tradition usually goes back to a particularly creative, and
conveniently amoral alchemist, a back-alley apothecary, a
trained physician, or even a disgruntled gardener.
Whichever the case might be, you know your way around
both a dagger and a cauldron. In the hands of a witchblade
like you, a couple droplets can change the course of history.