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Rogue

"Rogues are sooo mysterious. Or at least they think they are. One thing is for certain, they are stealthy as fuck! I remember the time I was reading a book, calmly in my quarters when Mai (Mai of all the people! that girl usually is louder than a band of gryphs!) entered my room and braided my hair without me noticing!" - Dreik Stormtracker    Dexterous combatant that sticks to shadows and mainly uses daggers. Quick, unsuspected attacks are their specialty. They are also great at lockpicking, stealing, information gathering and scouting.

Career

Qualifications

Rogues can be found both, among the graduates of Rogue academy and the street rats that live in alleyways. As such the qualifications for the battle class are rather vague.

Career Progression

Those training as rogues can eventually specialize in more specific fields. Like Thief, Shinobi, Arcane Trickster or Assassin

Payment & Reimbursement

As a rogue your payment depends heavily on you job. If you steal on you own accord you keep your gains. In a thieves guild you gain a share of your and other's loot. If you work for an individual, be it spying, theft, assassination, or anything else your payment will be the one given by your employer. 
Usually the professional rogues who have finished their training have the highest chances of being recruited by wealthy individuals for a well paying job. Street rogues usually look at the 'educated' ones like false rogues.

Other Benefits

Being a rogue often comes with a network of useful connections and skills that anyone could benefit from.

Perception

Social Status

Although useful rogues live in the shadows. People dislike their secretively and often dishonest nature.
Street rogues as their name suggests live in the streets. Even the graduate rogues stay in rather low profile locations.

History

In the distant past rogues were considered to be simply thieves and assassins. It took some time for it to be recognized as a battle class and even more time for it to have a school.

Operations

Tools

The main weapons used by rogues are Daggers they are great for Two-weapon fighting, and you can throw them if you need to. Their ranged weapon of choice is a Hand crossbow.
Other weapon options are: Light crossbow, Short bow, Shortsword and a Rapier    Their armor of choice is a light armor. When being agile and secretive light and discrete are important criteria.    Their usual equipment in backpacks are: crowbar, hammer, pitons, some rations, tinderbox, waterskin and Hempen rope. Of course those aren't the only things in their backpacks, but those are the most common ones.    And of course the most important tool of a rogue: Thieves' tools. This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

Workplace

The thieves den, as it's usually called, can be as simple as a room in the sewers or as luxurious as a large elaborated complex on a hidden island. It all depends on the success of the rogue(s). One thing in common among them all is that they are hidden.    A medium sized den would usually house more than one rogue. It contains:
  • a lookout - a hidden elevated place where the rogue in charge of keeping watch looks out for danger.
  • A secret treasure room where all the loot is stored. 
  • The main hall destined for everyday gatherings, planning, gambling, eating, sharing loot, etc
  • At least one secret escape route.
The den usually has at least a few traps placed in places like the secret entrance and the treasure room.

Provided Services

Spying, theft, assassination, incrimination, proof disposal, sabotage, information gathering, infiltration, bribing and other jobs of the sort are the services rogues provide.

Dangers & Hazards

Rogue profession is a dangerous one. Most of their jobs tend to be on the criminal side which means that if they get caught it's either death or prison cell.

D&D details

  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.  
Level Proficiency Bonus Sneak Attack Cantrips Known Features
1st +2 1d6 1 Expertise, Sneak Attack, Rogue magic, Thieves' Cant
2nd +2 1d6 1 Cunning Action
3rd +2 2d6 1 Roguish Archetype, Quick attacks
4th +2 2d6 1 Ability Score Improvement
5th +3 3d6 1 Uncanny Dodge
6th +3 3d6 1 Expertise
7th +3 4d6 1 Evasion
8th +3 4d6 2 Ability Score Improvement
9th +4 5d6 2 Roguish Archetype feature
10th +4 5d6 2 Ability Score improvement
11th +4 6d6 2 Reliable talent
12th +4 6d6 2 Ability score improvement
13th +5 7d6 2 Roguish archetype feature
14th +5 7d6 3 Blindsense
15th +5 8d6 3 Slippery mind
16th +5 8d6 3 Ability score improvement
17th +6 9d6 3 Roguish archetype feature
18th +6 9d6 3 Elusive
19th +6 10d6 4 Ability score improvement
20th +6 10d6 4 Stroke of luck

Class Features

As a rogue, you gain the following class features.  

Hit Points

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  

Proficiencies

Armor: Light armor
Weapons: Dagger, Sickle, Dart, Hand crossbow, Light crossbow, Rapier, Shortsword, Short bow, Blowgun.
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  

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 short bow 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
   

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.  

Rogue magic

Beginning at 1st level, you have adapted you magic to help you in your roguish endeavors. You gain one cantrip from the Rogue Spell list at first level and additional ones at 8th, 14th, and 19th levels.  

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.   Archetype
  • Arcane Trickster
  • Assassin
  • Shinobi
  • Thief
 

Quick attacks

Fast with your blades you are able to strike your foe multiple times. You can use a bonus action to attack with a light one-handed melee weapon. You can only make this bonus action attack after you take the Attack action with a light one-handed melee weapon. This bonus action attack made with your light one-handed melee weapon doesn't include your ability modifier to its damage nor does it count for a sneak attack. Besides this, it’s the same as any other weapon attack. This stacks with two weapon fighting.  

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.
Demand
The demand for rogues is high and as long as people with power and wealth will exist the demand won't falter.
Legality
One would think that seeing as rogues are so Criminal in their activities they would be arrested for the simple fact that they are Rogues. But the reality is that their usefulness to high standing people has led to people and guards looking the other way unless they are caught in act or there's proof against them.
Besides there are a few rogues who have learned the profession purely for the combat style and don't partake in the criminal activities.
Other Associated professions

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