Rogues
Skillful ne'er-do-wells who combine wit, dexterity, and occasionally skullduggery, rogues are renowned for infamous deeds.
Rogue Heroes
Prerequisite: 12 DexterityStarting Hit Points: 6 + your Constitution modifier
Hit Die: d6
Languages: You know the Thieves' Cant language.
Proficiencies: You are Adept with Initiative and Trained in Short Bows and Simple and One-handed Finesse Weapons, Light Armor, Buckler Shields, Dodge, and Martial Maneuvers.
Skills: You can select five Skills.
Rogue Features
- The target suffers Weakness on its next attack.
- The target suffers Disadvantage on its next attack.
- The target's speed for its next movement is reduced by 5' on a normal, 10' on a major, or 15' on a critical success.
You can use this feature once per turn per number of odd levels you possess.
Sneak Attack: Once per turn, you can increase your finesse weapon damage by 1d6 when you:
- Backstab a creature.
- Attack a creature with critical success.
- Hit a creature that has yet to act in combat.
- Hit a creature that is unable to defend itself.
The Rogue
Level | Benefit | Hero’s Surges | Sneak Attack Damage | Title |
---|---|---|---|---|
1 | Rogue Features, Backstab, Called Shot, Rogue Fighting, Sneakiness | 4 | 1d6 | Footpad |
2 | Ace in the Hole, Mobility | 5 | 1d6 | |
3 | Boon, Honor Amongst, Rapscallion's Craft | 5 | 2d6 | Bravo |
4 | Rapscallion's Craft Feature | 6 | 2d6 | |
5 | Valor | 6 | 3d6 | |
6 | Rapscallion's Craft Feature | 7 | 3d6 | Proper |
7 | Boon | 7 | 4d6 | |
8 | Rapscallion's Craft Feature | 8 | 4d6 | Master |
9 | Boon | 8 | 5d6 | |
10 | Heroism | 9 | 5d6 |
LEVEL 2 Rogue
LEVEL 3 Rogue
Populi (Swashbucklers only): Double your Reknown.
Riffraff: You can choose to double your Reknown amongst the downtrodden.
Thieves: Double your Reknown amongst members of thieves' guilds.
Boon Option: Gain an additional Honor Amongst option.
Assassins
You are a student of death, capable of taking down a foe before they even know they've been attacked.
Prerequisite: 12 Intelligence, Sneak Attack Rogue Fighting feature
LEVEL 4 Assassin
- Take no damage or ill effect from an attack you successfully dodged or resisted with Dexterity
- Act in a surprise round you normally would've missed
- Attempt to Dodge an attack you were unaware of with Advantage (if your Dodge attempt does not succeed, you do not expend a hero's surge).
LEVEL 6 Assassin
Each time you gain an odd level, you learn the spells of the next highest spell level in the Arcane schools you have access to.
Boon Options:
- Choose an additional Spycraft school to learn the cantrips of and spells up to the number of odd levels you possess.
- Increase your total spell points by one.
LEVEL 8 Assassin
- Make a Called Shot without suffering a rank penalty.
- Ignore Disadvantage from Cover or Concealment.
- Employ a Ranger Skill Mastery as if the trigger had occurred.
- Gain the effects of a cantrip you know.
- Attack the same target with a cantrip you know or a secondary Calling Card weapon you wield using the same success level as the attack.
Ranger Skill Masteries
Technique | Required Skill | Trigger | Effect |
---|---|---|---|
Analyze | Perceive | You start your turn adjacent to your quarry while it is in bright light. | Your next attempt against it on this turn gains reliability. If this reliability is not beneficial, do not expend your hero's surge. |
Anticipate | Insight | Your quarry speaks to you. | For the next minute, you can increase the success level of one Initiative or social skill attempt against it by one. |
Camouflage | Stealth | You have full cover from all creatures other than your allies and are not in bright light. | You become invisible until you move, take an action, or enter bright light. |
Dash | Run | You finish taking a move action. | Move your speed. |
Dive Roll | Acrobatics | Your quarry acts against a target. | You tumble up to your speed toward the target. |
Fein Death | Perform | You suffer an ill effect. | You fall prone and appear to be dead to all forms of scrutiny for as long as you can hold your breath or until you take another action. |
Feint | Deceive | Your attempt against your quarry fails. | Your attempt becomes a major success. |
Kickstart | Medical | You move adjacent to a creature reduced to 0 or fewer hit points in the last round. | It regains hit points equal to ¼ of your maximum. |
Spring Back | Jump | Your quarry acts against you. | Jump 10'. This movement does not trigger negative effects. |
Toughen Up | Endurance | You suffer an ill effect. | For the next minute, you can increase the success level of one attempt against the same effect by one. |
Wall Jump | Climb | You move adjacent to a wall. | You move 15' along the wall in any direction, ignoring occupied spaces and negative effects. |
Swashbucklers
A canny fencer, you flit between respectable and criminal societies in your search of a life dramatic.
Prerequisites: 12 Charisma, Redouble Rogue Fighting feature
LEVEL 4 Swashbuckler
LEVEL 6 Swashbuckler
LEVEL 8 Swashbuckler
Thieves
The iconic rogue, you are a skillful trickster capable of clever exploits and deceitful attacks.
LEVEL 4 Thief
- Take no damage or ill effect from an attack you successfully dodged or resisted with Dexterity
- Take half damage from an attack you didn't have a critical failure defending against
- Attempt to dodge an attack you were unaware of with Advantage. If this attempt does not succeed, you do not expend a hero's surge.
- Failure: The magic is released in an unfortunate fashion
- Limited: Nothing happens
- Normal: You activate the target as someone Trained in its magic
- Major: As normal and you can attempt to do so again today*
- Critical: As normal and you master the target's use*. Going forward, you can utilize it without making Use Magic checks.
Boon Option: Gain Advantage on Use Magic attempts.
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