Rogue
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The small urchin placed a stone in the pouch of his slingshot as he fled the inn he'd been casing. Despite the dirt that covered his ratty clothes he managed to infiltrate the inn and make his way to the hidden basement. What he discovered shocked him, and he fled the scene to alert his guild. As the inn-keeper chased him down an alley, his previously hidden snakelike eyes and fangs glinted in the moonlight. The urchin let loose his slingshot and felled the serpentine man.

A dwarven professor surveyed the room around her as the dust cleared. After years, she had finally unearthed the lost tomb of King Durin IV. Despite her age, she had overcome a number of deadly traps to reach the burial chamber of the long-dead dwarven King. After a short pause, the treasure hunter began to assess the value of the tomb.

After a lifetime of searching, a disheveled half-elf finally stood in front of the Count who had murdered his father. For the past thirty years, the half-elf had done nothing but study swordplay, all for this moment. He drew his rapier, whispered the name of his long-dead father, and lunged forward to cross swords with the villainous Count who had ruined his life.

The three characters described above are examples of the exceptional experts known as Rogues. Using nothing but their mastery of skill and subterfuge, they are able to achieve any goals, overcome any challenges, and outwit any enemies.

Where other warriors overwhelm their foes with brutal force or flurries of strikes, Rogues leverage their cunning and exact aim to land single devastating blows on their foes. They will wait for the right moment, a foe distracted by a powerful ally or a monster caught in the throes of a spell, and when that opportunity arises, a Rogue can make a single strike count.

Some Rogues prefer to lurk in the shadows, stabbing their foes in the back while they are unaware, and others work to draw their adversary into single combat, deftly avoiding its attacks until a deadly opportunity presents itself to them.

This mindset of precision carries over into all facets of a Rogue's life. When using their thieves' tools to disarm a trap in an ancient dungeon, they will make only the most precise movements. When stalking a mark, a Rogue will often follow them for days, learning their every routine before they make their move, taking their target for all they are worth.

Mechanics

  • Caster: No (but has caster subclasses)

  • Main Ability Scores: Dexterity & Intelligence

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: Simple weapons, all martial weapons with the Finesse or Light properties.

  • Tools: One set of tools of your choice

  • Saving Throws: Dexterity, Intelligence

  • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth and Survival

Multiclassing

Proficiencies. If Rogue isn't your initial class, here are the proficiencies you gain when you take your first level as a Rogue: light armor, one skill from the Rogue class skill list, and one set of tools.

Exploits. If you learn Exploits from more than one of your class, subclass, or other features, follow the rules and table in to determine the total number and size of your Exploit Dice, and the total number of Exploits Known from each feature that grants you Exploits.

Rogue Archetypes

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