Rogue
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Rogue
| Subclasses | Thief, Assassin |
|---|---|
| Playstyle | Stealth, Infiltration, Ambush, Debuff |
| Primary skills | Stealth, Thieving |
| Starting weapons | Dagger (Main Hand) Dagger (Off Hand) |
| Starting attributes | STR 8 · DEX 15 · CON 10 INT 11 · WIS 10 · CHA 11 |
Rogue is one of the seven classes: resourceful with stealth, assassination, and finding what is hidden.
Progression
| Level | Unlock |
|---|---|
| 1 | Sneak Attack (BASE) · Initiate feat choice |
| 2 | Subclass base feat. Thief: Vanisher / Assassin: Deadly Strike |
| 3 | Novice feat choice |
| 4 | Attribute improvement |
| 5 | Subclass base feat. Thief: No Witnesses / Assassin: Death's Precision |
| 6 | Adept feat choice |
| 7 | Future Sight (BASE) |
| 8 | Attribute improvement |
| 10 | Expert feat choice |
| 12 | Attribute improvement |
| 14 | Master feat choice |
| 16 | Attribute improvement |
| 18 | Legendary feat choice |
| 19 | Attribute improvement |
| 20 | Mythic feat choice |
Class feats
| Feat | Tier | Activation | Effect |
|---|---|---|---|
| Initiate | Close calls and narrow escapes have toughened you. You can take hits that would drop others and keep moving. | ||
| Initiate | Your survival instincts extend beyond the physical. Shadow, toxin, and cold affect you less than they do most people. | ||
| Initiate | Your body has built up a strong tolerance to toxins. Tainted food, venomous bites, and poisoned blades affect you far less than they should. | ||
| Base | Striking from stealth with a finesse or ranged weapon. | Striking unseen finds the gaps armor never covers, dealing extra damage on attacks made from stealth with a finesse or ranged weapon, growing with each level gained. | |
| Base | Once per long rest, a blow that would drop HEALTH below 0 is dodged entirely. | When a blow would drop HEALTH below 0 and Future Sight is ready, it is dodged entirely. The premonition returns after a completed long rest. |
Subclass: Thief

The cunning infiltrator.
| Feat | Tier | Activation | Effect |
|---|---|---|---|
| Novice | Permanently enhances Dexterity by 2. | ||
| Novice | On a successful Thieving check. | On a successful Thieving lift, apply Quick Hands for 60 seconds, granting +2 to Thieving and +2 to Deception to deflect suspicion if the target notices the motion. Only one Quick Hands buff can be active at a time. | |
| Novice | Attempting to disengage or flee from combat. | On a successful Acrobatics disengage, apply Slippery for 18 seconds, granting +2 EVASION while slipping free of reaching hands. | |
| Adept | Landing a strike from stealth. | A stealth strike always strips the weapon, applying Disarmed for 24 seconds. The target's weapon attacks are gone until it is recovered. | |
| Adept | Attacking an enemy that an ally is already fighting. | When an ally already holds an enemy's attention, press a favorable opening (advantage) against any enemy that ally is actively engaging. | |
| Adept | Throwing debris, dust, or small objects at an enemy's face. | Spend on a successful Thieving check against a target to force a Dexterity save (DC 12) or leave them Blinded for 12 seconds. They watch poorly (-2 Perception) and swing wide, so their targets dodge at advantage. | |
| Base | Killing an enemy while striking from stealth. | A kill from the shadows lets you slip back into hiding. With a hostile close you re-hide at a disadvantage, at a middle distance you re-hide on a clean roll, and with the way clear you re-hide at advantage. Without this feat a close kill leaves you exposed. | |
| Base | Every Vanisher re-hide improves one step. A close kill now re-hides on a clean roll, a middle-distance kill re-hides at advantage, and a clear kill vanishes you with no roll at all. |
Subclass: Assassin

The silent killer.
| Feat | Tier | Activation | Effect |
|---|---|---|---|
| Novice | Permanently enhances Dexterity by 2. | ||
| Novice | Against humanoid targets that are SEVERELY WOUNDED (below 50% HEALTH). | Your attacks have a 50% chance to apply Bleeding DAMAGE OVER TIME effect with BLEED subcategory, dealing -1d4 HEALTH every 6 seconds for 24 seconds. | |
| Novice | Striking an enemy while hidden from it. | A stealth strike that finds the killing point. When you hit a foe from hiding and the blow leaves a NORMAL enemy below 15% of its maximum HEALTH or an ELITE enemy below 10%, that enemy dies outright. Bosses and greater foes are too resilient to fall to a single quiet cut. | |
| Adept | Reducing an enemy to 0 HEALTH in view of other enemies. | A kill in view of other enemies shakes the weak. Every NORMAL hostile who can see it makes a Wisdom save (DC 12) or is Unnerved for 18 seconds, hands shaking (-2 Dexterity). Elite and boss enemies are too hardened to flinch. | |
| Adept | Striking a bleeding enemy. | When you strike a foe that is already bleeding, every open wound tears wide at once. All Bleeding effects on the target are consumed and half of their remaining damage lands immediately as part of the strike. The wounds must be reopened before it can fire again. | |
| Adept | Landing a melee critical hit. | Your melee critical hits rupture something inside, a guaranteed Internal Bleeding that drains HEALTH every 6 seconds for 24 seconds and deepens with your skill. | |
| Base | Striking from stealth with a finesse or ranged weapon. | The opening strike is engineered to end the fight. Your Sneak Attack die grows from a d4 to a d6 on attacks made from stealth with a finesse or ranged weapon. | |
| Base | Striking from stealth with a finesse or ranged weapon. | Striking from concealment, you read the killing angle before the blade lands, scoring far more critical hits on attacks made from stealth with a finesse or ranged weapon. |
| Rogue feats | |
|---|---|
| Rogue | Quicksilver · Ghost Step · Survivor's Wit · Sneak Attack · Future Sight |
| Thief | Cat's Grace · Sticky Fingers · Nimble Escape · Disarm · Third Wheel · Pocket Sand · Vanisher · No Witnesses |
| Assassin | Pinpoint · Anatomical Knowledge · Silent Killer · Terrorizer · Exsanguinate · Hemorrhaging · Deadly Strike · Death's Precision |