Rogue

From NOPOTIONS Wiki
Jump to navigation Jump to search
Rogue
Rogue
SubclassesThief, Assassin
PlaystyleStealth, Infiltration, Ambush, Debuff
Primary skillsStealth, Thieving
Starting weaponsDagger (Off Hand)
Dagger (Off Hand)
Starting attributesSTR 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 (granted) · Initiate feat choice
2 Subclass base feat. Thief: Vanisher / Assassin: Deadly Strike
3 Subclass base feat. Assassin: assassin_hemorrhaging_rupture · Novice feat choice
4 Attribute improvement
5 Subclass base feat. Thief: No Witnesses / Assassin: Death's Precision / Assassin: assassin_deaths_precision_ambush
6 Adept feat choice
7 Future Sight (granted)
8 Attribute improvement
9 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
Quicksilver Initiate Close calls and narrow escapes have toughened you. You can take hits that would drop others and keep moving.
Ghost Step Initiate Your survival instincts extend beyond the physical. Shadow, toxin, and cold affect you less than they do most people.
Survivor's Wit 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.
Sneak Attack Granted Striking from stealth with a finesse or ranged weapon. Attacks made from stealth with a finesse or ranged weapon find the gaps armor never covers, dealing extra damage that grows with each level gained.
Future Sight Granted 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
Cat's Grace Novice Permanently enhances Dexterity by 2.
Sticky Fingers Novice Succeed on a Thieving check. On a successful Thieving lift, apply Quick Hands for 60 seconds. Grants +2 Thieving and +2 Deception. Only one Quick Hands can be active at a time.
Nimble Escape Novice Succeed on an Acrobatics disengage or Stealth entry. On a successful Acrobatics disengage or Stealth entry, apply Slippery for 60 seconds. Grants +60 evasion.
Disarm Adept Land a strike from stealth on a foe wielding a weapon. A stealth strike on an armed foe applies Disarmed for 24 seconds. The target cannot make weapon attacks until the weapon is recovered. Does not affect creatures using natural weapons (claws, bite, tail).
Third Wheel Adept Attack an enemy that an ally is already fighting. You attack with advantage against any enemy an ally is actively engaging.
Pocket Sand Adept Declare on a Thieving check against a target. On a successful Thieving check, apply Blinded for 60 seconds. No save. The target suffers -2 Perception. Their targets dodge at advantage.
Second Skin Expert Medium armor no longer caps your evasion. Heavy armor still does. You move as quietly in any armor as you would in light armor.
Blur Expert Leave stealth. Recharges after the 10-minute window passes. After you leave stealth, the next 3 attacks against you within 10 minutes are rolled as if you were still hidden (attacker rolls at disadvantage). Recharges once the window passes.
Cheap Trick Expert Activate in combat. 3 charges, regained on a short rest. You become hidden instantly. No roll and no cover required.
Vanisher Granted Kill an enemy while striking from stealth. A kill from stealth lets you attempt to re-hide. Hostile nearby: re-hide at disadvantage. Middle distance: clean roll. Way clear: re-hide at advantage. Without this feat, a close kill leaves you exposed.
No Witnesses Granted Every Vanisher re-hide improves one step. Close kill: clean roll. Middle distance: advantage. Clear kill: no roll.

Subclass: Assassin

The silent killer.

Feat Tier Activation Effect
Pinpoint Novice Permanently enhances Dexterity by 2.
Hemorrhaging Novice Land any hit. Melee critical hits apply an additional effect. Every hit opens a Bleeding wound that scales with level. Melee critical hits add Internal Bleeding. Your bleeds last 50% longer than normal and bypass armor. Works on bloodless targets (constructs, undead, elementals).
Silent Killer Novice Strike from stealth or land a critical hit. A stealth hit or critical hit that drops a normal enemy below 20% maximum health or an elite enemy below 15% kills it outright. Does not work on bosses or greater foes.
Terrorizer Adept Kill an enemy in view of other enemies. Each visible normal hostile makes a Wisdom save (DC 12). On failure, Unnerved for 60 seconds: -4 Dexterity, -4 Strength. Elite and boss enemies are immune.
Exsanguinate Adept Declare on a strike against a bleeding enemy. Consumes all Bleeding on the struck target and on every enemy within 30 feet carrying wounds you opened. Each target takes the full remaining damage of its consumed bleeds immediately. Bleeds must be reapplied before using again.
Opportunist Adept Attack a target that is bleeding, poisoned, or burning. Attacks against bleeding, poisoned, or burning targets gain +10% critical hit chance.
Perfect Opening Expert Strike a target above 90% health with a finesse or ranged weapon. The first finesse or ranged strike on an enemy above 90% maximum health is an automatic critical hit. Each enemy can only be caught unprepared once.
Lingering Shroud Expert Leave stealth. The next strike within 10 minutes counts as made from stealth. After leaving stealth, your next attack within 10 minutes is treated as a stealth strike. Sneak Attack and all stealth-gated techniques apply. The shroud refreshes after the window expires.
Corrupting Fever Expert Your bleeds tick, or you land a critical hit on a bleeding target. Each bleed tick rolls your critical hit chance. A critical tick deals double damage. When you critically hit a bleeding target, a fresh Bleeding wound opens on another hostile within 30 feet.
Deadly Strike Granted Sneak Attack die increases from d4 to d6 on attacks from stealth with a finesse or ranged weapon. All attacks gain +5% critical hit chance, hidden or not.
Death's Precision Granted Attack with a finesse or ranged weapon. Attacks with a finesse or ranged weapon gain +10% critical hit chance. Strikes from concealment deal +50% critical damage.


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 · Second Skin · Blur · Cheap Trick · Vanisher · No Witnesses
Assassin Pinpoint · Hemorrhaging · Silent Killer · Terrorizer · Exsanguinate · Opportunist · Perfect Opening · Lingering Shroud · Corrupting Fever · Deadly Strike · Death's Precision
This page is generated from game data as of Alpha 0.0.30a. Edits here are overwritten on the next regeneration; to suggest a correction, post in Discord.