Rogue
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Rogue
| Subclasses | Thief, Assassin |
|---|---|
| Playstyle | Stealth, Infiltration, Ambush, Debuff |
| Primary skills | Stealth |
| 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 (granted) · 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 | Apprentice feat choice |
| 7 | Future Sight (granted) |
| 8 | Attribute improvement |
| 9 | Adept feat choice |
| 12 | Expert feat choice · Attribute improvement |
| 14 | Master feat choice |
| 16 | Attribute improvement |
| 18 | Grandmaster feat choice |
| 19 | Attribute improvement |
| 20 | Legend feat choice |
Class feats
| Feat | Tier | Activation | Effect |
|---|---|---|---|
| Initiate | Always active. | Your maximum health increases by 3. | |
| Initiate | Always active. | Your dark, poison, and frost resistance each increase by 1. | |
| Initiate | Always active. | Your poison resistance increases by 5. | |
| Granted | Attack from stealth with a finesse or ranged weapon. | Add Sneak Attack damage to qualifying attacks. The number of dice increases with your character level. Deadly Strike improves the die size from d4 to d6. See the progression below. | |
| Granted | A blow would reduce your health below 0. Once per long rest. | Dodge that blow entirely. This prevents its damage rather than healing you afterward. The protection returns after a completed long rest. |
Subclass: Thief

The cunning infiltrator.
| Feat | Tier | Activation | Effect |
|---|---|---|---|
| Novice | Always active. | Your Dexterity increases by 2. | |
| Novice | Succeed on a Thieving check while Quick Hands is not active. | Gain Quick Hands for 60 seconds, granting +2 Thieving and +2 Deception. Only one instance can be active at a time. | |
| Novice | Succeed on an Acrobatics disengage or Stealth entry. | Gain Slippery for 60 seconds, granting +60 evasion. | |
| Apprentice | Land an attack from stealth against an enemy wielding a weapon. | Apply Disarmed for 24 seconds. The target cannot make weapon attacks until it recovers its weapon. Natural weapons such as claws, bites, and tails are unaffected. | |
| Apprentice | Attack an enemy an ally is actively engaging. | Your attack rolls with advantage. | |
| Apprentice | Use on a Thieving check against an enemy. | On success, apply Blinded for 60 seconds with no saving throw. The target takes -2 Perception, and creatures defending against its attacks dodge with advantage. | |
| Adept | Always active while wearing armor. | Medium armor no longer caps your evasion. Heavy armor still does. For stealth penalties, treat every armor type as light armor. | |
| Adept | Leave stealth while no Blur window is active. | The next 3 attacks against you within 10 minutes roll with disadvantage. Spending all three does not end the window early. After it expires, leaving stealth can trigger a new window. | |
| Adept | Activate to vanish. 3 uses per short rest. | You become hidden immediately. No roll or cover is required. | |
| Granted | Kill an enemy with an attack from stealth. | Attempt to hide again. Roll with disadvantage near hostiles, normally at a middle distance, or with advantage when far from them. Without this feat, a close kill leaves you exposed. | |
| Granted | Kill an enemy from stealth while using Vanisher. | Near hostiles, roll normally to hide again. At a middle distance, roll with advantage. When far from hostiles, hide again without a roll. |
Subclass: Assassin

The silent killer.
| Feat | Tier | Activation | Effect |
|---|---|---|---|
| Novice | Always active. | Your Dexterity increases by 2. | |
| Novice | Land a hit. Melee critical hits also apply Internal Bleeding. | Every hit applies Bleeding. Melee critical hits also apply Internal Bleeding. Bleed damage increases with character level. Your bleeds last 50% longer and ignore 50% of the target's armor, even on bloodless targets such as constructs, undead, and elementals. | |
| Novice | Strike from stealth or land a critical hit. | If that hit leaves a normal enemy below 20% of maximum health or an elite enemy below 15%, kill it immediately. Bosses and stronger enemies are immune. | |
| Apprentice | Kill an enemy in view of other enemies. | Each visible normal hostile makes a Wisdom save against DC 12. On failure, it becomes Unnerved for 60 seconds, taking -4 Strength and -4 Dexterity. Elite and boss enemies are immune. | |
| Apprentice | Use when striking a bleeding enemy. | Consume all Bleeding on the struck target and wounds you inflicted on enemies within 30 feet. Each affected target takes the full remaining damage of its consumed bleeds immediately. Reapply bleeds before using this again. | |
| Apprentice | Attack a target that is bleeding, poisoned, or burning. | Your attack gains +10% critical hit chance. | |
| Adept | Strike an enemy above 90% of maximum health with a finesse or ranged weapon. | Your first qualifying hit is a guaranteed critical hit. Each enemy can be affected only once. A dodged attack or a target's critical-hit immunity does not spend the opening. | |
| Adept | Leave stealth while no Lingering Shroud window is active. | Your next attack within 10 minutes counts as made from stealth, allowing Sneak Attack and other stealth-dependent feats. Spending the attack does not end the window early. After it expires, leaving stealth can trigger a new window. | |
| Adept | Your bleed deals damage, or you critically hit a bleeding enemy. | Each bleed tick uses your critical hit chance. A critical tick deals double Bleed. Critically hitting a bleeding target applies a fresh Bleeding wound to another hostile within 30 feet. | |
| Granted | Always active. The Sneak Attack upgrade requires a finesse or ranged attack from stealth. | Increase Sneak Attack's die size from d4 to d6. All your attacks gain +5% critical hit chance, whether you are hidden or not. | |
| Granted | Attack with a finesse or ranged weapon. | Gain +10% critical hit chance on qualifying attacks. From stealth, qualifying critical hits deal 50% more Weapon 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 0.0.32. Edits here are overwritten on the next regeneration; to suggest a correction, post in Discord.