Rogue

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Rogue
Rogue
SubclassesThief, Assassin
PlaystyleStealth, Infiltration, Ambush, Debuff
Primary skillsStealth
Starting weaponsDagger (Main 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 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
Quicksilver Initiate Always active. Your maximum health increases by 3.
Ghost Step Initiate Always active. Your dark, poison, and frost resistance each increase by 1.
Survivor's Wit Initiate Always active. Your poison resistance increases by 5.
Sneak Attack 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.
Future Sight 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
Cat's Grace Novice Always active. Your Dexterity increases by 2.
Sticky Fingers 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.
Nimble Escape Novice Succeed on an Acrobatics disengage or Stealth entry. Gain Slippery for 60 seconds, granting +60 evasion.
Disarm 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.
Third Wheel Apprentice Attack an enemy an ally is actively engaging. Your attack rolls with advantage.
Pocket Sand 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.
Second Skin 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.
Blur 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.
Cheap Trick Adept Activate to vanish. 3 uses per short rest. You become hidden immediately. No roll or cover is required.
Vanisher 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.
No Witnesses 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
Pinpoint Novice Always active. Your Dexterity increases by 2.
Hemorrhaging 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.
Silent Killer 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.
Terrorizer 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.
Exsanguinate 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.
Opportunist Apprentice Attack a target that is bleeding, poisoned, or burning. Your attack gains +10% critical hit chance.
Perfect Opening 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.
Lingering Shroud 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.
Corrupting Fever 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.
Deadly Strike 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.
Death's Precision 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.