Rogue
Base Class: Rogue

Rogues of the Survivor’s Edge archetype don’t deal in elegance or subtlety. They are brawlers, cornered animals, and bloodied specters of vengeance. Born from struggle and shaped by loss, these rogues live where blades clash and bodies fall — the heart of the fray.

Instead of slipping from shadow to shadow, a Survivor’s Edge rogue thrives surrounded by enemies. They slip in lethal strikes when pressed, gain clarity and deadliness when wounded, and become increasingly elusive as the blood flows. Their style is not refined, but relentless — a mix of grit, instinct, and sheer refusal to die.

When the moment comes — when pain, fury, and desperation reach their peak — a Survivor’s Edge rogue becomes something else entirely: an unstoppable force of brutal precision, refusing to fall until the last blow is struck.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with medium armor and survival skill checks.

Scrapper's Tactics

Starting at 3rd level, you are at your deadliest when surrounded. You gain the following features:

  • Wounded Opportunist: If a creature within 5 feet of you deals damage to an ally, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, it qualifies for Sneak Attack even if you don’t have advantage.

  • Cornered Killer: You can use Sneak Attack against a creature within 5 feet of you if there is at least one other hostile creature also within 5 feet of you. If both conditions are met, you add your proficiency bonus to the Sneak Attack damage.

  • Survivor's Grit: When you roll initiative and are below half your maximum HP, gain temporary hit points equal to your Rogue level.

Slippery When Bleeding

Starting at 9th level, your pain sharpens your reflexes, making you harder to hit and harder to pin down.

  • While below half your hit point maximum, you gain a +2 bonus to AC and Dexterity saving throws.

  • When you take damage, you can use your reaction to make a Dexterity (Acrobatics) check contested by the attacker’s Strength (Athletics) or Dexterity (Acrobatics). On a success, you take half damage and immediately move 10 feet without provoking opportunity attacks.

  • Once per short rest, when you drop below one-quarter HP, you can take the Dodge action as a free reaction.

Cutthroat Vengeance

At 13th level, you gain the following features. When a creature damages an ally within 30 feet of you, you gain advantage on your next weapon attack against that creature before the end of your next turn. If you hit with this attack, you deal an additional die of Sneak Attack damage. Additionally, when you're below half your hit points, your Sneak Attack critical range expands by 1 (e.g., crit on 19-20).

Nothing Left to Lose

Starting at 17th level, as a bonus action once per long rest, if you are below one-third of your maximum HP, you may activate Nothing Left to Lose. For 30 seconds (5 rounds), you gain the following benefits:

  • You regain all expended uses of Sneak Attack.

  • You deal maximum Sneak Attack damage once per turn.

  • Your Sneak Attack crit range increases to 18-20.

  • Each time you land a Sneak Attack, you gain one stacking Blur effect (up to 3). For each stack, attackers have a cumulative -1 penalty to hit you (e.g., -1 at 1 stack, -2 at 2, -3 at 3).

  • While under the effects of this feature, if reduced to 0 HP, you remain conscious and active until the end of your next turn. You still make death saving throws as normal afterward.

  • Landing a sneak attack extends the duration for 6 seconds (1 round).

When the Nothing Left to Lose ends, you gain two levels of exhaustion and cannot take reactions until the end of your next long rest.

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