Base Class: Rogue
While some rogues prefer to focus on their agility or accuracy, the Craftsmen are the rogues that like to solve their problems using any tool they can get at their disposal. These rogues face problems with clever thinking, and an even more clever use of the items they can find, making makeshift ropes, tents, or bags of caltrops to execute their plan.
Additional Mundane Items
Bola. A pair of weights connected by a rope. As an action, you can throw the bola up to 20 feet, to ensnare a creature. Make a ranged Attack against a creature, treating the Bola as an improvised ranged weapon. On a hit, the creature falls prone and its speed is reduced by 10 feet until it is freed. A bola has no effect on creatures that are formless, creatures that do not have legs or creatures that are Huge or larger. A creature can use its action to make a DC 12 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bola (AC 10) also frees the creature without harming it, ending the effect and destroying the bola.
Magnet. A magnet the size of 3 coins stacked. It can stop up to 2 pounds of steel or other magnetic material it is in contact with from falling.
Mechanical Wings. While wearing these wings and not wearing heavy armor or exceeding its carrying capacity, a creature gains a flying speed of 20 feet. To benefit from this flying speed, the creature must be able to operate the wings, which requires a free hand.
Prince Rupert's Drop. A carefully blown droplet of glass, ready to explode at any moment. As an action, you can throw the droplet to a point you can see within 20 feet of you causing it to explode into millions of shards. Creatures within a 5 feet radius must succeed in a DC 17 Dexterity saving throw, or take 2d12 piercing damage.
Smoke Bomb. When thrown, this canister creates a 20-foot-radius sphere of fog centered on it. The sphere spreads around corners, and its area is heavily obscured. It lasts for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Sticky Bell. This tiny bell is covered in a strong adhesive and can very easily stick to any surface. As an action, you can draw the bell from its casing and make an attack against a creature, treating the bell as an improvised melee weapon with the thrown (20/60) property. On a hit, the bell sticks to the creature, causing it to make sound whenever it moves or takes an action. A creature can use its action to remove the bell, ending its effects.
Tripwire. When you use your action to set it, this string forms a discrete line that can make a creature trip over. When a creature that has at most 2 legs steps on the tripwire, it falls prone, destroying the tripwire. A bell of any kind can be attached to the tripwire, causing it to make sound when triggered.
| Name | Cost | Weight |
|---|---|---|
| Bola | 2 gp | 2 lbs. |
| Magnet | 100 gp | 0.5 lbs. |
| Mechanical Wings | 120 gp | 25 lbs. |
| Prince Rupert's Drop | 50 gp | 0.125 lbs. |
| Smoke Bomb | 10 gp | 1 lb. |
| Sticky Bell | 5 gp | 0.25 lbs. |
| Tripwire | 1 gp | 0.25 lbs. |
Mundane Creations
At 3rd level, you start to understand how different items are created and how they can be improved.
Tools of the trade. Your familiarity with Tinker's Tools and their versatility allows you to use a pair of Tinkers' Tools as Theives' Tools. You gain proficiency with Tinker's Tools, or, if you already have proficiency in Tinker's Tools, gain double proficiency in Tinker's Tools.
Potent Creations. Whenever an item you create forces a creature to make a saving throw, you can choose to set that saving throw's DC to 8 + your proficiency bonus + your Intelligence modifier.
Additionally, whenever an item you have created deals damage to a creature, it takes additional damage equal to your Intelligence modifier.
Favored Formulae
Choose four of the items detailed under the Adventuring Gear table (PHB p148). These are your Favored Formulae. You can choose two additional items as your Favored Formulae when you reach 9th, 13th and 17th level for a total of six, eight, and ten items, respectively.
Favored Formulae cost a quarter their normal price for your crafting (rounded up). By spending 1 hour with your tinker's tools over the course of a short or long rest, you can craft items from your list of Favored Formulae worth up to (5 + your Rogue level) gp total per day. You decide how many of each type of item you want to make. The maximum cost you can craft worth of these items increases as you gain levels in this class, increasing to 25 gp per day at 20th level. If an item in your favored formulae is worth less than 1 gp, you can spend 1 minute to craft it during the adventuring day.
Abacus
An abacus costs 25 cp to craft. You may craft an abacus in 1 minute.
Alchemist’s Fire
Alchemist’s Fire costs 6 gp and 25 cp to craft. You must have a set of alchemist's supplies to craft this.
Amulet
Amulets cost 1 gp and 25 cp to craft.
Arrows
20 arrows cost 25 cp to craft. You may craft 20 arrows in 1 minute.
Backpack
Backpacks cost 5 sp to craft. You may craft a backpack in 1 minute.
Ball bearings
1000 ball bearings cost 25 cp to craft. You may craft 1000 ball bearings in 1 minute.
Barrel
Barrels cost 5 sp to craft. You may craft a barrel in 1 minute.
Basket
Baskets cost 1 sp to craft. You may craft a basket in 1 minute.
Bedroll
Bedrolls cost 25 cp to craft. You may craft a bedroll in 1 minute.
Bell
Bells may be crafted for 2 sp and 5 cp. You may craft a bell in 1 minute.
Blanket
Blankets cost 1 sp and 3 cp to craft. You may craft a blanket in 1 minute.
Block and tackle
Block and tackles cost 25 cp to craft. You may craft a block and tackle in 1 minute.
Blowgun needles
50 Blowgun needles cost 25 cp to craft. You may craft 50 blowgun needles in one minute.
Bola
Bolas cost 5 sp to craft. You may craft a bola in 1 minute.
Book
Empty books cost 5 gp and 25 cp to craft.
Bucket
Buckets cost 1 cp to craft. You may craft a bucket in 1 minute.
Caltrops
20 caltrops cost 25 cp to craft. You may craft 20 caltrops in 1 minute.
Candle
Candles cost 1 cp to craft. You may craft a candle in 1 minute.
Chains
10 feet of chains costs 25 cp to craft. You may craft 10 feet of chains in 1 minute.
Chalk
Chalk costs 1 cp to craft. You may craft a piece of chalk in 1 minute.
Chest
Chests cost 1 gp and 25 cp to craft.
Climber's kit
Climber's kits cost 6 gp and 25 cp to craft.
Common clothes
'Clothes, common ' costs 1 sp and 3 cp to craft. You may craft 'clothes, common' in 1 minute.
Component pouch
Component pouches cost 6 gp and 25 cp to craft.
Costume
'Clothes, costume ' costs 1 gp and 25 cp to craft.
Crossbow bolt case
'Case, crossbow bolt' costs 25 cp to craft. You may craft a 'Case, crossbow bolt' in 1 minute.
Crossbow bolts
20 crossbow bolts cost 25 cp to craft. You may craft 20 crossbow bolts in 1 minute.
Crowbar
Crowbars cost 5 sp to craft. You may craft a crowbar in 1 minute.
Crystal
Crystals cost 2 gp and 5 sp to craft.
Emblem
Emblems cost 1 gp and 25 cp to craft.
Fine clothes
'Clothes, fine' costs 3 gp and 75 cp to craft.
Fishing tackle
Fishing tackles cost 25 cp to craft. You may craft a fishing tackle in 1 minute.
Flask
Flasks and tankards cost 1 cp to craft. You may craft a flask or tankard in 1 minute.
Flask of holy water
Holy water costs 6 gp and 25 cp to craft. You must have a set of alchemist's supplies to craft this.
Glass bottle
'Bottle, glass' costs 5 sp to craft. You may craft a 'bottle, glass' in 1 minute.
Grappling hook
Grappling hooks cost 5 sp to craft. You may craft a grappling hook in 1 minute.
Hammer
Hammers cost 25 cp to craft. You may craft a hammer in 1 minute.
Healer's kit
A healer's kit costs 1 gp and 25 cp to craft.
Healing Potion
Healing potions cost 12 gp and 5 sp to craft. You must have an alchemist's kit to craft this.
Hempen rope
50 feet of hempen rope costs 25 cp to craft. You may craft 50 feet of hempen rope in 1 minute.
Hourglass
An hourglass costs 6 gp and 25 cp to craft.
Hunting trap
Hunting traps cost 1 gp and 25 cp to craft.
Ink pen
Ink pens cost 1 cp to craft. You may craft an ink pen in 1 minute.
Iron pot
Iron pots and pans cost 5 sp to craft. You may craft iron pots and pans in 1 minute.
Iron Spikes
10 iron spikes cost 25 cp to craft. You may craft 10 iron spikes in 1 minute.
Jug
Jugs and pitchers cost 1 cp to craft. You may craft a jug or a pitcher in 1 minute.
Ladder
A 10 foot ladder costs 25 cp to craft. You may craft 10 feet of a ladder in 1 minute.
Lamp
Lanterns cost 1 sp and 3 cp to craft. You may craft a lantern in 1 minute.
Lock
Locks cost 2 gp and 5 sp to craft.
Magnet
Magnets cost 25 gp to craft.
Magnifying glass
Magnifying glasses cost 25 gp to craft.
Manacles
Manacles cost 5 sp to craft. You may craft a pair of manacles in 1 minute.
Merchant's Scale
A merchant's scale costs 1 gp and 25 cp to craft.
Mess kit
Mess kits cost 5 cp to craft. You may craft a mess kit in 1 minute.
Miner's pack
A miner's pack costs 5 sp to craft. You may craft a miner's pack in 1 minute.
Mirror
Mirrors cost 1 gp and 25 cp to craft.
Orb
Orbs cost 5 gp to craft.
Paper
One sheet of paper costs 5 cp to craft. You may craft a sheet of paper in 1 minute.
Parchment
One sheet of parchment costs 3 cp to craft. You may craft a sheet of parchment in 1 minute.
Piton
Pitons cost 1 cp to craft. You may craft a piton in 1 minute.
Pole
A 10 foot pole costs 1 cp to craft. You may craft a 10 foot pole in 1 minute.
Portable Ram
Portable rams cost 1 gp to craft.
Pouch
Pouches cost 1 sp and 3 cp to craft. You may craft a pouch in 1 minute.
Prince Rupert's Drop
Prince Rupert's Drops cost 12 gp and 5 sp to craft.
Quiver
Quivers cost 25 cp to craft. You may craft a quiver in 1 minute.
Reliquary
A reliquary costs 1 gp and 25 cp to craft.
Robes
Robes cost 25 cp to craft. You may craft a pair of robes in 1 minute.
Sack
Sacks cost 1 cp to craft. You may craft a sack in 1 minute.
Scroll case
'Case, map or scroll' costs 25 cp to craft. You may craft a 'case, map or scroll ' in 1 minute.
Shovel
Shovels cost 5 sp to craft. You may craft a shovel in 1 minute.
Signal Whistle
Whistles cost 1 cp to craft. You may craft a whistle in 1 minute.
Signet Ring
Signit rings cost 1 gp and 25 cp to craft.
Silk rope
50 feet of silk rope costs 2 gp and 5 sp to craft.
Sledge hammer
Sledge hammers cost 5 sp to craft. You may craft a sledge hammer in 1 minute.
Sling bullets
20 sling bullets cost 25 cp to craft. You may craft 20 sling bullets in 1 minute.
Smoke Bomb
Smoke bombs cost 2 gp and 5 sp to craft.
Soap
Soap costs 1 cp to craft. You may craft a bar of soap in 1 minute.
Spellbook
An empty spellbook costs 12 gp and 5 sp to craft.
Spyglass
A spyglass costs 250 gp to craft.
Staff
Staffs cost 1 gp and 25 cp to craft.
Sticky Bell
Sticky bells cost 1 gp and 25 cp to craft.
Tent
A tent costs 5 sp to craft. You may craft a tent in 1 minute.
Tinderbox
Tinderboxes cost 1 sp and 3 cp to craft. You may craft a tinderbox in 1 minute.
Torch
Torches cost 1 cp to craft. You may craft a torch in 1 minute.
Totem
Totems cost 25 cp to craft. You may craft a totem in 1 minute.
Traveler's clothes
'Clothes, traveler’s' cost 5 sp to craft. You may craft 'clothes, traveler’s' in 1 minute.
Tripwire
Tripwire costs 25 cp to craft. You may craft a tripwire in 1 minute.
Vial
An empty vial costs 25 cp to craft. You may craft an empty vial in 1 minute.
Vial of Acid
Acid costs 6 gp and 25 cp to craft. You must have a set of alchemist's supplies to craft this.
Vial of Antitoxin
Antitoxin costs 12 gp and 5 sp to craft. You must have a set of alchemist's supplies to craft this.
Vial of Ink
Ink cost 2 gp and 5 sp to craft. You must have a set of alchemist's supplies to craft this.
Vial of Oil
Oil costs 3 cp to craft. You must have a set of alchemist's supplies to craft this.
Vial of Perfume
Perfume costs 1 gp and 25 cp to craft. You must have a set of alchemist's supplies to craft this.
Vial of Poison
Poison costs 25 gp to craft. You must have a set of alchemist's supplies to craft this.
Vial of Sealing Wax
Sealing wax costs 1 sp and 3 cp to craft. You must have a set of alchemist's supplies to craft this. You may craft sealing wax in 1 minute.
Wand
Wands cost 2 gp and 5 sp to craft.
Waterskin
Waterskins cost 5 cp to craft. You may craft a waterskin in 1 minute.
Whetstone
Whetstones cost 1 cp to craft. You may craft a whetstone in 1 minute.
Wooden staff
Wooden staffs cost 1 gp and 25 cp to craft.
Yew wand
Yew wands cost 2 gp and 5 sp to craft.
Junkyard Survival
Starting at 3rd level, while crafting an item in your list of favored formulae, you may scavenge for material scraps to reduce the material cost of your designs. If you choose to do so, the amount of gp you need to expend for your crafting is reduced by a number equal to your Rogue level + your Intelligence modifier.
Collecting scraps does not speed up or slow down the creation process and these scraps have no value to others, as they are simply stray pieces of wood, stone, metal, or other materials, specifically collected for the design you're currently working on.
Depending on your environment, your DM may determine that you can not find appropriate scraps for your design. Additionally, an item made this way looks rough and impractical; you have disadvantage and suffer a -5 penalty on charisma checks made to sell such an item.
Fast Hands
Starting at 9th level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
You also gain the ability to, as an action in combat, craft an item worth less than 1 gold that's in your list of favored formulae.
Windup Construct
When you reach 13th level, you can craft a MK1 clockwork companion. This costs 50 gp and takes around 10 days worth of work for a single person. Once you build the companion, you can choose one language for it to understand, although it cannot speak.
A clockwork companion has the form of any tiny animal, such as a bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, rat, raven, spider, or weasel. It has the statistics of the chosen animal, though it is a tiny construct instead of a tiny beast and has a speed of 30 feet or a flying speed of 20 feet (your choice). It has immunity to poison and psychic damage, as well as the charmed, frightened, poisoned conditions.
The clockwork companion remains inactive until a creature takes the Use an Object action on the companion to wind it's winding key. For the next minute, the clockwork companion springs to life. The person who activated the companion can give a task to the companion as an action. The companion obeys the activator's commands as best as it can. It takes its turn on their initiative, unless activated before combat. If the activator is incapacitated or absent, the companion acts on its own, focusing on accomplishing the last task the activator gave it before returning to the activator. The companion can take any action except the Attack action. It can also take the Distract action.
When the companion takes the Distract action, all creatures within 15ft. of the companion are distracted until the companion's next turn. Distracted creatures make Dexterity Saving throws, and Wisdom (Perception) checks on anything (except for the companion) with disadvantage. Attacks against distracted enemies have advantage.
You can upgrade your clockwork companion. For every upgrade, you increase one of your companion's base stats by 1, to a maximum of 20, add an extra 1d4 to its maximum health, and add 5ft. of movement to the companion's flying speed (if the companion can already fly). You can only upgrade a companion a maximum of 2 times to MK3. Moreover, the amount of active time your companion has before needing to be winded again increases per upgrade level. Every upgrade costs the amount of time and gold as shown in the Upgrade table.
Upon reaching MK3, your companion becomes a small construct instead of a tiny construct, but can compactify itself to fit smaller compartments if need be. Moreover, you can add different gadgets, functions, and modifications to a MK3 companion, the time and cost of which is determined by your DM.
After the companion drops to 0 hit points, or after it takes damage, you can spend a minute to repair its corpse, healing it to full hit points. The companion is destroyed and can't be repaired if the remaining damage equals or exceeds its hit point maximum.
| Upgrade Level | Active Time | gp Cost | Build Time Cost |
|---|---|---|---|
| MK1 | 1 minute | 50 | 10 days |
| MK2 | 10 minutes | 100 | 20 days |
| MK3 | 1 hour | 150 | 30 days |
Preparation Work
Beginning at 17th level, you can lay mechanical traps on the ground, setting the stage to suit your needs. While crafting an item, you can spend another 10 gp to encase it in an intricate trap design, that allows you to program it. When crafting a trap in this way, you may specify a trigger and how the trap should act.
The trap can only cause the original item's effect, but how it does so may vary; for example, a trap made with a base of Alchemist's Fire may include a magic sensor that, when activated, flings the flask of Alchemist's Fire towards where the magic sensor detected the casting of a spell.
You can plant a trap on the ground or a wall by taking the Use an Object action, and once you do so, it can be discovered by a successful Investigation check against your passive Stealth.
At your DM's discretion, a trap may be triggered more than once, if it makes sense for it to do so. Otherwise, once triggered, the trap cannot be used again.
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Posted Oct 22, 2024Can you add the new 2024 rogue class to this so the subclass will work with the new rogue? Thanks!