Rogue
Base Class: Rogue

Subclass Overview

Courtblades are rogues trained to survive and thrive among the upper levels of society: noble courts, merchant councils, dueling academies, embassy balls, private salons, masked galas, and the glittering dens of old money. Where Masterminds manipulate from behind the curtain, Courtblades step directly onto the marble floor, bow with perfect grace, and turn etiquette into a weapon.

These rogues are not merely thieves in fine clothing. They are trained social duelists, scandal artists, intelligence gatherers, and aristocratic operators. They know how to read a room, provoke a rival into a fatal mistake, win a duel without appearing to start one, and move through circles where violence is not forbidden, merely formalized.

In Aetheris, Courtblades are common among Velkarian trade houses, Shirohami noble courts, Draymari officer circles, Aekorran dynasties, Concord salons, dueling academies, masked societies, and Crimson Heir/Heiress bloodlines.

Courtblade Features

Rogue Level

Feature

3rd

Courtly Education, Salon Tactician, Opening Courtesy

9th

Elegant Provocation

13th

Scandal and Steel

17th

The Last Word

3rd Level: Courtly Education

When you choose this archetype at 3rd level, you gain the training necessary to pass through elite society without appearing out of place.

You gain proficiency in two of the following skills of your choice: Deception, History, Insight, Performance, Persuasion, or Sleight of Hand.

You also gain proficiency with one of the following: Calligrapher’s Supplies, Disguise Kit, Forgery Kit, one gaming set, or one musical instrument.

In addition, you learn two languages of your choice, or one language and one courtly cant, noble cipher, dueling code, trade-house shorthand, or factional etiquette system approved by your DM.

High Society Bearing

You can use your Cunning Action to take the Help action, but only to aid a creature’s Charisma check, Wisdom (Insight) check, Intelligence (History) check, or an attack roll made against a creature within 30 feet of you that can see or hear you.

When you use Help in this way, the target of your aid may add your Charisma modifier to the roll if it benefits from your Help, provided the roll is made before the start of your next turn.

This is the Courtblade’s social cousin to the Mastermind’s tactical aid: not just “strike there,” but “now, while their pride is overextended.”

3rd Level: Salon Tactician

You are trained to read the battlefield as if it were a ballroom and the ballroom as if it were a battlefield.

When you make an Intelligence (Investigation), Wisdom (Insight), or Charisma (Persuasion) check to assess a social gathering, negotiation, courtly dispute, formal duel, faction meeting, or noble event, you can treat a roll of 7 or lower on the d20 as an 8.

In addition, after spending at least 1 minute observing a creature that is speaking, negotiating, performing, boasting, threatening, or participating in a formal social setting, you can learn one of the following facts about it, chosen by the DM or determined by your line of questioning:

  • Whether its Charisma score is higher, lower, or equal to yours.
  • Whether it is proficient in Deception, Insight, Intimidation, or Persuasion.
  • Whether it is concealing strong fear, anger, attraction, contempt, or desperation.
  • Whether it holds social leverage over another visible creature in the scene.
  • Whether it is likely to accept a duel, wager, invitation, bribe, or private meeting.

You do not learn hidden magical protections, exact class levels, or secret allegiances unless the DM determines they are visible through behavior.

3rd Level: Opening Courtesy

You have mastered the first cut: the elegant remark, the formal bow, the measured step, the conversational snare.

When you roll initiative and are not surprised, you can choose one creature you can see within 60 feet. Until the end of your first turn, you have advantage on your first attack roll or Charisma check against that creature.

If the chosen creature is in a formal social environment, a duel, a negotiation, a courtly function, or a scene where etiquette matters, you can also add your Charisma modifier to your initiative roll.

You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

9th Level: Elegant Provocation

By 9th level, you can provoke a rival into exposing weakness without appearing to be the aggressor. Your insults wear perfume. Your invitations have teeth.

As a bonus action, choose one creature within 60 feet that can hear and understand you. Make a Charisma (Deception), Charisma (Performance), or Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you succeed, choose one of the following effects:

Draw the Eye

The creature becomes fixated on you until the start of your next turn. During that time, it has disadvantage on Wisdom (Perception) checks made to notice creatures other than you, and the next attack roll made by one of your allies against it has advantage.

Force the Courtesy

The creature cannot make opportunity attacks against creatures other than you until the start of your next turn.

Break Composure

The creature has disadvantage on the next Charisma check or Wisdom saving throw it makes before the start of your next turn.

Invite the Duel

The creature has disadvantage on attack rolls against creatures other than you until the start of your next turn, provided you remain conscious and visible to it.

You can use Elegant Provocation a number of times equal to your Charisma modifier, minimum of once, and you regain all expended uses when you finish a long rest.

13th Level: Scandal and Steel

At 13th level, you have learned to turn secrets, posture, and reputation into battlefield pressure.

When you use Sneak Attack against a creature that is charmed by you, frightened of you, affected by your Elegant Provocation, or socially compromised by information you possess, you can choose one additional effect:

Public Humiliation

The target must succeed on a Wisdom saving throw or have disadvantage on the next attack roll, ability check, or saving throw it makes before the end of its next turn.

Quiet Threat

You can move up to half your speed without provoking opportunity attacks from the target.

Reputation Cut

Until the end of your next turn, the target cannot benefit from advantage on Charisma checks, and creatures of your choice within 30 feet have advantage on Wisdom (Insight) checks made against it.

Duelist’s Wound

The target takes additional psychic damage equal to your Charisma modifier, minimum of 1, as your strike lands with surgical precision and social cruelty.

The saving throw DC for this feature equals:

8 + your proficiency bonus + your Charisma modifier

You can use this feature once per turn.

17th Level: The Last Word

At 17th level, you become a master of final exchanges: the killing riposte, the devastating revelation, the sentence that ruins a dynasty.

When a creature you can see within 60 feet misses you with an attack, fails a saving throw against one of your rogue features, or fails a contested check against you, you can use your reaction to deliver the Last Word.

Choose one of the following effects:

Final Riposte

You may make one weapon attack against the triggering creature if it is within your weapon’s range. If the attack hits, you can apply your Sneak Attack damage even if you have already used Sneak Attack this turn.

Ruinous Revelation

You reveal, imply, or magically emphasize a devastating truth, accusation, or social weakness. The creature must make a Wisdom saving throw. On a failure, it is frightened of you until the end of your next turn. If it is immune to being frightened, it instead has disadvantage on attack rolls against you until the end of your next turn.

Command the Room

Choose a number of creatures up to your Charisma modifier within 30 feet of you who can see or hear you. Each chosen creature can immediately move up to half its speed without provoking opportunity attacks, provided that movement does not bring it closer to the triggering creature.

Perfect Reversal

You turn the failure into a social or tactical collapse. The next attack roll made against the triggering creature before the end of your next turn has advantage, and if that attack hits, it deals additional damage equal to your rogue level.

Once you use The Last Word, you cannot use it again until you finish a short or long rest.

Courtblade Role in Aetheris

Courtblades thrive wherever status has rules and violence has witnesses. They are especially common in:

  • Velkarian merchant houses, where contracts and blackmail are twin currencies.
  • Shirohami noble courts, where etiquette, bladecraft, poetry, and vengeance often share the same table.
  • Draymari officer academies, where dueling forms and military honor shape reputation.
  • Aekorran dynastic circles, where bloodline politics can decide the fate of cities.
  • The Concord of Veltrion, especially among diplomats, masked agents, and salon spies.
  • The March of Draeven, where military nobility and guild influence collide.
  • Crimson Heir/Heiress families, where an inheritance may include estates, enemies, curses, and knives.

Courtblades may serve as formal seconds in duels, noble investigators, scandal suppressors, elite spies, diplomatic escorts, social assassins, or professional arbiters of insult and honor.

Suggested Backgrounds

The Courtblade pairs especially well with:

  • Crimson Heir/Heiress
  • Noble
  • Courtier
  • Spy
  • Charlatan
  • Black Contractor
  • Guild Envoy
  • Refined Firearm User
  • Masquerade Diplomat
  • Dueling Academy Graduate

Suggested Ability Scores

A Courtblade benefits most from:

Dexterity for weapons, stealth, and dueling.
Charisma for social dominance, provocation, and subclass features.
Intelligence or Wisdom for reading politics, history, lies, and leverage.

A typical Courtblade might prioritize:

Dexterity > Charisma > Wisdom or Intelligence

Suggested Equipment

Courtblades often favor elegant, concealable, or socially acceptable weapons and tools:

  • Rapier
  • Dagger
  • Cane sword
  • Stiletto
  • Light crossbow or hand crossbow
  • Dueling pistol, where firearms are available
  • Fine clothes reinforced for movement
  • Signet ring
  • Calling cards
  • Perfumed gloves
  • Hidden sheathes
  • Forged invitations
  • Court mask
  • Poisoner’s compact
  • Ledger of favors
  • House brooch or dueling academy pin

Courtblade Character Concepts

The Crimson Second

You served as a formal witness and dueling advisor for noble houses. You know how to make a duel legal, how to make a murder look like a duel, and how to make a coward accept one.

The Silkknife Diplomat

You were trained to attend treaty banquets, embassy balls, and inheritance hearings. Your blade is rarely drawn, but your words have toppled more people than steel.

The Disgraced Academy Prodigy

You were the finest student of a prestigious dueling academy until scandal, betrayal, or forbidden romance ended your rise. Now you carry both the academy’s techniques and its shame.

The Merchant House Viper

You serve a trade family whose ledgers reach across Aetheris. You collect debts, silence rivals, expose frauds, and ensure contracts are honored.

The Rose Masque Operative

You move through masked revels and private salons, gathering secrets for a hidden faction. Your true face is less dangerous than the one you wear in public.

Courtblade Summary

The Courtblade is a social duelist rogue designed for intrigue-heavy campaigns, noble courts, formal duels, faction politics, and upper-class espionage. It builds from the Mastermind’s tactical manipulation but trades battlefield command for aristocratic precision, social leverage, and elegant provocation.

A Courtblade does not merely sneak past guards. They are invited inside, compliment the host, learn where the family vault is, arrange a duel with the heir, and leave before dessert with three secrets and a signed apology.

"In the gutter, a knife must be hidden. In court, it need only be admired."

Courtly Education

When you choose this archetype at 3rd level, you gain the training necessary to pass through elite society without appearing out of place.

You gain proficiency in two of the following skills of your choice: Deception, History, Insight, Performance, Persuasion, or Sleight of Hand.

You also gain proficiency with one of the following: Calligrapher’s Supplies, Disguise Kit, Forgery Kit, one gaming set, or one musical instrument.

In addition, you learn two languages of your choice, or one language and one courtly cant, noble cipher, dueling code, trade-house shorthand, or factional etiquette system approved by your DM.

High Society Bearing

You can use your Cunning Action to take the Help action, but only to aid a creature’s Charisma check, Wisdom (Insight) check, Intelligence (History) check, or an attack roll made against a creature within 30 feet of you that can see or hear you.

When you use Help in this way, the target of your aid may add your Charisma modifier to the roll if it benefits from your Help, provided the roll is made before the start of your next turn.

This is the Courtblade’s social cousin to the Mastermind’s tactical aid: not just “strike there,” but “now, while their pride is overextended.”

Salon Tactician

You are trained to read the battlefield as if it were a ballroom and the ballroom as if it were a battlefield.

When you make an Intelligence (Investigation), Wisdom (Insight), or Charisma (Persuasion) check to assess a social gathering, negotiation, courtly dispute, formal duel, faction meeting, or noble event, you can treat a roll of 7 or lower on the d20 as an 8.

In addition, after spending at least 1 minute observing a creature that is speaking, negotiating, performing, boasting, threatening, or participating in a formal social setting, you can learn one of the following facts about it, chosen by the DM or determined by your line of questioning:

  • Whether its Charisma score is higher, lower, or equal to yours.
  • Whether it is proficient in Deception, Insight, Intimidation, or Persuasion.
  • Whether it is concealing strong fear, anger, attraction, contempt, or desperation.
  • Whether it holds social leverage over another visible creature in the scene.
  • Whether it is likely to accept a duel, wager, invitation, bribe, or private meeting.

You do not learn hidden magical protections, exact class levels, or secret allegiances unless the DM determines they are visible through behavior.

Opening Courtesy

You have mastered the first cut: the elegant remark, the formal bow, the measured step, the conversational snare.

When you roll initiative and are not surprised, you can choose one creature you can see within 60 feet. Until the end of your first turn, you have advantage on your first attack roll or Charisma check against that creature.

If the chosen creature is in a formal social environment, a duel, a negotiation, a courtly function, or a scene where etiquette matters, you can also add your Charisma modifier to your initiative roll.

You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Elegant Provocation

By 9th level, you can provoke a rival into exposing weakness without appearing to be the aggressor. Your insults wear perfume. Your invitations have teeth.

As a bonus action, choose one creature within 60 feet that can hear and understand you. Make a Charisma (Deception), Charisma (Performance), or Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you succeed, choose one of the following effects:

Draw the Eye

The creature becomes fixated on you until the start of your next turn. During that time, it has disadvantage on Wisdom (Perception) checks made to notice creatures other than you, and the next attack roll made by one of your allies against it has advantage.

Force the Courtesy

The creature cannot make opportunity attacks against creatures other than you until the start of your next turn.

Break Composure

The creature has disadvantage on the next Charisma check or Wisdom saving throw it makes before the start of your next turn.

Invite the Duel

The creature has disadvantage on attack rolls against creatures other than you until the start of your next turn, provided you remain conscious and visible to it.

You can use Elegant Provocation a number of times equal to your Charisma modifier, minimum of once, and you regain all expended uses when you finish a long rest.

Scandal and Steel

At 13th level, you have learned to turn secrets, posture, and reputation into battlefield pressure.

When you use Sneak Attack against a creature that is charmed by you, frightened of you, affected by your Elegant Provocation, or socially compromised by information you possess, you can choose one additional effect:

Public Humiliation

The target must succeed on a Wisdom saving throw or have disadvantage on the next attack roll, ability check, or saving throw it makes before the end of its next turn.

Quiet Threat

You can move up to half your speed without provoking opportunity attacks from the target.

Reputation Cut

Until the end of your next turn, the target cannot benefit from advantage on Charisma checks, and creatures of your choice within 30 feet have advantage on Wisdom (Insight) checks made against it.

Duelist’s Wound

The target takes additional psychic damage equal to your Charisma modifier, minimum of 1, as your strike lands with surgical precision and social cruelty.

The saving throw DC for this feature equals:

8 + your proficiency bonus + your Charisma modifier

You can use this feature once per turn.

The Last Word

At 17th level, you become a master of final exchanges: the killing riposte, the devastating revelation, the sentence that ruins a dynasty.

When a creature you can see within 60 feet misses you with an attack, fails a saving throw against one of your rogue features, or fails a contested check against you, you can use your reaction to deliver the Last Word.

Choose one of the following effects:

Final Riposte

You may make one weapon attack against the triggering creature if it is within your weapon’s range. If the attack hits, you can apply your Sneak Attack damage even if you have already used Sneak Attack this turn.

Ruinous Revelation

You reveal, imply, or magically emphasize a devastating truth, accusation, or social weakness. The creature must make a Wisdom saving throw. On a failure, it is frightened of you until the end of your next turn. If it is immune to being frightened, it instead has disadvantage on attack rolls against you until the end of your next turn.

Command the Room

Choose a number of creatures up to your Charisma modifier within 30 feet of you who can see or hear you. Each chosen creature can immediately move up to half its speed without provoking opportunity attacks, provided that movement does not bring it closer to the triggering creature.

Perfect Reversal

You turn the failure into a social or tactical collapse. The next attack roll made against the triggering creature before the end of your next turn has advantage, and if that attack hits, it deals additional damage equal to your rogue level.

Once you use The Last Word, you cannot use it again until you finish a short or long rest.

Courtblade Image

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