Rogue
Base Class: Rogue

Enemies of the law, the Outlaw chooses to live as they please. Unlike thieves, they do not align with guilds often and choose to enact their personal freedom alone. Sometimes for good, often times for evil. [Bugs Fixed]

Influence of a Bastard

Most outlaws gain influence and fame quickly. While in towns, most people will already know who you are and alert the guard. To get out of such situations, they use their influence and myth of their name to persuade and intimidate the common folk. Add your proficiency to charisma ability checks, and you are advantaged on intimidation checks against those without noble nor soldier backgrounds.

Unsavory Tactics

You gain a few mischievous tactics to gain advantages based on your personal style. You have five tactics of choice, but you only can have two.

Blindfire

You close your eyes and fire any ranged weapon you possess. Against single targets, you are disadvantaged on this attack. Against dense groups, you are not disadvantaged and everyone in the hoard must roll a wisdom saving throw or have the frightened of you for 1 minute.

Bolas

You throw a bola at a creature as a reaction to a creature going within 30ft of you, or rolling initiative against you. The creature must roll a DEX save of 15 or be prone and restrained. While a creature is caught, they can use their action to release themselves, requiring an Athletics check of 13 or more. At level 3, you can only target medium or smaller creatures. At level 9, you can target large creatures. At level 14, you can target huge creatures. At level 20, you can target Gargantuan creatures. If the creature lacks legs, or are incorporeal, they cannot be set prone and roll their save against becoming restrained at advantage.

Hemlock Slip

When attacking with a melee weapon, you can activate your hemlock sip to pump poison into the target from the weapon. The creature must roll a CON save and on failure they take 1d12 poison damage and have the poisoned condition. On success, they take half damage and are not poisoned.

Pocket Sand

You pull out a sand or dust from your pockets and blast a cone of 15ft in the eyes any creature in the area. They must roll a CON save or be blinded for 1 minute. On success, nothing happens to the creature.

Smash and Grab

An action that allows you to strike and steal in one motion. The attack deals 1+ your DEX modifier bludgeoning damage. You can snatch any object off their person as long as you have hit the target and the object is no larger than 5lbs.

Secret Techniques

Your affinity to Rangers allowed you to borrow one of three skills.

Hydra-Shot

You can fire multiple ammo from one point: like three arrows in one shot. You pick a target, and any creature within a 10ft radius of them will also be shot. You can only roll one attack roll for the whole group of targets.

Quick-shot

You have the ability to use a two-handed, Ranged weapon as a bonus action.

Trick-shot

Three times + Proficiency per long rest, you can spend a trick-shot to ricochet your ranged weapon's ammo after failing to hit a target. The trick-shot doesn't have to target the original target as it's considered an all new attack that originates from any surface the ammo would've landed.

Violent Techniques

Your affinity to Rogues has given you a brutal skill.

Blade Enthusiast

You have knives... a TON of them. As long as you have slots, you can attack with various disposable shivs for 1d4 per blade. You have 10 shivs per long rest and you can use them as an action, bonus action, and/or a reaction.

Sharpshooter

You magically enhance your ranged weapons to have the force of cannons. While active, you can shoot through 5ft of material other than metal, your can only pierce through 1ft. Your ranged weaponry also deal an additional 10d4 force damage on hit.

Trapper

You are able to setup a bear trap. You arm yourself with your WIS bonus per long rest and they take a bonus action to set up. Creatures are able to detect them if their passive perception surpasses your sleight of hand, and you can make it more difficult by using your action to conceal it magically. This requires creatures to make a WIS saving throw of 15, unless they have true sight. On failure, they are unaware of the trap's location and are restrained when they step onto it. Also, they will take 1d6 piercing damage initially, and 1d6 piercing damage for every turn unless they are healed or they die.

Relics for the Outlaw

You gain access to a heroic or villainous relic of your choice. As you level up and become more resistant to the powerful magics, you gain access to more relics.

Ace of Spades

A villainous boon, the Ace of Spades allows you to reroll the damage on your Sneak Attack once per long rest. You have to use the damage on the new roll. The weight on your smash and grab is raised to 7lbs or less.

Black Silken Glove

A heroic relic, the black silken glove is a physicals representation of your smoothness as a criminal. It allows you to have +1 to all DEX ability scores, and if you have the Pocket Sand Unsavory Tactic, you can use Pocket Ash. Pocket Ash is the same as pocket sand but deals 2d12 fire damage, and must roll a CON save of 13 at the start of each turn or take 1d12 fire damage. The burning will last until the creature succeeds the save.

Brass Glasses with a Scope

A heroic boon, you gain hunter's mark.

Crimson Roots

A villainous relic, the crimson roots attach to your weapon of choice. List the weapon as a pact weapon and you can use the roots to sacrifice 1d4 health and deal 2d4 necrotic damage on your next attack.

Jar of an Angel's Last Breath

A heroic relic, you can cast commune once a day.

Mimic Pendant

A villainous relic, this thing will annoy you add infinitum. It talks to you constantly and nobody else can hear it. If you concentrate, the pendant will tell you various random things that can translate into magical code. Once per long rest, you can decipher it's rambling and gain a random one time use spell. Roll [roll]1d100[/roll] to determine the spell the mimic tells you of.

1 absorb elements
2 alarm
3 animal friendship
4 bane
5 beast bond
6 bless
7 burning hands
8 catapult

9 charm person
10 chromatic orb
11 color spray
12 command
13 comprehend languages
14 create or destroy water
15 cure wounds
16 detect evil and good
17 detect magic
18 detect poison and disease
19 disguise self
20 dissonant whispers
21 divine favor

22 divine smite
23 ensnaring strike
24 entangle
25 expeditious retreat
26 faerie fire
27 false life
28 feather fall
29 find familiar
30 fog cloud
31 goodberry
32 grease
33 guiding bolt
34 healing word
35 hellish rebuke
36 heroism
37 hex
38 hunter's mark
39 ice knife
40 identify
41 illusory script
42 inflict wounds
43 jump
44 longstrider
45 mage armor
46 magic missile

47 protection from evil and good
48 purify food and drink
49 ray of sickness
50 sanctuary
51 searing smite
52 shield
53 shield of faith
54 silent image
55 sleep
56 speak with animals
57 Tasha's hideous laughter
58 Tenser's floating disc
59 thunderwave
60 unseen servant

61 Aganazzar's scorcher
62 aid
63 animal messenger
64 arcane lock
65 augury
66 barkskin
67 blindness/deafness
68 blur
69 branding smite
70 calm emotions
71 darkness
72 detect thoughts

73 dragon's breath
74 dust devil
75 earthbind
76 enhance ability
77 enlarge/reduce
78 enthrall
79 find steed
80 find traps
81 flame blade
82 flaming sphere
83 gust of wind
84 heat metal
85 hold person
86 invisibility
87 knock
88 lesser restoration
89 levitate
90 locate animals or plants
91 magic mouth
92 magic weapon
93 Maximilian's earthen grasp
94 Melf's acid arrow
95 mind spike
96 mirror image
97 misty step
98 moonbeam
99 pass without trace

100 fireball :)

 

 

Pipe of Mirrors

A heroic relic, you can summon a thick fog that creates 1d6 copies of you. Creatures within the fog must roll an INT saving throw of 16, or believe the copies are actually you. Creatures that are fooled will target the copies until they are all dispersed. Copies of you will die in one hit, and when using them to attack, they deal half damage and the damage type is psychic. The copies cannot use sneak attack.

Shrunken Head

A villainous boon, the shrunken head is afraid of everything. As a reaction to you being hit, the shrunken head will screech violently out of fear. All creatures in a 15 foot emanation of you must roll a CON save of 12 or take 4d20 thunder damage. Creatures that succeed will take no damage and you are afraid of them until the end of your next turn.

Smoke Bomb

A heroic boon, you can use your reaction to fade into the smoke. If you attack the creature that struck you, trigger sneak attack for no action. If you move away instead, the creature cannot use opportunity attacks against you.

Snake Coiled Pommel

A villainous relic, the snake coiled pommel awakens when you draw blood. For one hour, all attacks will inflict the poisoned condition. Once the hour is up, the snake goes to sleep until your next long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
10/11/2026 3:23:40 AM
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