Rogue
Base Class: Rogue

These rogues are cunning schemers through and through, both in combat as well as in social situations. They might be Machiavellian speakers or diplomats with ulterior motives. They make compelling arguments, but somehow they always seem to profit most from the outcomes. They have also studied the art of warfare and understand how the battlefield works. They know how to use their allies strengths or to capitalize on their weaknesses. Be sure to always watch your back when these rogues are around!

Rhetorician

In order to get people to your cause, you must make good empirical arguments. When you choose this archetype at 3rd level, you gain proficiency in the Persuasion and History skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Strategem

Combat is always about set-up and pay-off. Whenever one of your allies is within 5ft of your target and has attempted to attack it last round, you gain advantage on your attack roll.

Rebuttal

When another authority tries to present their opinions as irrefutable, you can expertly put up your glasses and go: "Well, actually ...". At 9th level, you become immune to being charmed. Additionally, when someone is trying to charm a group or persuade them, you can provide a counterargument. All creatures within 30 ft of you gain advantage on saving throws against being charmed. If the speaker is not using magic, you can roll persuasion with advantage against someone else who is trying to persuade a group or an individual. If your roll is higher, everyone who can hear you is more likely to believe you over the initial speaker.

Tactician

You understand strategy and can advise your allies how to fight. Beginning at 13th level, you have a strategical dice pool of d6s equal to your sneak attack damage divided by two, rounded down. You can use your bonus action to instruct an ally that can hear you. You can hand them one of the strategical dice. On their next turn, they can add this dice to either and attack roll or damage roll for a melee or ranged attack. If they don't use it in the next round, it goes back into your pool. You regain all expended uses when you finish a long rest.

At 17th level you can give them 2 dice at once.

Betrayal

Et tu, Brutus. Sometimes you have to sacrifice a friend if it is justified by the goal. At 17th level, when you use uncanny dodge and there is an ally within 5ft of you, you can hide behind them to let them take half the damage while you take none.

Additionally, when you are standing within 5ft of an ally who has one or more of your strategical dice, you can use your reaction to use them as a meat shield. Roll a d6 and subtract it from your allies AC, while adding it to your own. This lasts until the start of your turn.

You can use each feature once and have to finish a long rest to regain this use.

This feature does not specify choosing a willing ally, as in character it would defeat the flavor of a sudden betrayal. However, it is important to get consent from the other player out of character to do this.

Narratively, your characters might be weary of the rogues betrayal before they finish a long rest. You could also roleplay some party friction or a proper apology if the betrayal had a big impact in the fight.

Comments

Posts Quoted:
Reply
Clear All Quotes