Rogue
Base Class: Rogue

Your time at the bar and on the street has served you well. You can find this archetype as a card shark at your local house of games of chance or a "magician" in a tavern swindling money from suckers who think they know better. You’ve learned to throw cards with deadly accuracy, improvise weapons, and blend in with high society. Masters of hiding in plain sight, you are the ultimate Gentleman, Warrior, and Scoundrel.

 

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with deception, improvised weapons, and with the playing card set. If you were already proficient in Deception, you may choose another rogue skill.

Improvised Weapon

You deal 1d4 + 3 Damage with improvised weapons. Your damage changes to 1d6 + 6 at 9th level, and to 1d8 + 9 at 15th level.

Wanna Know How It's Done?

Your penchant for games has afforded you the ability to subtly manipulate fortune to your favor. When you choose this archetype at 3rd level, you learn the Guidance cantrip. Starting at 9th level, it has a range of 30 feet for you, and you can cast it as a bonus action.

Agent's Gambit

Also at 3rd level, you gain proficiency with one of the following gaming sets: dragonchess set, dice set, or playing card set. The gaming set you choose grants you an Agent’s Gambit, as detailed below. If you are proficient in multiple types of gaming sets, you must choose which gambit to use when you gain this feature. You can change your choice of gambit whenever you gain a level in this class.

Gentleman

As a bonus action on your turn, you can execute one of the following chess maneuvers. You can use a bonus action in this way a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a long rest.

  • Dragon: Choose a creature you can see within 30 feet of you. The first time that creature makes a successful attack roll before the start of your next turn, they deal extra damage equal to your level in this class.
  • Griffon: Your movement speed increases by 10 feet, and your movement does not provoke opportunity attacks. These benefits last until the start of your next turn.
  • Sylph: You and all friendly creatures within 5 feet of you have advantage on Dexterity saving throws until the start of your next turn.

Scoundrel

Scoundrel’s Card Throw:

You have developed a fighting style based around the cartomancy of the Seven-Acre Shwood. You have your own deck of 13 enchanted and poison coated steel playing cards. If you have not yet used your Sneak Attack this turn, you can use your action to take one of these cards and attack a creature within 30 feet with it. The attack roll for this feature uses your Dexterity modifier, and on a hit, it deals slashing damage equal 1d4 + your Dexterity modifier. When you roll for damage, look at the number rolled on the d4. The attack gains a random effect based on the number rolled, as detailed in the Wild Card Suit table below. You can attack using a card in this manner a number of times equal to 4 + your Charisma modifier (maximum of 9), and must reapply all poisons and enchantments after a long rest.

Wild Card Suit Table

Damage Die (d4)

  • Blade: Roll your Sneak Attack damage and add it to your razor card’s damage. At the start of its next turn, the target takes additional damage equal to half the Sneak Attack damage rolled.
  • Shackle: Until the start of your next turn, the target’s speed is halved. It can’t make more than one attack on its turn while its speed is reduced in this way.
  • Heart: Roll your Sneak Attack damage and add it to your razor card’s damage. You also immediately regain a number of hit points equal to the half the damage dealt. Any excess hit points regains become temporary hit points.
  • Wild Ace: This card morphs suits depending on the dealer’s wishes. Choose Blade, Shackle, or Heart. The card then immediately gains the suit’s respective effect.

Warrior

Warrior’s Passtime:

When a creature targets you with an attack, you can use your reaction to spend one die from the pool and subtract the number rolled from the attack. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll hits or misses. Starting at 9th level you can spend up to two dice from the pool at once, and starting at 17th level you can spend up to three dice at once. You regain all expended dice from your loaded dice pool when you complete a long rest.

"Go Away Bad Guys!"

As a bonus action, you can disappear with a dramatic toss of an improvised flashbang. You must yell the incantation "Go Away Bad Guys!" when using this ability. Each creature within 10 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier), taking 4d10 force damage on a failed save or half as much on a successful one. Additionally, the flashbang creates a loud pop audible within 100 feet.

You then teleport yourself to an unoccupied space that you can see within 120 feet of your original location. Once you have used this ability, you cannot use it again until you have finished a short or long rest.

 

Twist of Fate

After rolling initiative but before the first turn of combat, you can choose to swap places in the initiative order with one creature you can see. If the creature is one of your allies, that ally must agree to swapping initiative with you.

Joker Wild

As a bonus action on your turn, you can take on an incorporeal form, during which you gain the following benefits:

  • You regain expended power for your Agent’s Gambit feature:
    • Scoundrel. You regain all spent uses of that feature.
    • Warrior. You regain all spent uses of that feature.
    • Gentleman. You regain all spent dice.
  • Your movement speed is doubled.
  • You gain resistance to all damage, and are immune to the grappled, paralyzed, stunned, and restrained conditions.
  • You can move through objects and creatures as if they were difficult terrain. If you end your turn inside a creature, the creature takes 1d10 force damage and is shunted into an adjacent space within 5 feet of their original location.

This incorporeal state lasts for one minute, or until you are incapacitated. Once you use this feature, you cannot use it again until you complete a long rest.

Tools of the Trade

 

Rogue’s Ring: No one expects a simple little ring to be a tool used in escapology, but Rogue Master Brushwood has provided you with just such a ring. Under fire, it's easy to forget your battle plan. With this ring, you'll always be prepared for just about anything. When wearing this ring, you can use a bonus action to try to escape any physical restraints placed on you and may add your proficiency bonus made to rolls to escape physical restraints.

False Identity: Captain Murphy has taught you that a true Quasi-Modern Rogue needs to be able to pass through any checkpoint in their way and will need documents for any situation. Once per 1d4 days, you can craft one false identity for yourself and forge any and all necessary documents for your fake persona. These documents hold up to most forms of identification checks requiring an intelligence saving throw (DC 8 + your proficiency bonus + your Dexterity modifier).

Accident Prone

When working on small projects that involve sharp objects, you must wear some form of cut-resistant gloves. Failing to do so results in 1d4 slashing damage. This features only applies out of combat.

Previous Versions

Name Date Modified Views Adds Version Actions
9/14/2020 3:22:07 AM
10
1
1
Coming Soon
9/14/2020 5:21:07 AM
7
1
--
Coming Soon
9/14/2020 5:46:31 AM
7
1
--
Coming Soon
9/14/2020 6:58:02 AM
7
1
--
Coming Soon
9/14/2020 7:28:19 AM
7
1
--
Coming Soon
9/14/2020 7:49:04 AM
7
1
--
Coming Soon
9/14/2020 7:57:42 AM
7
0
--
Coming Soon
9/14/2020 9:35:58 PM
7
1
--
Coming Soon
9/14/2020 9:48:57 PM
7
1
--
Coming Soon
9/14/2020 10:41:26 PM
16
2
--
Coming Soon