Rogue
Base Class: Rogue

What makes a Hero a Hero? A Hero is willing to put his life on the line for others, to protect those who can’t protect themselves from the heart of evil. Rogues of the Hero archetype are rogues that follow the path of just, they follow in the footsteps left by other rogues who risk their lives for others. To follow this path, you must find a master, a rogue of the hero archetype, you’ll learn from them different secret techniques that you can perform during combat to deal an incredible amount of damage in a short period of time. Techniques require a lot of training and money to learn one. Like most fighters, you are limited by your stamina, preventing you from using a secret technique repeatedly. 

Swift Movements

When you choose this archetype at 3rd level, you learn the smartest way to deal in an incredible amount of damage is by striking your opponent and overwhelming them with your speed. After performing a Secret Technique or any Melee attack, you can use your Cunning Actions to dash or disengage, you gain an additional 10 feet of movement and can perform the hide action as a free action if you are able to.

Secret Techniques

At 3rd level you become a Student of a past Hero, you learn from your master different secret techniques they have learned or created during their journey. There are 8 secret techniques that all rogues of the Hero archetype have learned from past rogues. Check the Secret Technique chart for set price range and training time needed to learn the secret technique. You also can learn Secret Techniques called Own Techniques, your Master has their own special Secret Technique (DM’s Creation) that you can learn and you are able to create your Own Secret Techniques (Check the Own Technique chart to create your own Technique).

Techniques have 3 styles, Multiattack, Precise and Assassinate

  • Multiattack: You can perform multiple melee attacks when you perform a Multiattack technique.
  • Precise: You focus your attack to deal an extra amount of damage and boosting the chance to hit when you perform a Precise Technique.
  • Assassinate: You have a boosted critical hit range whenever you perform an Assassinate Technique.

You have a Stamina Pool equal to half your current rogue level plus your dexterity modifier. You use Stamina to perform Secret Techniques; performing a Secret Technique takes action and requires Stamina. Stamina cost depends on the technique level. Level 1 techniques take 1 stamina, Level 2 techniques take 2 stamina, Level 3 techniques take 3 stamina and Master techniques take 4 stamina (For Own Techniques, check the Master’s and Student’s Own Technique chart to see the stamina cost). At 17th level, you master the arts of techniques, all level secret techniques stamina cost is reduced by 1. (This does not include Master or Own Techniques)

When you become a Student of a Hero, you can learn 2 Techniques for free, and the time learning for these two skills is reduced by 2 hours.

Secret Technique

Name

Level

Style

Requirements

Bonus

Backstab

Training Time: 4 hours

Cost: 10gp

1

Assassinate

Stamina Cost: 1

Melee Weapon Attack

Hit Chance Increase: None
Critical Hit Range: 19-20
Multiattack: None
Precise Damage: None
Bonus Damage: +2 damage
Technique Bonus: If you perform Backstab against their backside, you can use your sneak attack damage.  

Body Snipe

Training Time: 8 hours

Cost: 10gp

1

Precise

Stamina Cost: 1

Range Melee Weapon Attack

Hit Chance Increase: +1 hit increase
Critical Hit Range: 20
Multiattack: None
Precise Damage: +4 damage
Bonus Damage: +2 damage
Technique Bonus: You ignore the -5 penalty on a call shot.

Disarming Throw

Training Time: 4 hours

Cost: 10gp

1

Precise

Stamina Cost: 1

Range Melee Weapon Attack

Hit Chance Increase: +1 hit increase
Critical Hit Range: 20
Multiattack: None
Precise Damage: +4 damage
Bonus Damage: +2 damage
Technique Bonus: On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be launched 10 feet away from you. DC: 8 + Dexterity Modifier + Proficiency Bonus

X-Slash

Training Time: 8 hours

Cost: 10gp

1

Multiattack

Stamina Cost: 1

Melee Weapon Attack

Off-Hand Melee Weapon Attack

Hit Chance Increase: None
Critical Hit Range: 20
Multiattack: 2 Attacks (Main/Off)
Precise Damage: None
Bonus Damage: +2 damage
Technique Bonus: On a hit, the creature suffers normal damage and must succeed on a Constitution saving throw or take an additional 1d12 slashing damage.  DC: 8 + Dexterity Modifier + Proficiency Bonus

Brave Attack

Training Time: 12 hours

Cost: 25gp

2

Precise

Stamina Cost: 2

Melee Weapon Attack

 

Hit Chance Increase: +2 hit increase
Critical Hit Range: 20
Multiattack: None
Precise Damage: +6 damage
Bonus Damage: +4 damage
Technique Bonus: Whenever you perform Brave Attack if no creature is within 10 feet of you or your foe you gain advantage. If you land an attack you get sneak attack damage and additional 2d6 piercing damage.  

Carving Slash

Training Time: 12 hours

Cost: 25gp

2

Multiattack

Stamina Cost: 2

Melee Weapon Attack

Off-Hand Weapon Attack

Hit Chance Increase: None
Critical Hit Range: 20
Multiattack: 2 Attacks (Main/Off)
Precise Damage: None
Bonus Damage: +4 damage
Technique Bonus: On a hit, make a Dexterity Check against the opponents Constitution Check if you succeed you deal an additional 2d6 piercing damage. If the target moves after, it immediately takes 2d6 slashing damage.

Dagger, Dagger

Training Time: 16 hours

Cost: 25gp

2

Multiattack

Stamina Cost: 2

2 Range Dagger Attacks

Hit Chance Increase: None
Critical Hit Range: 20
Multiattack: 2 Attacks (Main/Off)
Precise Damage: None
Bonus Damage: +4 damage
Technique Bonus: None

Dagger, Dagger, Dagger

Must know Dagger, Dagger

Training Time: 8 hours

Cost: 50gp

3

Multiattack

Stamina Cost: 3

3 Range Dagger Attacks

Hit Chance Increase: None
Critical Hit Range: 20
Multiattack: 3 Attacks (Main/Off/Main)
Precise Damage: None
Bonus Damage: +6 damage
Technique Bonus: None

Throat Slash

Training Time: 24 hours

Cost: 50gp

3

Assassinate

Stamina Cost: 3

Melee Weapon Attack

The creature must be equal to your Character Size or smaller

 

Hit Chance Increase: None
Critical Hit Range: 19-20
Multiattack: None
Precise Damage: None
Bonus Damage: +6 damage
Technique Bonus: On a hit, at the end of the target’s turn, if they do not treat the wound they take an additional 20 damage. If the hit was a critical hit, the additional damage taken if it isn’t treated is 40 instead of 20.

Vicious Dagger

Must have the Sharpshooter Feat

Training Time: 20 hours

Cost: 50gp

3

Precise

Stamina Cost: 3

Range Dagger Attack

Hit Chance Increase: +3 hit increase
Critical Hit Range: 20
Multiattack: None
Precise Damage: +8 damage
Bonus Damage: +6 damage
Technique Bonus: You can ignore the sharpshooter penalty.

Assassination

Training Time: 28 hours

Cost: 100gp

Master

Assassinate

Stamina Cost: 4

Melee Attack

Hit Chance Increase: None
Critical Hit Range: 18-20
Multiattack: None
Precise Damage: None
Bonus Damage: +10 damage
Technique Bonus: If you score a critical hit, you max out 4 sneak attack damage die.   

Neck Snap

Must have a Strength Score of 13

Training Time: 36 hours

Cost: 100gp

Master

Assassinate

Stamina Cost: 4

The creature must be equal to your Character Size or smaller

Hit Chance Increase: None
Critical Hit Range: 16-20
Multiattack: None
Precise Damage: None
Bonus Damage: +10 damage
Technique Bonus: You wrap your arms on a creature equal to your size or smaller, you deal 20 damage on a non-critical hit, on a critical hit you deal 100 damage. If the creature falls unconscious to your neck snap, they fail all their death saving throws and are dead.  

 

Own Technique

Name

Level

Style

Requirements

Bonus

Level 1

Perquisites 

Training Time: 4 – 8 hours

Cost: 10gp

1

Styles

Stamina Cost: 1

Weapon Attack(s)

Additional Requirements

Hit Chance Increase: For Precise (+1)
Critical Hit Range: For Assassinate (19-20)
Multiattack: For Multiattack (2) (Main/Off)
Precise Damage: For Precise (+4 damage)
Bonus Damage: +2 damage
Technique Bonus: Depends on Own Technique  

Level 2

Perquisites 

Training Time: 12 – 16 hours

Cost: 25gp

2

Styles

Stamina Cost: 2

Weapon Attack(s)

Additional Requirements

Hit Chance Increase: For Precise (+2)
Critical Hit Range: For Assassinate (19-20)
Multiattack: For Multiattack (2) (Main/Off)
Precise Damage: For Precise (+6 damage)
Bonus Damage: +4 damage
Technique Bonus: Depends on Own Technique  

Level 3

Perquisites 

Training Time: 20-24 hours

Cost: 50gp

3

Styles

Stamina Cost: 3

Weapon Attack(s)

Additional Requirements

Hit Chance Increase: For Precise (+3)
Critical Hit Range: For Assassinate (19-20)
Multiattack: For Multiattack (2-3) (Main/Off/Main)
Precise Damage: For Precise (+8 damage)
Bonus Damage: +6 damage
Technique Bonus: Depends on Own Technique  

Master

Perquisites

Training Time: 28-32 hours

Cost: 100gp

Master

Styles

Stamina Cost: 4

Weapon Attack(s)

Additional Requirements

Hit Chance Increase: For Precise (+4)
Critical Hit Range: For Assassinate (16-20)
Multiattack: For Multiattack (2-4)(Main/Off/Main/Off)
Precise Damage: For Precise (+10 damage)
Bonus Damage: +10 damage
Technique Bonus: Depends on Own Technique  

Studying the Enemy

Starting at 9th level, when you land a sneak attack against the foe you can use your bonus action to study one of the foe's capabilities you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is equal, superior, or inferior in regard to one of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution Score
  • Armor Class
  • Current hit points

Unwavering Line

At 13th level, when you first took up the archetype of a Hero, your master talked about these blue lines that pave from him towards his enemies. Just like your master, you begin to cut through one of the lines and follow it as a guide towards your enemy, when you perform a Secret Technique or Melee/Range Melee Attack, you score a critical hit on a 19 or 20. If the Secret Technique you are using has a boosted critical hit range, increase the critical hit range by one. 

Technique Mastery

Starting at 17th level, you master the arts of techniques, all level techniques charges are reduced by 1. (This does not include Master or Own Techniques)

Previous Versions

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