Sunday, June 19, 2022

[CLASS] Dungeon! - The Rogue

The Rogue

HP: +1d6 each Level, minimum of +3

AC: +1 each 2nd Level

AB: +1 each Level

Save: -1 each Level

Skills: +3 Skill Pip each Level


At 1st Level, you may occasionally backstab your foes, dealing massive Damage. When you deal Damage to a target, you may choose to deal additional Damage equal to (3 x your Rogue Level). You may only use this Ability once per combat.


At 2nd Level, your Skills begin to become more consistent. Before attempting a Skill Check, you may choose to forgo rolling and instead opt to automatically succeed. Once you have used this Ability, you must finish a Long Rest before you may use it again.


At 3rd Level, you have found your preferred way of gaining the upper hand in combat. Choose one of the benefits below.

  • Assassin: You may use your 1st Level Rogue Ability twice per Combat, but it only deals additional Damage equal to (1d4 + twice your Rogue Level).
  • Cat-Burglar: You are an adept climber, being able to free-climb most surfaces your GM deems reasonable. If you have used a Move to climb or you are at an elevation at least 5 feet higher than your target's, you may drop down onto your target and Melee Attack them as an Action. This grants you Advantage on both the first Attack Roll and the first Damage Roll.
  • Master Thrower: Whenever you Throw a Weapon, it returns back to your hand on a hit or miss. Also, you deal an additional 1d4 Damage with Weapons you Throw.
  • Ruffian: You gain +2 AC and you deal +2 Damage with Weapons.
  • Scout: When combat begins, you may choose which Range you are at compared to your opponents and allies. Additionally, you always go first in combat, even if the enemy tries to surprise you.
  • Trickster: You gain the ability to Cast Spells. You learn 2 Spells and you gain 2 Spell Points (SP). Using 1 Spell Point, you may cast any Spell you know. You regain used Spell Points after a Long Rest.


At 4th Level, your Skills become more reliable. You may now use your 2nd Level Ability twice between Long Rests.


At 5th Level, your combat reflexes have heightened. Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.


At 6th Level, your Skills start to become uncanny. You may now use your 2nd Level Ability three times between Long Rests.


At 7th Level, you have gained further experience in your preferred style of combat. The option you chose at 3rd Level is augmented as shown below.

  • Assassin: If you land the killing blow on a target by using your 1st Level Rogue Ability, you regain that use of the Ability, potentially allowing you to use it more than twice per combat.
  • Cat-Burglar: When you perform a "drop down" Attack as described in your 3rd Level Ability, the target gains the Affliction Afraid 2, hit or miss.
  • Master Thrower: Weapons you Throw only have Disadvantage at Long Range, being Thrown without Disadvantage at Medium Range. Also, you can throw any other object you can pick up at Short Range, or Medium Range at Disadvantage.
  • Ruffian: You gain an additional +2 AC and you deal an additional +2 Damage with Weapons.
  • Scout: When you deal Damage to a target who is at Short Range or further, you deal an additional 1d4 Damage.
  • Trickster: You gain 2 additional Spell Points and learn 2 additional Spells.


At 8th Level, your Skills have become unmatched. You may now use your 2nd Level Ability five times between Long Rests. 


At 9th Level, your combat reflexes are almost supernatural. Once per Round, you may reroll an Attack Roll, Damage Roll, or Save you attempt.


At 10th Level, your roguish exploits have caused your name to become well-known and respected. A mysterious benefactor reaches out to you and offers you a choice; you may either pose as Nobility or create your own Thieves' Guild. Details for both options are below.

  • Nobility: Your benefactor gifts you 1d10 + 10 house servants and a nearby mansion. Your house servants have no combat capabilities, but they serve you loyally and seek to aid you and your shared benefactor in any way they can. Through mysterious (and likely nefarious) business practices, your benefactor is able to pay you 4d6 Gold per day to pose as nobility. Your benefactor will occasionally ask you to host parties for other nobility with the goal of using you to sway political opinions, blackmail nobles, etc. Finally, you and your allies may successfully rest within your mansion in half the normal time due to its accommodations.
  • Thieves' Guild: Your benefactor hires 1d20 + 30 1st Level Rogues to join the ranks of your new Thieves' Guild. They will build your Thieves' Guild in a valid location over the course of 50 days. Once completed, you will control the Guild and its goals. Once up and running, your Thieves' Guild will generate 4d6 Gold per day, likely via crime. Finally, you and your allies may successfully rest within your Guild in half the normal time due to its accommodations.

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