Rogue
Key Attribute
Dexterity or other
At 1st level, your class gives you an attribute boost to Dexterity or an option from rogue’s racket.
Hit Points
8 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.
During combat encounters…
You move about stealthily so you can catch foes unawares. You’re a precision instrument, more useful against a tough boss or distant spellcaster than against rank-and-file soldiers.
During social encounters…
Your skills give you multiple tools to influence your opposition. Pulling cons and ferreting out information are second nature to you.
While exploring…
You sneak to get the drop on foes and scout for danger or traps. You’re a great asset, since you can disable traps, solve puzzles, and anticipate dangers.
In downtime…
You might pick pockets or trade in illegal goods. You can also become part of a thieves’ guild, or even found one of your own.
You might…
- Hone your skills through intense practice, both on your own and out in the world.
- Know where to attain illicit goods.
- Skirt or break the law because you think it’s meaningless or have your own code.
Others probably…
- Find you charming or fascinating, even if they think they know better than to trust you.
- Come to you when they need someone who is willing to take risks or use questionable methods.
- Suspect you’re motivated primarily by greed.
Initial Proficiencies
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
Perception
Expert in Perception
Saving Throws
Trained in Fortitude
Expert in Reflex
Expert in Will
Skills
Trained in Stealth
Trained in one or more skills determined by your rogue’s racket
Trained in a number of additional skills equal to 7 plus your Intelligence modifier
Attacks
Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks
Defenses
Trained in light armor
Trained in unarmored defense
Class DC
Trained in rogue class DC
Rogue Advancement
Your Level | Class Features |
---|---|
1 | Ancestry and background, attribute boosts, initial proficiencies, rogue’s racket, sneak attack 1d6, surprise attack, rogue feat, skill feat |
2 | Rogue feat, skill feat, skill increase |
3 | Deny advantage, general feat, skill feat, skill increase |
4 | Rogue feat, skill feat, skill increase |
5 | Attribute boosts, ancestry feat, skill feat, skill increase, sneak attack 2d6, weapon tricks |
6 | Rogue feat, skill feat, skill increase |
7 | Evasive reflexes, general feat, skill feat, skill increase, vigilant senses, weapon specialization |
8 | Rogue feat, skill feat, skill increase |
9 | Ancestry feat, debilitating strike, rogue resilience, skill feat, skill increase |
10 | Attribute boosts, rogue feat, skill feat, skill increase |
11 | General feat, rogue expertise, skill feat, skill increase, sneak attack 3d6 |
12 | Rogue feat, skill feat, skill increase |
13 | Ancestry feat, improved rogue reflexes, incredible senses, light armor expertise, master tricks, skill feat, skill increase |
14 | Rogue feat, skill feat, skill increase |
15 | Attribute boosts, double debilitation, general feat, greater weapon specialization, skill feat, skill increase |
16 | Rogue feat, skill feat, skill increase |
17 | Ancestry feat, skill feat, skill increase, slippery mind, sneak attack 4d6 |
18 | Rogue feat, skill feat, skill increase |
19 | General feat, light armor mastery, master strike, skill feat, skill increase |
20 | Attribute boosts, rogue feat, skill feat, skill increase |
Class Features
You gain these abilities as a rogue. Abilities gained at higher levels list the level at which you gain them next to the features’ names.
Ancestry and Background
In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background. These are described in Chapter 2.
Attribute Boosts
In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.
At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and must boost that attribute again at a later level to increase it by 1.
Initial Proficiencies
At 1st level you gain a number of proficiencies that represent your basic training. These are noted at the start of this class.
Rogue’s Racket
You’ve begun to develop your techniques and approach to a job, while building your reputation in rogues’ circles. Choose a rogue’s racket from the list below.
Mastermind
You rely on your intellect to craft intricate schemes, planning 10 steps ahead where others might plan three. You might be a driven detective, a spymaster in the service of a powerful house, or an aspiring crime lord or information broker.
If you successfully identify a creature using Recall Knowledge, that creature is off-guard against your attacks until the start of your next turn; if you critically succeed, it’s off-guard against your attacks for 1 minute.
You’re trained in Society and one of the following skills of your choice: Arcana, Nature, Occultism, or Religion. You can choose Intelligence as your key attribute.
Ruffian
You prefer the direct approach: strong-arming or intimidation. You might be an enforcer for organized crime, a highway bandit, or a noble who bullies others with threats of your family’s power.
You use whatever tools you have to get the job done. You can deal sneak attack damage with any weapon, not just the weapons listed in the sneak attack class feature. This benefit doesn’t apply to a simple weapon with a damage die greater than d8 or a martial or advanced weapon with a damage die greater than d6. (Apply any abilities that alter the damage die size first.) Critical hits you make with these weapons gain the weapon’s critical specialization benefit if the target is off-guard to you.
You’re trained in Intimidation and medium armor. You can choose Strength as your key attribute. When you gain light armor expertise, you also gain expert proficiency in medium armor, and when you gain light armor mastery, you also gain master proficiency in medium armor.
Scoundrel
You use fast-talking, flattery, and a silver tongue to avoid danger and escape tricky situations. You might be a grifter or con artist, or you might use your skills in certain reputable professions, like a barrister or diplomat.
When you successfully Feint, the target is off-guard against your melee attacks until the end of your next turn. On a critical success, the target is off-guard against all melee attacks until the end of your next turn, not just yours. If you Feint while wielding an agile or finesse melee weapon, you can step immediately after the Feint as a free action.
You’re trained in Deception and Diplomacy. You can choose Charisma as your key attribute.
Thief
Nothing beats the thrill of taking something that belongs to someone else. You might be a pickpocket working the streets, a cat burglar sneaking through windows, or even a consultant, testing your clients’ vaults for openings.
When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon or finesse melee unarmed attack, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.
You are trained in Thievery.
Sneak Attack
When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the off-guard condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.
As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.
Surprise Attack
You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are off-guard to you.
Key Terms
Rogue Feats
At 1st level and every even-numbered level, you gain a rogue class feat.
Rogue Feats by Name
Skill Feats
You gain skill feats more often than others. At 1st level and every level thereafter, you gain a skill feat. Skill feats can be found in Chapter 4 and have the skill trait.
Skill Increases 2nd
You gain more skill increases than members of other classes. At 2nd level and every level thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in or become an expert in one skill in which you’re already trained.
At 7th level, you can use skill increases to become a master in a skill in which you’re already an expert, and at 15th level, you can use them to become legendary in a skill in which you’re already a master.
Deny Advantage 3rd
As someone who takes advantage of openings, you are careful not to leave such gaps yourself. You aren’t off-guard to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
General Feats 3rd
At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.
Ancestry Feats 5th
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.
Weapon Tricks 5th
You gain expert proficiency in simple weapons, martial weapons, and unarmed attacks. When you critically succeed at an attack roll against an off-guard creature while using an agile or finesse weapon or an agile or finesse unarmed attack, you apply the critical specialization effect for that weapon or unarmed attack.
Evasive Reflexes 7th
You’ve learned to move quickly to avoid explosions, dragons’ breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
Perception Mastery 7th
You’ve developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.
Weapon Specialization 7th
You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you’re an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.
Debilitating Strike 9th
When taking advantage of an opening, you both hinder and harm your foe. You gain the Debilitating Strike free action.
Debilitating Strike [free-action]
Rogue
Trigger Your Strike hits an off-guard creature and deals damage.
You apply one of the following debilitations, which lasts until the end of your next turn.
- Debilitation The target takes a –10-foot status penalty to its Speeds.
- Debilitation The target becomes enfeebled 1.
Rogue Resilience 9th
Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert. When you roll a success on a Fortitude save, you get a critical success instead.
Rogue Expertise 11th
Your techniques are now harder to resist. Your proficiency rank for your rogue class DC increases to expert.
Greater Rogue Reflexes 13th
You elude danger to a degree that few can match. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.
Perception Legend 13th
You notice things almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.
Light Armor Expertise 13th
You’ve learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.
Master Tricks 13th
You’ve mastered a rogue’s fighting moves. Your proficiency ranks increase to master for all simple weapons, martial weapons, and unarmed attacks.
Double Debilitation 15th
Your opportunistic attacks are particularly detrimental. When you use Debilitating Strike, you can apply two debilitations simultaneously; removing one removes both.
Greater Weapon Specialization 15th
Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.
Agile Mind 17th
You play mental games and employ cognitive tricks to throw off mind-altering effects. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.
Light Armor Mastery 19th
Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.
Master Strike 19th
You can incapacitate an unwary foe with a single strike. Your proficiency rank for your rogue class DC increases to master. You gain the Master Strike free action.
Master Strike [free-action]
Incapacitation, Rogue
Trigger Your Strike hits an off-guard creature and deals damage.
The target attempts a Fortitude save against your class DC. It then becomes temporarily immune to your Master Strike for 1 day.
Critical Success The target is unaffected.
Success The target is enfeebled 2 until the end of your next turn.
Failure The target is paralyzed for 4 rounds.
Critical Failure The target is paralyzed for 4 rounds, knocked unconscious for 2 hours, or killed (your choice).
Rogue Feats
At every level that you gain a rogue feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat.
1st Level
2nd Level
- Brutal Beating
- Clever Gambit
- Distracting Feint
- Mobility
- Quick Draw (Rogue)
- Strong Arm
- Unbalancing Blow
- Underhanded Assault
4th Level
- Dread Striker
- Head Stomp
- Mug
- Poison Weapon
- Predictable
- Reactive Pursuit
- Sabotage
- Scoundrel’s Surprise
- Scout’s Warning (Rogue)
- The Harder They Fall
- Twin Distraction
6th Level
- Analyze Weakness
- Anticipate Ambush
- Far Throw
- Gang Up
- Light Step
- Shove Down
- Skirmish Strike (Rogue)
- Sly Disarm
- Twist the Knife
- Watch Your Back
8th Level
- Blind-Fight (Rogue)
- Bullseye
- Delay Trap
- Improved Poison Weapon
- Inspired Strategem
- Nimble Roll
- Opportune Backstab
- Predictive Purchase
- Ricochet Stance (Rogue)
- Sidestep
- Sly Striker
- Swipe Souvenir
- Tactical Entry
10th Level
- Methodical Debilitations
- Nimble Strike
- Precise Debilitations
- Sneak Adept
- Tactical Debilitations
- Vicious Debilitations
12th Level
- Bloody Debilitation
- Critical Debilitation
- Fantastic Leap
- Felling Shot
- Preparation
- Reactive Interference
- Ricochet Feint
- Spring from the Shadows
14th Level
16th Level
- Blank Slate
- Cloud Step
- Cognitive Loophole
- Dispelling Slice
- Perfect Distraction
- Reconstruct the Scene
- Swift Elusion
18th Level
20th Level