Known for their ability to take an advantage of an enemy’s weakness, Rogues use
their Precision Attack to make quick work of their opponents, and their unmatched skills to
help them and their parties out whenever an expert’s hand is needed.
The Rogue
Level
PWS Proficiency
Features
Precision Attack
1st
2
Expertise, Precision Attack, Thieves’ Cant
+1 damage die
2nd
2
Ability Score Improvement (ASI), Quick Hands
+1 damage die
3rd
2
Class Feat (Novice)
+2 damage dice
4th
2
ASI, Classless Feat
+2 damage dice
5th
3
Enhanced Dodge
+3 damage dice
6th
3
ASI, Expertise
+3 damage dice
7th
3
Superior Reflexes
+3 damage dice
8th
3
ASI, Classless Feat
+3 damage dice
9th
4
Class Feat (Journeyman)
+4 damage dice
10th
4
ASI, Classless Feat
+4 damage dice
11th
4
Honed Skill
+4 damage dice
12th
4
ASI, Classless Feat
+4 damage dice
13th
5
Class Feat (Expert)
+5 damage dice
14th
5
ASI, 6th Sense
+5 damage dice
15th
5
Slippery Mind
+5 damage dice
16th
5
ASI, Classless Feat
+5 damage dice
17th
6
Class Feat (Master)
+6 damage dice
18th
6
ASI, Elusive
+6 damage dice
19th
6
Classless Feat
+6 damage dice
20th
6
ASI, Reliable Luck
+6 damage dice
Class Features
As a Rogue you gain the following class features.
Health
Health at 1st Level: 8 + your CON score
Health Beyond 1st Level: 1d8 (or 5) + your CON score per Rogue level after 1st
Proficiencies
Skills at 1st Level:
You gain 1 proficiency in Thieving Tools, up to 5;
You gain 3 Skill Points to place as you wish;
Select two Weapon Skills to gain proficiency in as you level up:
one of these skills must be Large, Medium, Polearm, Small, Unarmed, or an Exotic weapon,
and the other must be Archery, Firearm, or Throwing.
Skills Beyond 1st Level: You gain 1 SP every time you level up.
Expertise
At 1st level, you are extraordinarily skilled with some of your talents. Pick any
two Action or Tool Skills that you have >2 proficiency in; your proficiency in
both of those skills increases by 1, and all of those skills can now be increased to 6,
even if another feature says they can only be increased to 5.
At 6th level, pick two more Action or Tool skills for this feature to apply to.
Precision Attack
Also at 1st level, you know how to take advantage of a creature’s weakness. Once per turn, if you
have advantage on an attack that was made with a weapon that you have >2 proficiency in
(not counting spells), you add a single damage die to the roll; you also gain this benefit on
attacks against creatures that are engaged in melee combat with at least 1 other creature. The
number of additional damage dice you roll increases as you gain levels in this class, as shown
on the Rogue class table. You do not gain this benefit if you are wearing armor that grants
disadvantage on DEX checks (including Medium and Large shields).
Thieves' Cant
Lastly at 1st level, you can speak and write Thieves’ Cant.
Ability Score Improvement
Every even-numbered level, you can increase one of your Ability Scores by .5. You cannot increase an ability
score beyond 5 via this feature.
Quick Hands
At 2nd level, your roguish finesse allows you to perform most actions slightly quicker,
reducing the time cost of all actions except the following by .5 seconds, to a minimum
of 0 seconds: Attack, Grapple, Pin, or Shove.
Class Feats
At 3rd level, you are skilled and learned enough that you start to specialize your
talents. At the end of the class description, under “Class Feats”, you may select one
Novice class feat.
At 9th level, you may select either one Journeyman or two Novice class
feats.
When you reach 13th level, you may choose either one Expert, one
Journeyman and one Novice, or three Novice class feats.
Lastly, at 17th level your skills are the stuff of legend, and you may
now select one Master, one Expert and one Novice, two Journeyman, one Journeyman and two
Novice, or four Novice class feats.
If a feat has any prerequisites, you must meet those prerequisites
before you can take it. Feats cannot be taken more than once unless they explicitly say
so. Your feat choices are permanent and cannot be changed.
Classless Feat
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you
can learn classless feat.
Enhanced Dodge
Starting at 5th level, your ability to anticipate and avoid incoming danger is
unsurpassed. From now on, when determining your Dodge, double your AGI
and DEX scores.
Superior Reflexes
By the time you hit 7th level, your ability to save yourself from incoming harm is
extraordinary, increasing your Reflex score by 1, up to 6; if your Reflex was already 6, then
the bonus to it becomes the sum of your AGI and DEX, rather than just the larger of the two.
Honed Skill
At 11th level, your skills are starting to become unmatched. From now on, whenever
you make any sort of skill check, if one of the die you rolled come up as a 1, you can
reroll one of them once. This feature stacks with other abilities that give similar benefits.
6th Sense
Starting at 14th level, you cannot be surprised, and so long as you can see and
hear, you automatically know the location of any being within 3m of you, so long as
they are not hidden from you.
Slippery Mind
When you hit 15th level, your sharp mind grants you added protection against
mental intrusion, increasing your Willpower score by 1, up
to 6; if your Willpower was already 6, then the bonus to it becomes the sum of your CHA and
chosen mental score, rather than just the larger of the two.
Elusive
At 18th level, you’re very difficult to hit. From now on, attacks against you that would have
advantage become normal attacks unless they have advantage from more than one source.
Reliable Luck
Finally, at 20th level, your uncanny luck seems to always have you covered. Whenever you make
any kind of save or attack, if you fail the save or deal no final damage, you can roll again and use either result.
Rogue Class Feats
Rogues are tricksters, clever combatants, and capable skill monkeys, and their
class feats enhance their tricks and wits and give them more options to obtain their
goals. Some focus on their skills, enhancing their ability to aid their groups outside
of combat, while others enhance their combat prowess and Precision Attacks, making
themselves the most feared combatant on the battlefield.
Novice
You gain 1 proficiency in Climb, up to 5, and can now add your Climb proficiency
to Climb checks. Lastly, your running jump distance is now increased by an amount
equal to your AGI score.
You gain 1 proficiency in Disguise Kits, up to 5, and if you roll a 1 on one or more
of the dice when making a check to create a disguise, you can reroll one of them
once.
You gain 1 proficiency in Beguilement, up to 5, can add your Beguilement proficiency to
Beguilement checks, and have advantage on Beguilement checks when pretending to be someone
the target knows of but is not personally familiar with, or when pretending to be
acting on their behalf.
Your Reflex save bonus is now your AGI + your DEX; if you gain this benefit from another source,
the bonus instead increases by 3.
You gain 1 proficiency in Sleight of Hand, to a maximum of 5, and you can now add
your Sleight of Hand proficiency to Sleight of Hand checks. Lastly, if you roll a 1
on one or more of the dice when making a Sleight of Hand check, you can reroll one
of them once.
You gain 1 proficiency in Alchemy Supplies, up to 5, and brewing poisons
takes you 2 less days than normal (minimum 1). Additionally, the save DR for poisons
you brew is increased by an amount equal to your Alchemy Supplies proficiency.
Lastly, if a poison you brewed deals damage, one of the damage dice is automatically
taken at its highest value.
Your nimble hands allow you to perform the gesticulations required for spellcasting just a bit faster, allowing your Quick Hands feature to apply to
all spellcasting.
Your speed increases by .5 meters/sec and you gain 1 proficiency in both Climb and
Swim, up to 5.
Prerequisite: Firearms proficiency >2
Your practice with firearms has made you lightning-fast with them. If your first
attack in combat is made with a Firearm that does not need to reload after every
attack, your next attack with this weapon only takes .5 seconds, and if a round
must be chambered, doing that also takes you only .5 seconds if it didn't already.
You’re a master at getting out of trouble. Whenever an enemy ends its
turn within 2m of you, you can use your reaction to move up to 1 second's worth of distance without provoking opportunity attacks.
Whenever you make an attack whilst hidden from your target, you do not reveal your
location if your attack deals no final damage.
You gain 1 proficiency in Stealth, up to 5, and can now add your Stealth proficiency
to Stealth checks. Additionally, you have advantage on Stealth checks if
you move at <half speed.
Journeyman
Whenever you use your Precision Attack feature, you can roll one additional damage die. This feat can be taken twice.
You gain an additional reaction.
Prerequisite: >1 Level in Elemancer
You've become adept at taking advantage of foe's weakness even through spells. From
now on, your Precision Attack feature also applies to your spells, with the number of damage dice you add being equal to your Elemancy Proficiency.
Your roguish finesse allows you to always be ready and act quickly in
combat, increasing your initiative count (but not your AGI/DEX) by 1.
You gain the ability to tell lies from truth. You can automatically
discern the presence of illusions when within 5m of them and you
aren’t blinded or
deafened; additionally, if a
shapechanger not in their true form becomes the focus of your
attention, is within 10m of you, and you are not
blinded or
deafened, you immediately become
aware of the fact that they are a shapechanger, but not what their true
form is.
You’ve learned to watch your opponents carefully for weaknesses and
openings in their defenses. You can now use 3 seconds (independent of your DEX) to make an Insight
or Perception check contested by an opponent’s Beguilement check. If
you succeed, you gain advantage on your next attack against them. This
benefit lasts for 1 minute or until you attack your target, whichever comes first.
Expert
Whenever you use your Precision Attack feature, the additional damage dice you roll are now the next highest magnitude of die;
for example, if using Precision Attack with a dagger at 13th level, instead of rolling +5d4, you would instead roll +5d6.
You have mastered the art of clearing your mind to focus on just your
targets. If you have a revolver on your person, you
can sacrifice your turn to focus on picking out as many targets as
you have bullets left in your gun; these targets can be a single
person/object or multiple people/objects. At any point within the next
minute, you can use 3 seconds to very quickly draw and fire your
weapon once at each target you selected; roll once with advantage and apply that
roll to all of these shots. You can do this twice between night's and day's rests.
Prerequisite: Taking Initiative
You gain a second turn on the first round of combat, which occurs on the
initiative count equal to the your initiative count - 3 (minimum 0, you win ties).
You’re too slippery to be hit. From now on, whenever you take the Evade action,
attacks against you have disadvantage.
Master
Once per round, if you attack a creature and deal no final damage, you can
immediately make another attack against that creature with advantage.