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Ro g u e T h e h a l fl i n g s i g n a l s h e r c o m p a n i o n s t o w a i t, t h e n s c o u t s t h e d u n g e o n a h e a d o n h e r o w n, d i s a b l i n g a p o t e n t i a l t r a p a n d u n l o c k i n g t h e d o o r a t t h e e n d o f t h e h a l l w a y w i t h h e r t h i e v e s’ tools. After making sure there were no sounds to be heard from the other side, she steps into the darkness to hide and signals her teammates to procede forward. Causing an uproar in the tavern for cheating on a card game, the goblin is immediatly surrounded by a group of violent drunks. However, he is well experienced in getting ou t o f t h i s p r e d i c a m e n t. H e p u l l s o u t a h a r m o n i c a fr o m h i s p a n t s a n d s t a r t s p l a y i n g a c a t c h y t u n e t h a t s l o w l y b u t s u r e l y s h i ft s t h e m o o d o f t h e p l a c e, e n t i c i n g e v e ry o n e t o j o i n t h e s o n g, wether by complimenting the music or dancing. Once everyone has forgotten about the little fella’s misdeed, he fl e e s w i t h a p u r s e fi l l e d w i t h t h e s a p’s m o n e y. The unsuspecting group eats the food p r o v i d e d b y t h e n i c e l a d y. S u d d e n l y e v e ry o n e fa l l s u n c o n s c i o u s o n t h e i r p l a t e s. T h e l a d y t h e n t a k e s h e r t i m e t o c a g e e a c h o n e o f t h e m, r e a l i z i n g t o o l a t e o n e o f t h e m i s m i s s i n g. I t’s n o n e o t h e r t h a n t h e h a l felf, who was faking being affected by the poison, waiting for the second the lady wasn’t looking to make her escape. Enraged, she tries to pursue her, only to fall victim to a trap that renders her motionless. As she tries to escape, the half-e l f j u m p s i n t o i nj e c t h e r w i t h h e r o w n p o i s o n, m a k i n g h e r fa l l u n c o n s c i o u s. S h e c a g e s h e r a n d r e l e a s e s h e r fr i e n d s, w a i t i n g fo r t h e m t o w a k e u p t o l e a v e t o g e t h e r. Rogues exploit their talents to get th e u p p e r h a n d i n a n y s i t u a t i o n. T h e y h a v e a k n a c k fo r fi n d i n g t h e s o l u t i o n t o j u s t a b o u t a n y p r o b l e m, d e m o n s t r a t i n g a r e s o u r c e fu l n e s s a n d v e r s a t i l i t y t h a t i s t h e c o r n e r s t o n e o f a n y s u c c e s s fu l a d v e n t u r i n g p a r t y. Skill and P r e c i s i o n R o g u e s d e v o t e m u c h m o r e e ffo r t m a s t e r i n g t h e u s e o f a v a r i e t y o f s k i l l s t h a n p e r fe c t i n g t h e i r c o m b a t a b i l i t i e s, obtaining a broad expertise that few other characters c a n m a t c h. M a n y r o g u e s fo c u s o n s t e a l t h a n d d e c e p t i o n, w h i l e o t h e r s r e fi n e t h e s k i l l s t h a t h e l p t h e m i n a d u n g e o n e n v i r o n m e n t, s u c h a s c l i m b i n g, fi n d i n g a n d d i s a r m i n g t r a p s, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. They avoid danger, placing themselves in safe positions, using their quickness to aid the party by creating openings for them to attack the enemy and ensuring fail-safes to maximize their chances to win. Although, some rogues do acquire abilities that make them capable foes, like precise and powerful attacks, or evading mortal blows. A S hady L ivi n g R o g u e s c o m m o n l y o r i g i n a t e fr o m c i t i e s a n d l a w l e s s l a n d s, usually from a necessity to survive in a hostile environmen t, one where you have to compete for food, watch your back at every corner, lie to live another die, and even kill for a couple copper coins. Thus, they have to learn every trick they can to survive. More often than not they form big groups and organizations to protect themselves, like thieves’ guilds, crim e fa m i l i e s, o r a b a n d o f o u t l a w s. In other cases, rogues are b o r n fr o m p r o fe s s i o n s t h a t r equ i r e a d v a n c e d s k i l l s a n d t h e w i l l t o g e t t h e i r h a n d s d i r t y, such as spies, assassins, investigators, treasure hunters, exterminators, locksmiths, or ambassadors. 1 ROGUE REWORK | by Dusk Zargoth
The Rogue Level Proficiency Bonus Talent Pool Features Acquired Talents 1st +2 3d6 Roguish Talent, Underhanded Tactics 2 2nd +2 3d6 Cunning Action, Polished Crafter 2 3rd +2 4d6 Roguish Aptitude, Expertise 3 4th +2 4d6 Ability Score Improvement 3 5th +3 5d6 Swift Consumption, Competence Exchange 4 6th +3 5d6 Ability Score Improvement 4 7th +3 6d6 Shared Misfortune 4 8th +3 6d6 Ability Score Improvement 5 9th +4 7d6 Roguish Aptitude feature 5 10th +4 7d6 Ability Score Improvement, Expertise 5 11th +4 8d6 Swift Consumption improvement 6 12th +4 8d6 Ability Score Improvement 6 13th +5 9d6 Roguish Aptitude feature 6 14th +5 9d6 7 15th +5 10d6 Opportunity for Improvement 7 16th +5 10d6 Ability Score Improvement 7 17th +6 11d6 Roguish Aptitude feature 8 18th +6 11d6 8 19th +6 12d6 Swift Consumption improvement 8 20th +6 12d6 Ability Score Improvement, Stroke of Luck 10 As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure. Creating a Rogue As you create your rogue character, consider the character’s relationship to the law. Do you have a criminal past—or present? Are you on the run from the law or an organization that swore a vendetta on you? Did you leave your previous profession due to complications with your employers or to escape a monotonous routine in search of a more fulfilling life? Are you driven by greed or some other desire? What was the trigger that led you away from your previous life? Did a heist gone terribly wrong cause you to reevaluate your career? Maybe a successful robbery gave you the coin needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Could it be that you have an unfinished business causing you sleepless nights? Or maybe you made a new friend—another member of your adventuring party—who showed you new possibilities for earning a living and employing your particular talents. Optional Rule: Multiclassing If your group uses this optional rule, here’s what you need to know if you choose the barbarian as one of your classes. Ability Score Minimum. You must have a Dexterity and Charisma score of at least 13 to take a level in this class, or to take a level in another class if you are already a rogue. Proficiencies Gained. If rogue isn’t your initial class, you gain proficiency with light armor, one skill from the class’s skill list, and one tool from the class’s tool list when you take your first level in rogue. Quick Build You can make a rogue quickly by following these suggestions. First, make Dexterity your highest ability score. Your nexthighest should be Charisma if you plan to emphasize on social interactions or Intelligence if you want to focus on discovery and plan to adopt a magical subclass. Second, choose the charlatan background. Class Features As a rogue, you gain the following class features. Hit Points Hit Dice: 1d8 per rogue level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons, hand crossbows, rapiers, scimitars, shortswords Tools: Choose one of the following: alchemist’s supplies, disguise kit, posioner’s kit, thieves’ tools, one gaming set of your choice, or one musical instrument of your choice Saving Throws: Dexterity, Charisma Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hands, and Stealth 2 ROGUE REWORK | by Dusk Zargoth
Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a shortbow, quiver, and 20 arrows or (b) two melee weapons (a) alchemist’s supplies, (b) disguise kit, or (c) thieves’ tools (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack Leather armor, two daggers, and one gaming set or musical instrument of your choice Roguish Talents Be it luck or a natural gift, you have a talent for succeeding in whatever you want. Starting at 1st level, you have a pool of luck represented by a number of d6s, as shown in the Talent Pool column of the Rogue table. This pool is known as your Talent die. Talents. A talent is an ability that allows you to spend your pool of d6s in particular ways. You begin having two talents of your choice. Your talents are detailed at the end of the class description. When you gain certain rogue levels, you acquire additional talents of your choice, as shown in the Acquired Talents column of the Rogue table. When you use a talent, you can spend a number of d6s from your pool equal to half your proficiency bonus or less. Roll the spent die and add them to the die roll associated to your talent. Whenever you gain a level in this class, you can replace a talent you have with another one. Underhanded Tactics In order to survive in a harsh, competitive environment, you worked on your dirty tricks. At 1st level, you learn an Underhanded Tactic. Choose one of the options below. Sneaking Your technique is to hide in less visible places in order to escape tough situations, like blending with crowds, ducking behind crates, or stepping into the shadows. You can attempt to hide from a creature when you are lightly obscured or behind three-quarters cover from it. Pickpocketing You are convinced that you have more rights to own that which you do not possess, thus you mastered the technique of pickpocketing. You ignore the penalty to stealing a slightly protected item. You can also attempt to steal from a creature in combat, but you have disadvantage on the check. Scamming You make use of your wits to take advantage of the gullible and the naive, convincing them of how your products are of a higher quality than any other. You have advantage on Charisma checks whenever you attempt to sell an item or your services for a higher price than the one normally offered. Cunning Action At 2nd level, your quick thinking and agility allow you to move and act quickly. You can take the Dash, Disengage, Help, Hide, or Use an Object action as a bonus action. Polished Crafter Also at 2nd level, you discover the ability to craft more effective consumables. When you craft a consumable item that restores hit points, deals damage, or gives temporary hit points (like alchemist’s fire, poisons, or potions), the number of die on the item’s effect increases by an amount equal to half your Intelligence modifier (rounded up) (minimum of one extra dice). You can’t use this feature with items that replicate a spell, such as scrolls or tattoos. An item you craft in this way will have a distinguishable characteristic that easily differentiates it from others of the same type: a special glow, the content has a different shade of color, its content may look denser, it could contain special glyphs or runes, etc. Roguish Aptitudes At 3rd level, you choose a path that shapes the bond with your primal side, all detailed at the end of the class description. Your archetype grants you features at 3rd level and again at 7th, 15th, and 19th level. Expertise At 3rd level, choose two of your proficiencies, either in skills or with tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose two more of your skill or tool proficiencies to gain this benefit. Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 10th, 12th, 16th and 20th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Swift Consumption At 5th level, your agility further improves to the point you can quickly activate certain magical items. You can use your Cunning Action to use a consumable magic item as a bonus action. The rarity of the item can’t be greater than common. Starting at 11th level, the rarity of the magic items you can use this feature with increases to uncommon. Starting at 19th level, the rarity increases to rare. Competence Exchange Also at 5th level, you can prepare for any situation you might face in the short future. During a long rest, you can spend 1 hour learning how to use a new skill or tool. At the end of the long rest, you gain proficiency in the skill or with the tool you studied. You can’t gain expertise in the skill or with the tool proficiency you choose with this feature. Shared Misfortune Bad luck always strikes at the worst possible time, unless it happens to someone else. At 7th level, whenever a creature that you can see within 30 feet from you makes an ability check, attack roll, or saving throw, you can give the creature disadvantage on the roll. When you do so, you can’t use this feature again before the start of your next turn. 3 ROGUE REWORK | by Dusk Zargoth
Opportunity for Improvement No matter how dire the situation is, you can always count on your talent to fix it. Starting at 15th level, when you roll for initiative and have no Talent die remaining, you regain two Talent die. You also regain one Talent die when you fail an ability check, attack roll, or saving throw on your turn. Stroke of Luck At 20th level, you have an uncanny knack for succeeding when you need to. Before you make an ability check, attack roll, or saving throw, you can treat the d20 roll as a 20. Once you use this feature, you can’t use it again until you finish a short or long rest. In addition, when you finish a long rest, you can choose one of your acquired talents and replace it with a different one. 4 ROGUE REWORK | by Dusk Zargoth
Roguish Aptitudes Each rogue, 5 ROGUE REWORK | by Dusk Zargoth
Talents The talents are presented in alphabetical order and divided into four categories: Ability Checks, Saving throws, Tools and Kits, and Combat. Ability Checks Talents that revolve around your ability checks. Academical. You can spend your Talent die on Intelligence checks related to searching or learning new information. Athletic. You can spend your Talent die on Strength checks related to climbing, jumping, running, or swimming. Charming. You can spend your Talent die on Charisma checks related to making a creature liked or trusted. Consumption. You can spend your Talent die on Constitution checks related to resisting intoxication. Endurance. You can spend your Talent die on Constitution checks related to enduring adverse conditions. For instance, going without sleep, surviving without food or water, or being exposed to extreme temperatures. Feline Grace. You can spend your Talent die on Dexterity checks related to coordinating your movements, not falling, and mitigating fall damage. Medical You can spend your Talent die on Wisdom checks related to treating wounds or identifying common diseases. Memory. You can spend your Talent die on Intelligence checks related to remembering information you have learned from the past three months. Repulsing. You can spend your Talent die on Charisma checks related to making a creature disliked or doubted. Stealth. You can spend your Talent die on Dexterity checks related to hiding. Scouting. You can spend your Talent die on Wisdom checks related to exploring the wilderness or a dungeon. Searching. You can spend your Talent die on ability checks related to looking for creatures or objects. See Through. You can spend your Talent die on Intelligence checks related to examining for illusions. Streetwise. You can spend your Talent die on Wisdom checks related to navigating the streets, as well as locating points of interest or spoting dangerous areas in them. Theatrics. You can spend your Talent die on Charisma checks related to performing an entertaining act. Saving Throws Talents that revolve around your saving throws. Brave Heart. You can spend your Talent die on Wisdom saving throws against being frightened. Body Balance. You can spend your Talent die on Strength and Dexterity saving throws against being grappled or shoved. Mental Resistance. You can spend your Talent die on Intelligence and Wisdom saving throws against magic. Physical Fortitude. You can spend your Talent die on Strength and Constitution saving throws against magic. Resistant Body. You can spend your Talent die on Constitution saving throws against poisons and diseases. Thick Skull. You can spend your Talent die on Charisma saving throws against being charmed. Trap Connoisseur. You can spend your Talent die on saving throws against traps. Trickster. You can spend your Talent die on Dexterity and Charisma saving throws against magic. Tools and Kits Talents that add an extra application to tools and kits. Alchemy. When you use alchemist’s supplies to craft a dose of acid or alchemist’s fire, you can spend your Talent die to increase the initial damage of that item by an amount equal to the total rolled. This extra damage lasts for 24 hours after the item is crafted. Disguising. While wearing a disguise you made using a disguise kit and a creature tries to see through it, you can spend your Talent die and increase the DC for that check by the total rolled. Gaming. Using a gaming set you can spend one day gambling or performing a show with it. Spend your Talent die. Roll a d20 at the end of the day. Add your proficiency bonus to the roll if you have proficiency with that tool. If you roll a 15 or higher, you gain an amount of sp equal to the total rolled in your Talent die. If you are gambling, you lose that amount of sp if you fail the check, and double the amount you win if you roll a 20 or higher. Musical. When you are performing a show in a public place using a musical instrument, and your performance succeeds on captivating the public, you can spend your Talent die. You gain a number of fans equal to the total rolled. Poisoning. You can spend your Talent die when you use a poisoner’s kit to craft a vial of basic poison. When you do so, the first creature affected by that poison will take a penalty to the next ability check, saving throw, or attack roll it makes before the next minute. This effect lasts for 24 hours after the item is crafted. Tending Wounds. When you use a healer’s kit on a creature, you can spend your Talent die to give the creature temporary hit points equal to the total rolled. These temporary hit points last for 10 minutes. Thievery. You can spend your Talent die whenever you use thieves’ tools to successfully unlock a treasure chest, a door to a trasure room, or other type of receptacle that contains loot. If you do, you find a number of gold coins within that treasure equal to the total rolled in your Talent die. What is a Fan? Fans are creatures who are friendly to you, and might offer some goods or services to you with almost no cost in return. The fan will assist you as much as a reasonable person would assist someone they admired. However, if a fan is charmed, they might be convinced to go beyond, even if it costs them dearly. Combat Talents that improve your combat techniques. Aiming. If you haven’t moved on your turn and make a ranged weapon attack, you can spend your Talent die and add it to the attack roll. After you use this talent, your speed is 0 and can’t use it again before the end of your turn. Blocking. When you take damage, you can use your reaction to spend your Talent die and reduce the damage taken by the total rolled. Cutting. When you hit a creature with a weapon attack and have advantage on the attack roll, you can spend your Talent die on the attack’s damage roll. 6 ROGUE REWORK | by Dusk Zargoth
You don’t need advantage on the attack roll if another creature is distracting the target and you don’t have disadvantage on the attack roll. Such as with the Help or Distract action. Dodging. When a creature that you can see targets you with an attack, you can use your reaction to spend your Talent die and add it to your AC against that attack. Striking. If you target a creature with a melee weapon attack and no other creature is within 5 feet from you or the target, you can spend your Talent die and add it to the attack roll. Trapping. When you are setting up a trap that deals damage when activated, you can spend your Talent die and add it to that trap’s damage. This effect lasts for 1 hour before it’s activated. Variant Rule: Distract Action As an action, you can choose a creature that you can see to distract it. Until the start of your next turn, while the creature is within 5 feet from you and you aren’t incapacitated, your target has disadvantage on attack rolls against targets other than you, and disadvantage on Perception checks. 7 ROGUE REWORK | by Dusk Zargoth
FIIGGHHTTEERR REEWWOORRKK . You also have at your disposal all the official subclasses revised. Artist Credits Cover - Art of Neight - Rogue Elf Page 1 - [Wizards of the Coast - D&D Fighter] Back cover - Carmen Sinek - Neverwinter PCGamer Cover: Xuna