SC5e Rogue

by Stormchaser

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The Stormchaser D20 RPG
Rogue

Rogue

Class Features

Proficiencies

Armour: Light armour
Weapons: Simple weapons, choose 1 martial weapon group
Tools: Thieves' tools
Defences: Dexterity and choose any 1 other
Skills: Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Pcrformance, Persuasion. Sleight of Hand and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A martial finesse weapon
  • (a) a hunter's bow and quiver of 20 arrows or
    (b) a martial light weapon
  • (a) a burglar’s pack,
    (b) a dungeoneer’s pack, or
    (c) an explorer’s pack
  • An underlay, two daggers, and thieves’ tools

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack may not use a weapon with the slow property.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it and that enemy isn't incapacitated.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Additionally, you can forego your Sneak Attack damage to deal one point of damage per Sneak Attack die directly to Wounds, ignoring Vigour.

Bad Feeling

Starting at 2nd level, you have a wary eye, bordering on paranoia. When you roll for initiative, you can move up to your speed. This movement happens before the initiative order is determined.

Once you’ve used this feature, you can’t use it again until you finish a long rest.

Steady Aimᵀ

Starting at 3rd level, as a bonus action you can give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. Your Dexterity and Intelligence scores increase by 2. Your maximum for those scores also increases by 2. Additionally, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you've used this feature, you can’t use it again until you finish a short or long rest.

Rogueish Archetypes

Arcane Trickster

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. Choose faith, sorcery, or wizardry. Once this decision has been made, it cannot be changed, unless in-character events result in a fundamental change in how you cast your spells.

Faith

Choose either the cleric spell list or the druid spell list. You cast spells from this spell list using Wisdom as your spellcasting ability. You are granted spells through prayer and supplication. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus
+ your Wisdom modifier

Spell attack modifier = your proficiency bonus
+ your Wisdom modifier

Sorcery

Choose either the bard spell list, the sorcerer spell list or the warlock spell list. You cast spells from this spell list using Charisma as your spellcasting ability. Your manifest your spells through intuition and natural ability. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus
+ your Charisma modifier

Spell attack modifier = your proficiency bonus
+ your Charisma modifier

Wizardry

You cast spells from the wizard spell list using Intelligence as your spellcasting ability. You learn your spells through study and memorisation. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus
+ your Intelligence modifier

Spell attack modifier = your proficiency bonus
+ your Intelligence modifier

Arcane Trickster Spellcasting
Rogue Level Cantrips Known Spells Known Spell Points Max Spell Level
3rd 3 1+INT/WIS/CHA 2 1st
4th 3 1+INT/WIS/CHA 3 1st
5th 3 2+INT/WIS/CHA 3 1st
6th 3 2+INT/WIS/CHA 3 1st
7th 3 2+INT/WIS/CHA 8 2nd
8th 3 3+INT/WIS/CHA 8 2nd
9th 3 3+INT/WIS/CHA 8 2nd
10th 4 3+INT/WIS/CHA 10 2nd
11th 4 4+INT/WIS/CHA 10 2nd
12th 4 4+INT/WIS/CHA 10 2nd
13th 4 4+INT/WIS/CHA 16 3rd
14th 4 5+INT/WIS/CHA 16 3rd
15th 4 5+INT/WIS/CHA 16 3rd
16th 4 5+INT/WIS/CHA 19 3rd
17th 4 6+INT/WIS/CHA 19 3rd
18th 4 6+INT/WIS/CHA 19 3rd
19th 4 6+INT/WIS/CHA 23 4th
20th 4 7+INT/WIS/CHA 23 4th

Cantrips

You learn three cantrips: mage hand and two other cantrips of your choice from your spell list. You learn another cantrip of your choice from your spell list at 10th level.

Spell Points

The Arcane Trickster Spellcasting table shows how many spell points you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a a number of points equal to the spell’s level. You regain all expended spell points when you finish a long rest.

Spells Known of 1st-Level and Higher

You know a number of spells from your spell list equal to your spellcasting ability modifier + one third of your rogue level (minimum of one spell). The spells must be of a level for which you can cast spells, and all but one must be chosen from the enchantment and illusion spells on your spell list.

When your level or spellcasting ability modifier increases, you learn more spells from your spell list of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you can cast spells. For instance, when you reach 8th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from your spell list. The new spell must be of a level for which you have can cast spells, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Mage Hand Legerdemain

Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

You can stow one object the hand is holding in a container worn or carried by another creature. You can retrieve an object in a container worn or carried by another creature. You can use thieves’ tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Magical Ambush

Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Versatile Trickster

At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.

Spell Thief

At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.

Once you use this feature, you can’t use it again until you finish a long rest.

Brawler

Brawling Fighting Style

Starting at 3rd level, you learn the brawling fighting style.

You are skilled at using your weight to your advantage. As long as you are not wielding a medium or heavy shield, you gain the following benefits:

  • You are proficient with improvised weapons.
  • Your unarmed strikes use a d4 for damage.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Additionally, you can sneak attack with your unarmed strikes and improvised weapons.

Street Smart

Beginning at 3rd level, carousing, shadowboxing, and sparring all count as light activity for the purposes of resting for you. Additionally, once you have caroused in a settlement for 8 hours or more, you know all public locations in the city as if you were born and raised there and you cannot be lost by non-magical means while within the city.

Extra Attack

Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Lesser Improved Unarmed Strike

Starting at 9th level the damage die of your unarmed strike increases by one size (d4 to d6, or d6 to d8).

Moxie Fuelled Fists

Starting at 9th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Improved Unarmed Strike

Starting at 13th level the damage die of your unarmed strike increases by one size (d6 to d8, or d8 to d10).

Rabble Rouser

Starting at 13th level, word of your exploits travels quickly in cities and other settlements. Once you have taken a long rest by carousing in a settlement, you gain advantage on all Charisma (Persuasion) and Charisma (Intimidation) rolls made against the people who live there.

Greater Improved Unarmed Strike

Starting at 17th level the damage die of your unarmed strike increases by one size (d8 to d10, or d10 to d12).

Fighting Spirit

Starting at 17th level, when you have 4 levels of exhaustion or fewer and are reduced to 0 hit points, you regain half of your maximum hit points, half of your maximum moxie points, and gain a level of exhaustion. You cannot use this feature again until you finish a long rest.

Welcome to D20 with Stormchaser

If you're reading this, the chances are that you're playing in one of my games, or you've found my content via Discord or Reddit.

I hope you have fun, and if you have any questions at all, don't hesitate to ask.

Enjoy!

Thanks

The Brawler Rogueish Archetype was based on the Pugilist class by Benjamin Huffman.

Extra thanks to my dedicated patrons and the members of my discord for their playtesting, feedback and critique!

Special mention goes to deity tier patron
Kane Taylor, aka "Zombie Cat ASMR".