Rogue
First Level
At first level, you receive:
- 8 HP
- Proficiency in Weapons, as well as 6 skills of your choice
At each level, including first, you receive:
- Two new Maneuvers (or upgrades to existing ones), from the Dirty Fighting, Mobility, Offense, or Ranged schools
- 4 HP (except first level)
Talents
At level 1, 3, 5, 7, 9, 11, 13, 15, 17, and 19 you may choose one talent for which you qualify.
Prerequisites | Talent | Description |
---|---|---|
Level 5+ | Crafty |
Gain +1 to Dex and Int |
Level 10+ | Very Crafty |
Gain +1 to Dex and Int |
Level 15+ | Truly Crafty |
Gain +1 to Dex and Int |
Level 1 |
Expertise |
Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. |
Level 1 |
Cunning Action |
You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. |
Level 3, Cunning Action |
Fast Hands |
You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or opern a lock, or take the Use an Object action. |
|
|
to-do: port the Thief talents |
Level 11 |
Reliable Talent |
Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 0 or lower as a 10. |
Level 1, Cha +1, proficient in Persuasion |
Silver Tongue |
You are very, very persuasive. As a one-minute action, you use your Persuasion skill to charm a humanoid subject. If they fail a Wisdom save, they suffer the same effect as Charm Person. You can use this ability once per long rest, although if you take Expertise in Persuasion, you may use it twice per long rest. |
Level 3, Cha +2 |
(needs a name) |
You can talk people out of their secrets. Similar to Detect Thoughts, with the ability to avoid detection using skill checks (non-magical, once per long rest). TBI |
Level 3, Cha +2 |
(needs a name) |
Non-magical Suggestion |
Level 3, Dex +2, proficient in Stealth |
Hide in Plain Sight |
TBI, basically non-magical Invisibility |
Level 1 |
Shadow Dancer |
You are at home amongst the shadows. You see as well in dimness as you otherwise would in full light, and as well in total darkness as you otherwise would see in dimness. |
Level 3, Shadow Dancer |
Cloak of Shadows |
When in darkness, you gain a 25% chance to avoid any attack or harmful effect, usable once per round. |
Level 3, Shadow Dancer |
Shadowstep |
When in darkness, you can, as a move action, teleport to any location within your normal movement range that you can see. This may be used once per short rest. |
Level 3, Shadow Dancer |
Shadow Sight |
You can see perfectly fine in any kind of darkness, even magical darkness. |
Level 5, Shadowstep |
(needs a name) |
In darkness, once per round, you may stand on air as if it were solid ground. Can be used to double-jump, cross chasms, etc. |
Level 5, Shadow Dancer |
Disperse Magic |
In darkness, you can use a bonus action to remove undesired magical effects from yourself. If the effect is level 3 or lower, it ends immediately; otherwise, you must win a proficient Int check against the spell's DC to end it. |
Level 5, Shadow Dancer |
Vampiric Blades |
In darkness, your sneak attack bonus damage changes type to necrotic, and when you inflict such damage, you are healed for the same amount. |
Level 5, Shadow Dancer |
Shadow Image |
In darkness or dimness, you can create shadowy apparations. Similar to Major Image. TBI |
Level 7, Cloak of Shadows |
Allies in Darkness |
In darkness, you gain a reaction, which causes a shadowy hand (or tentacle) to grapple a chosen foe (roll Cha + proficiency); if they fail a Str save, they are either grappled or pushed 5 ft. Either way, this interrupts melee attacks, spells, etc. |
Level 7, Shadow Dancer |
Shadows Take You |
As an action, you may cause an enemy in darkness to be pulled into the Shadow realm if they fail an opposed Charisma check (you are proficient). Similar to the Banishment spell. TBI |
Level 7, Shadow Image |
Maddening Shadows |
Enemies within 10 ft of you in darkness see terrible phantasms, hear unsettling whispers, and feel a terrible sense of foreboding and confusion. As the spell Confusion(http://5e.d20srd.org/srd/spells/confusion.htm), but the subjects roll d20s, and anything 9+ allows them to act normally. |
Level 9, Cloak of Shadows, Shadowstep |
Enter the Shadow |
In darkness, you may use a move action to enter the Shadow Realm, a dark mirror of reality. You are incorporeal and invisible in the material realm until you return. You may stay as long as you like, but you risk the dangers of Shadow the longer you stay. Can use once per short rest. |
Development notes:
- Will port the Spellthief abilities, with the intent of making them less a pure caster, but multiclassing well with a casting class
- Shadowdancer
- Quasi-magical, but not a spellcaster
- Assassin
- Poisons, traps, quasi-magical items, but not a spellcaster
- Spymaster
- Ineffable Charm: you can charm the pants off anyone, given time.
- Plausible Deniability: really good at lying your way out of things
- Abilities similar to magic divinations (i.e. the DM must answer X questions truthfully) just by talking to people (and, depending on how good you are, they don't even realize they gave away their secrets)
- A whole bunch of talents that give you non-magical, spell-equivalent powers (usually once/day), based on core Rogue skills. Example: you might use Perform to tell a really hilarious joke, causing Hideous Laughter, or to put on an amazing pyrotechnics show, causing a Hypnotic Pattern.
- Notes on "hybrid" talent trees:
- Designed to pair well with a pure caster (but not necessarily)
- No spellcasting (maybe Mana? maybe).
- No direct overlap with intended spells.
- Talents should max out at level 9, so you can cap out with 10/10 at level 20
- Plenty enough talents to stick with it until 20 if you desire
- Should have a small number of glaring holes that a caster class would fill nicely (e.g. Shadow Dancer is all about being in darkness, but has no ability to make that happen)