You are a rogue, a lurker in the shadows, gifted in acrobatics, stealth, and sleight of hand. You might be a brave scout, a sly thief, a deadly assassin, or a haughty pirate. In any guise, agility and cunning are the rogue’s hallmarks. Lightly armoured, you rely on speed and guile to keep you from harm, employing a range of tricks and deceits to maintain the upper hand. When you strike, your sword comes without warning, dropping opponents before they realise the true threat on the battlefield. **Key Attribute** Dexterity **Hit Points** Equal to Con score + (Level x2). **Weapons** One handed [[weapons]], light crossbow, short bow, and sling. **Armour & Shields** Light [[armour]]. **Class Starting Gear** Shortsword (1d6), Dagger (1d4), Leather armour (+1 AC), [[Thieves' Tools]]. **Skills** Stealth, Sleight of Hand, Traps & Locks, plus roll **1d10** three times: (i) Acrobatics, (ii) Apothecary, (iii) Arcane Lore, (iv) Deception, (v) Detection, (vi) Divine Lore, (vii) Gather Info, (viii) General Lore, (ix) Persuasion, (x) Watercraft. | Level | AB | Ability | | ----- | --- | -------------------------- | | 1 | 0 | Backstab, Finisher, Tricks | | 2 | +1 | New Skill, Skirmisher | | 3 | +2 | Unique Feature | | 4 | +2 | +1 AC | | 5 | +3 | New Skill, Backstab Boost | | 6 | +4 | Unique Feature | | 7 | +5 | Lethal Precision | | 8 | +5 | +1 AC, New Skill | | 9 | +6 | Unique Feature | ## Backstab You are a master of ambush and assassination. From 1st level, once per turn, when making a melee attack against a target that is surprised by you, gain a +4 attack bonus and inflict an additional 1d8 damage. At 5th level the damage increases to 3d6. ## Finisher From 1st level you are adept at picking off injured foes. When you hit a *[[Wounded]]* target (p.83), you may add your backstab damage (once per target, and melee attacks only). ## Tricks & Techniques You come prepared with surprises up your sleeve, ready to exploit any advantage or opportunity. At 1st level, you know a number of tricks equal to your Dex mod; **roll 1d12** on the below list to determine which. With each new level, learn one additional trick of your choosing. You begin an adventure with **one use of this ability per level.** Unless noted otherwise, you may expend a use of this ability as part of your normal action, choosing one trick to apply. If a trick requires a Dex check, you may use a *[[Rerolls|Reroll]]*. You may regain expended uses by taking Short or Long Rests. | 1d12 | Tricks & Techniques | | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 1 | **Cat’s Grace.** Subject to GM discretion, you may turn a failed save or check relating to climbing, acrobatics, or falling, into a success. | | 2 | **Choking Dust.** Up to 1d4 targets within Melee range must make a *[[Luck]]* (Con) save or be rendered mute for 1d4 rounds. | | 3 | **Blind Sense.** By applying the proper techniques, you temporarily heighten your senses, downgrading *[[Blind]]* to *[[Near Blind]]*, or negating *[[Near Blind]]*. The effect lasts 1d6 x 10 minutes. | | 4 | **Flash Powder.** Up to 1d4 targets within Melee range must make a *[[Luck]]* (Dex) save or be *[[Blind]]* until the end of their next turn. | | 5 | **Glue Pot.** On a failed *[[Luck]]* (Str) save, one target within Far range is *[[Grabbed]]* (Str 14). | | 6 | **Hidden Blade.** You may reroll a failed melee attack. | | 7 | **Quick Reflexes.** You may reroll your Initiative check and use the best result. | | 8 | **Rapid Dose.** You may apply a single dose of [[Poison\|poison]], or drink a [[Potions\|potion]] (or similar). | | 9 | **Slippery Mind.** When subject to magical forces that control or detect your thoughts, or locate you, you may choose to make a Will check to fool, mislead, or negate the effect. This ability lasts 2d6 minutes. | | 10 | **Smoke Bomb.** You throw a smoke bomb up to Far range. Thick smoke fills a Close area, blocking line of sight and rendering those within *[[Blind]]*. The smoke disperses in 1d4 rounds. | | 11 | **Unseen Whip.** On a failed *[[Luck]]* (Dex) save, one target within Melee range is tripped, pulled a short distance (GM determines how far), or disarmed. | | 12 | **Recon Leader.** If an ally within Close range fails a stealth related roll, you may trigger this ability to cause them to roll again and apply the best result. | Generally speaking, other classes do not have the expertise required to make effective use of your specialised tools and techniques. ## Skirmisher By 2nd level you are a natural skirmisher, attacking swiftly then disengaging before your target can properly retaliate. When you are subject to a free attack due to your movement, the enemy suffers disadvantage on the attack roll. ## Unique Feature At 3rd, 6th, and 9th levels, you gain a Unique Feature. See p.15 and 45. ## New Skill At 2nd, 5th, and 8th level, you gain one new skill (the skill need not be on your class list). ## Lethal Precision At 7th level, you may spend a *[[Rerolls|Reroll]]* use to reroll any or all backstab damage dice, or the number of targets affected by a trick. ## Beyond 9th Level If you survive this long, you retire as Guildmaster of a gang of thieves, cutpurses, and scoundrels. Your associates are surprisingly loyal, just so long as you keep the opportunities flowing.