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.