Rogue Class
Overview
A swift, cunning fighter who masters precision, misdirection, and opportunistic strikes. Rogues rely on agility and tactical thinking to control the battlefield.
Rogues specialize in exploiting openings, manipulating movement, and delivering high-precision attacks enhanced by instinctive Rites. They are the masters of positioning, deception, and surgical damage.
They excel at: Stealth and infiltration, Precision damage, Setting up and exploiting advantage, Disengaging safely, Controlling enemy positioning, Fast battlefield reads
⭐ Main Stat
Dexterity (DEX)
Used for Rite Tests and fine-tuned combat techniques.
🛡️ Armor & Weapons
🎯 Saving Throws
Armor: Light armor only
Weapons: Simple weapons + finesse weapons (daggers, shortswords, rapiers, etc.)
Shields: Not proficient
Dexterity
Charisma
❤️ Hit Points
Starting HP: 13
Level 1 HP: 1d8 + CON modifier
Level Up HP: 1d6 + CON modifier each level
🧮 Proficiency Bonus
🪓 Starting Armor Class
Levels 1–4: +1
Levels 5–8: +2
Levels 9–10: +3
Base AC: 10 + DEX modifier
Wears light armor (leather, studded leather)
🧭 Common Activities
Rogues often:
Slip into shadows
Pick or bypass locks
Steal keys, maps, or artifacts
Scout ahead without being noticed
Distract or confuse enemies
Find weak points in armor
Deliver decisive finishing blows
Navigate threats without brute force
🔥 Level-Up Gains (General)
💥 Level 1 Starting Feature
Each level gives:
More HP
+1 Rite known
Ability Score Increases at Levels 4 & 8
Proficiency increases at Levels 5 & 9
Evasive Footwork
When you make a melee attack (hit or miss), you may move 5 ft without provoking opportunity attacks.
This allows Rogues to:
Slip behind enemies
Escape retaliation
Constantly reposition
🔮 Rogue Rites
🔱 Rogue Rite List (Choose 1 at each level)
Rites are quick, subtle combat maneuvers or bursts of instinctive precision.
Rite Test:
d20 + DEX modifier + Proficiency Bonus vs DC 12
Level 1 Rites
Shadowstep - Instantly teleport 10 ft to an unoccupied space you can see.
Blade Feint - Give yourself advantage on your next attack.
Ghostwalk - Gain +10 ft movement speed and advantage on Stealth checks for 2 turns.
Crippling Strike - Passive - Your Sneak Strike also reduces the target’s movement by 10 ft on your next hit.
Opportunist - When an enemy within 5 ft is hit by an ally, you may make one melee attack against it as a reaction once per round
Flash Trick - Passive - After hitting, deal +1d6 extra damage and then move 10 ft.
Level 3 Rites
Smoke Veil - Create a small, 10-ft area of obscuring smoke for 1 round.
(Enemies inside have disadvantage to attack)
8. Precision Flow - Passive - Increase Sneak Strike damage to +2d6 instead of +1d6.
9. Reflex Surge - Gain +2 AC until the start of your next turn.
10. Executioner’s Point - Passive - If you have advantage, your next attack deals +2d6 damage.
(Stacks with Sneak Strike.)
⚔️ Unique Class Mechanic
Sneak Strike
Once per turn, if the Rogue has advantage OR an ally is adjacent to the target, they deal extra damage:
Level 1: +1d6
Level 3: +1d8
Level 5: +1d10
This stacks with Rites and normal damage.