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.