JNAProductions
2024-05-20, 12:23 AM
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8 (5)+Constitution Modifier
PROFICIENCIES
Armor: Light Armor
Weapons: All Simple Weapons, Hand Crossbows, Rapiers, Scimitars, Shortswords, Whips
Tools: Thieves' Tools
Saving Throws: Dexterity and Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any two weapons you have proficiency with. If the weapon uses ammo, it comes with 20 pieces of ammo. If the weapon is thrown, it comes with two additional copies.
-Any simple weapon
-Any one pack
-Leather Armor, two Daggers, and Thieves' Tools
Rogue Redux
Level
Proficiency
Bonus
Features
Trick
Dice
1st
+2
Expertise, Reliable Talent
---
2nd
+2
Cunning Action, Dirty Fighting
1d4
3rd
+2
Roguish Archetype
1d4
4th
+2
Ability Score Improvement
1d4
5th
+3
Uncanny Dodge, Reliable Talent Improvement
2d6
6th
+3
Expertise, Archetype Feature
2d6
7th
+3
Evasion
2d6
8th
+3
Ability Score Improvement
3d6
9th
+4
Archetype Feature
3d6
10th
+4
Elusive
3d6
11th
+4
Reliable Talent Improvement, Improved Dirty Fighting
4d8
12th
+4
Ability Score Improvement
4d8
13th
+5
Archetype Feature
4d8
14th
+5
Blindsight
5d8
15th
+5
Slippery Mind
5d8
16th
+5
Ability Score Improvement
5d8
17th
+6
Archetype Feature, Reliable Talent Improvement
6d10
18th
+6
Elusive Improvement
6d10
19th
+6
Ability Score Improvement
6d10
20th
+6
Stroke Of Luck
7d10
Expertise
At levels one and six, a Rogue selects two skills and/or tools they have proficiency in. When making checks with that skill or tool, their proficiency bonus is doubled.
Reliable Talent
Also at level one, a Rogue has begun to master their skills to an uncanny degree. Whenever they make an ability check that adds at least their full proficiency bonus(1), the Rogue treats any result of 5 or less on the d20 as a 6 instead.
At level five, this increases to a minimum result on-die of 9.
At level eleven, this increases to a minimum result on-die of 12.
At level seventeen, this increases to a minimum result on-die of 15.
This is to prevent it from combining with Jack Of All Trades or any other feature that gives HALF proficiency.
Gotta be at least fully proficient to use it!
Cunning Action
At level two, a Rogue is quick and nimble on their feet. They may use Dash, Disengage, or Hide as a bonus action.
Dirty Fighting
Also at level two, a Rogue learns to fight with dirty tricks, gaining a 1d4 Trick Die. Whenever the Rogue takes the Attack action, they may add their Trick Dice to the Attack. Before rolling to-hit, the Rogue must choose how to allocate their dice-their normal weapon attack is treated as equivalent to one Trick Die, and each Trick Die may be used in a separate attack. Only the one attack adds the Rogue's ability score modifier and any other static numbers to damage, as chosen by the Rogue.
Whenever the Rogue hits with a weapon or unarmed attack, they may reduce the damage dealt by the indicated amount to inflict the condition on a failed save. The save's DC is equal to 8+the attack modifier used for the attack. If the condition has a duration longer than until the end of the Rogue's next turn, the target may repeat the save at the end of each of their turns to shake the condition off. Only one condition may be inflicted per attack.
Blinded-10 damage, Constitution save, lasts one minute.
Deafened-4 damage, Constitution save, lasts one minute.
Frightened of the Rogue-8 damage, Wisdom save, lasts one minute.
Incapacitated-14 damage, Constitution save, lasts until the end of the Rogue's next turn.
Prone-4 damage, Strength save, instantaneous.
Stunned-18 damage, Constitution save, lasts until the end of the Rogue's next turn.
As the Rogue gains more levels, they gain more Trick Dice as indicated on the table.
A 5th-level Rogue with 18 Dexterity is wielding a +1 Rapier. They have 2d6 Trick Dice.
When using the Attack action, they may choose to make up to three attack rolls-one using 1d8 from their Rapier, each other one only dealing 1d6 damage from their Trick Dice. Any one of these attacks may add +5 to the damage roll from the Rogue's Dexterity modifier and the +1 bonus of the Rapier.
The Rogue chooses to make three attacks, adding their static bonuses to the Rapier's 1d8. Each attack hits.
The Rapier attack deals 1d8+5 damage.
Each other attack deals 1d6 damage.
In this instance, the Rogue hits with all three attacks, and deals 9, 4, and 2 damage respectively.
The Rogue can deal up to 15 damage, if they choose to force no saves.
The Rogue could also, if they reduce the first hit by 8 damage to 1, force the target to make a Wisdom save or become Frightened of the Rogue.
At level eleven, this ability improves. You may add your static damage modifiers to up to two attacks, and when making an Attack of Opportunity, you may add up to half your Trick Dice to the damage roll. However, you cannot split your attacks between dice when making an Attack of Opportunity.
Roguish Archetype
At levels three, six, nine, thirteen, and seventeen, gain an Archetype feature.
Ability Score Improvements
Usual levels, usual deal. No bonus ASI anymore.
Uncanny Dodge
At level five, when the Rogue is struck by an attack from a source that was not hidden from them, they may use their reaction to halve the damage.
Evasion
At level seven, whenever the Rogue is forced to make a Dexterity save for half damage, you take half damage on a failure and no damage on a success.
Elusive
At level ten, attacks against you cannot roll with Advantage unless you are Incapacitated.
At level eighteen, provided you are not incapacitated, all attacks against you are made with Disadvantage.
Blindsight
At level fourteen, the Rogue gains Blindsight out to 30'.
Slippery Mind
At level fifteen, the Rogue gains proficiency in Wisdom and Charisma saves.
Stroke Of Luck
At level twenty, the Rogue may make the final result of any d20 they roll become a 20. They may do this once, and regain the ability to do so upon completing a short or long rest.
Mastermind
Master Of Intrigue
At level three, you gain proficiency in any five tools and/or languages of your choice. You also gain two additional Expertise choices that must be tools.
Master Of Tactics
Also at level three, you may use Cunning Action to take the Help action, and may take the Help action from up to 30' away, provided your ally can see and/or hear you.
Finally, when you Help an ally to attack, they gain a bonus equal to your proficiency bonus to their attack roll.
Soul Of Deceit
At level six, you can present false thoughts to spells and abilities such as Detect Thoughts by using a contested Charisma (Deception) check as opposed by the user's Wisdom (Insight).
Additionally, no matter what you say, you can decide that magic that would tell the user if you are lying reads as you telling the truth. This also extends to things like Zone Of Truth registering a successful save-you may have it indicate you failed even if you actually passed.
Misdirection
At level nine, you may use your reaction to redirect an attack against you. When you do so, you force the attacker to make a Charisma save against a DC of 8+your proficiency modifier+your Dexterity modifier. On a failure, you can redirect the attack to another creature who is both within 30' of you and within range of the attack. If you can benefit from Cover from the new target, the attacker makes their save with Disadvantage.
Mass Aid
At level thirteen, when you take the Help action, you can Help a number of creatures up to your proficiency bonus.
Supreme Strategy
At level seventeen, when you take the Help action to aid with an attack, that creature may attempt to inflict a single condition, as if they possessed the Dirty Fighting feature.
Semi-WIP. It's playable (or at least, should be) but only has one subclass.
A few notes:
1) Dirty Fighting is probably confusing. Please ask questions to help me give clarity.
2) I did NOT crunch the numbers on damage. It's past midnight, so math brain be tired. But if the numbers are out of whack, lemme know and I can adjust.
Hit Dice: 1d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8 (5)+Constitution Modifier
PROFICIENCIES
Armor: Light Armor
Weapons: All Simple Weapons, Hand Crossbows, Rapiers, Scimitars, Shortswords, Whips
Tools: Thieves' Tools
Saving Throws: Dexterity and Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any two weapons you have proficiency with. If the weapon uses ammo, it comes with 20 pieces of ammo. If the weapon is thrown, it comes with two additional copies.
-Any simple weapon
-Any one pack
-Leather Armor, two Daggers, and Thieves' Tools
Rogue Redux
Level
Proficiency
Bonus
Features
Trick
Dice
1st
+2
Expertise, Reliable Talent
---
2nd
+2
Cunning Action, Dirty Fighting
1d4
3rd
+2
Roguish Archetype
1d4
4th
+2
Ability Score Improvement
1d4
5th
+3
Uncanny Dodge, Reliable Talent Improvement
2d6
6th
+3
Expertise, Archetype Feature
2d6
7th
+3
Evasion
2d6
8th
+3
Ability Score Improvement
3d6
9th
+4
Archetype Feature
3d6
10th
+4
Elusive
3d6
11th
+4
Reliable Talent Improvement, Improved Dirty Fighting
4d8
12th
+4
Ability Score Improvement
4d8
13th
+5
Archetype Feature
4d8
14th
+5
Blindsight
5d8
15th
+5
Slippery Mind
5d8
16th
+5
Ability Score Improvement
5d8
17th
+6
Archetype Feature, Reliable Talent Improvement
6d10
18th
+6
Elusive Improvement
6d10
19th
+6
Ability Score Improvement
6d10
20th
+6
Stroke Of Luck
7d10
Expertise
At levels one and six, a Rogue selects two skills and/or tools they have proficiency in. When making checks with that skill or tool, their proficiency bonus is doubled.
Reliable Talent
Also at level one, a Rogue has begun to master their skills to an uncanny degree. Whenever they make an ability check that adds at least their full proficiency bonus(1), the Rogue treats any result of 5 or less on the d20 as a 6 instead.
At level five, this increases to a minimum result on-die of 9.
At level eleven, this increases to a minimum result on-die of 12.
At level seventeen, this increases to a minimum result on-die of 15.
This is to prevent it from combining with Jack Of All Trades or any other feature that gives HALF proficiency.
Gotta be at least fully proficient to use it!
Cunning Action
At level two, a Rogue is quick and nimble on their feet. They may use Dash, Disengage, or Hide as a bonus action.
Dirty Fighting
Also at level two, a Rogue learns to fight with dirty tricks, gaining a 1d4 Trick Die. Whenever the Rogue takes the Attack action, they may add their Trick Dice to the Attack. Before rolling to-hit, the Rogue must choose how to allocate their dice-their normal weapon attack is treated as equivalent to one Trick Die, and each Trick Die may be used in a separate attack. Only the one attack adds the Rogue's ability score modifier and any other static numbers to damage, as chosen by the Rogue.
Whenever the Rogue hits with a weapon or unarmed attack, they may reduce the damage dealt by the indicated amount to inflict the condition on a failed save. The save's DC is equal to 8+the attack modifier used for the attack. If the condition has a duration longer than until the end of the Rogue's next turn, the target may repeat the save at the end of each of their turns to shake the condition off. Only one condition may be inflicted per attack.
Blinded-10 damage, Constitution save, lasts one minute.
Deafened-4 damage, Constitution save, lasts one minute.
Frightened of the Rogue-8 damage, Wisdom save, lasts one minute.
Incapacitated-14 damage, Constitution save, lasts until the end of the Rogue's next turn.
Prone-4 damage, Strength save, instantaneous.
Stunned-18 damage, Constitution save, lasts until the end of the Rogue's next turn.
As the Rogue gains more levels, they gain more Trick Dice as indicated on the table.
A 5th-level Rogue with 18 Dexterity is wielding a +1 Rapier. They have 2d6 Trick Dice.
When using the Attack action, they may choose to make up to three attack rolls-one using 1d8 from their Rapier, each other one only dealing 1d6 damage from their Trick Dice. Any one of these attacks may add +5 to the damage roll from the Rogue's Dexterity modifier and the +1 bonus of the Rapier.
The Rogue chooses to make three attacks, adding their static bonuses to the Rapier's 1d8. Each attack hits.
The Rapier attack deals 1d8+5 damage.
Each other attack deals 1d6 damage.
In this instance, the Rogue hits with all three attacks, and deals 9, 4, and 2 damage respectively.
The Rogue can deal up to 15 damage, if they choose to force no saves.
The Rogue could also, if they reduce the first hit by 8 damage to 1, force the target to make a Wisdom save or become Frightened of the Rogue.
At level eleven, this ability improves. You may add your static damage modifiers to up to two attacks, and when making an Attack of Opportunity, you may add up to half your Trick Dice to the damage roll. However, you cannot split your attacks between dice when making an Attack of Opportunity.
Roguish Archetype
At levels three, six, nine, thirteen, and seventeen, gain an Archetype feature.
Ability Score Improvements
Usual levels, usual deal. No bonus ASI anymore.
Uncanny Dodge
At level five, when the Rogue is struck by an attack from a source that was not hidden from them, they may use their reaction to halve the damage.
Evasion
At level seven, whenever the Rogue is forced to make a Dexterity save for half damage, you take half damage on a failure and no damage on a success.
Elusive
At level ten, attacks against you cannot roll with Advantage unless you are Incapacitated.
At level eighteen, provided you are not incapacitated, all attacks against you are made with Disadvantage.
Blindsight
At level fourteen, the Rogue gains Blindsight out to 30'.
Slippery Mind
At level fifteen, the Rogue gains proficiency in Wisdom and Charisma saves.
Stroke Of Luck
At level twenty, the Rogue may make the final result of any d20 they roll become a 20. They may do this once, and regain the ability to do so upon completing a short or long rest.
Mastermind
Master Of Intrigue
At level three, you gain proficiency in any five tools and/or languages of your choice. You also gain two additional Expertise choices that must be tools.
Master Of Tactics
Also at level three, you may use Cunning Action to take the Help action, and may take the Help action from up to 30' away, provided your ally can see and/or hear you.
Finally, when you Help an ally to attack, they gain a bonus equal to your proficiency bonus to their attack roll.
Soul Of Deceit
At level six, you can present false thoughts to spells and abilities such as Detect Thoughts by using a contested Charisma (Deception) check as opposed by the user's Wisdom (Insight).
Additionally, no matter what you say, you can decide that magic that would tell the user if you are lying reads as you telling the truth. This also extends to things like Zone Of Truth registering a successful save-you may have it indicate you failed even if you actually passed.
Misdirection
At level nine, you may use your reaction to redirect an attack against you. When you do so, you force the attacker to make a Charisma save against a DC of 8+your proficiency modifier+your Dexterity modifier. On a failure, you can redirect the attack to another creature who is both within 30' of you and within range of the attack. If you can benefit from Cover from the new target, the attacker makes their save with Disadvantage.
Mass Aid
At level thirteen, when you take the Help action, you can Help a number of creatures up to your proficiency bonus.
Supreme Strategy
At level seventeen, when you take the Help action to aid with an attack, that creature may attempt to inflict a single condition, as if they possessed the Dirty Fighting feature.
Semi-WIP. It's playable (or at least, should be) but only has one subclass.
A few notes:
1) Dirty Fighting is probably confusing. Please ask questions to help me give clarity.
2) I did NOT crunch the numbers on damage. It's past midnight, so math brain be tired. But if the numbers are out of whack, lemme know and I can adjust.