Rogue Class Details:
Rogue or thief is a common Dungeons & Dragons character class. A rogue can use sly combat and nimble techniques. Following are the class details:
A halfling slowly moves through the dungeon while telling her friends to wait. She puts her ear to the door, then quickly pulls out a range of tools and cracks the lock. She then vanishes into the darkness as her combatant friend approaches and kicks the door open.
A human waits in an alleyway’s shadows as his companion prepares for her role in the ambush. The assassin’s blade strikes the slaver’s neck before he can utter a sound when their target, a notorious slaver, passes through the alleyway and the accomplice yells out.
A gnome waggles her fingers while stifling a giggle as she magically removes the keychain from the guard’s belt. The cell door opens, the keys are in her hands, and she and her colleagues are free to flee in a second. Rogues use cunning, subtlety, and their adversaries’ weaknesses to gain the upper hand. They have a flair for solving almost any issue. They have adaptability that forms the basis of any influential adventuring group. Ability and Accuracy of Rogue.
Expertise and precision:
Rogues put as much effort into perfecting their combat skills as they do into learning how to use various skills, giving them a wide range of knowledge that few other cast members can match. Many rogues concentrate on cloaking and deception, but others hone dungeon-friendly abilities like climbing, locating and neutralizing traps, and picking locks.
Rogues value cunning over brute ability when engaging in combat. A rogue would instead make one strike and place it precisely where it will hurt the target the most rather than repetitive attack and wear down an opponent. The ability of rogues to escape harm is almost supernatural, and some pick up magical skills to complement their other skills.
A Shadowy Life:
Each town and village has a few bad apples. Most of them make their living as thieves, assassins, and con artists, living up to their class’s worst prejudices. These scumbags frequently form gangs or mobsters, or guilds. Many thieves work alone but occasionally hire apprentices to assist them in their heists and scams. Some rogues work as locksmiths, detectives, or exterminators to support themselves honestly, but these are risky professions in a world where dreadful rats—and wererats—prowl the sewers.
Rogues are adventurers who break the law on both sides. Some are seasoned criminals who look for their fortune in hidden treasure, while others choose an adventurous lifestyle to escape the law. Some have developed their abilities to break into historic ruins and secret cellars in search of hidden treasure.
How to design a Rogue?
Think about the character’s connection to the law as you develop your rogue. Have you ever been in trouble with the law? Are you evading the police or a vengeful leader of the thieves’ guild? Or did you quit your guild to pursue more significant dangers and rewards? Are you motivated by greed or some other urge or ideal when you go on adventures?
What set off your departure from your previous life? Have you had to reevaluate your job due to a great con, or have caper gone wrong? Perhaps you were fortunate and could escape the misery of your life with the money obtained from a successful heist. Did your wanderlust finally tempt you to leave your house? Perhaps you were cut off from your relatives or your tutor all of a sudden and needed to find new sources of support. Or perhaps you found friends and adventurers in your group—who opened your eyes to fresh opportunities for making a living and using your unique skills.
By using these tips, you can create a rogue quickly. Your most robust ability score should be in Dexterity first. If you want to excel at Inquiry or if you intend to adopt the Arcane Trickster archetype, make Intellect your next-highest ability. If you want to emphasize deception and social interaction more, pick charisma instead. Select the charlatan background next.
These class characteristics apply to you as a rogue.
1d8 for each rogue level of hit dice
Hit Points at First Level: 8 plus your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) plus your Constitution modifier for every rogue level after the first
Clothing: Light clothing
Simple weapons include hand crossbows, longswords, swords, and short swords.
Tools for robbers:
Saves: Dexterity, Intelligence
Pick four skills from the following: acrobatics, athletics, deception, insight, intimidation, investigation, perception, performance, persuasion, sleight of hand, and stealth.
In addition to the tools your background has provided you, you begin with the following items:
Either a short-sword or a rapier
Twenty arrows for a short bow or a short sword, respectively.
A thief’s pack, a dungeoneer’s pack, or an explorer’s bag.
Two daggers, a leather suit, and a toolkit for thieves.
Select two of your skill proficiencies at the first level, or select one of your skill proficiencies and your competence with thieves’ tools. For any ability check, you make using one of the chosen proficiencies; your proficiency bonus is increased by two. You can benefit from this feature by selecting two additional proficiencies (in skills or with thieves’ tools) at level six.
You can sneak up on opponents and take advantage of their confusion, starting at the first level. If you have an edge on the attack roll once per round, you can hit one creature with an additional 1d6 damage from an attack. It would help if you used an artful or long-range weapon in the attack.
You do not need an edge on the attack roll if another opponent of the target is within 5 feet of it, that opponent is not incapacitated, and you do not have a disadvantage on the attack roll. See the Sneak Attack column of the Rogue table for an indication of how much damage bonus you earn when you level up in this class.
Cant of Thief:
The thieves’ cant you learned in your rogue training allows you to conceal messages in seemingly casual conversation. It is a secret blend of accent, jargon, and code. Such communications can only be understood by a species conversant in thieves’ jargon. Such a message requires four times as long to communicate as the identical message when spoken clearly.
A cunning move:
On each turn in battle, you are allowed to take a bonus action. Only the Dash, Disengage or Hide actions can be performed using this.
At the third level, you can select an archetype from another source or the Thief, which is described at the end of the class description, to emulate when using your rogue abilities. Your chosen archetype bestows features at the third level and levels nine, thirteen, and seventeen.
Improvement of the Ability Score:
When you reach level four, as well as levels eight, ten, twelve, sixteen, and nineteen, you can choose to boost one ability score by two points or two by one point—as usual, using this feature won’t allow you to raise your ability score higher than 20. You can choose to take a different feat in place of this feature by using the extra feats rule.
Starting at the fifth level, you can use your reaction to reduce the damage an attack against you does by half.
Choose two additional skill proficiencies at the sixth level or one additional skill proficiency and your proficiency with Thief’s tools. For any ability check, you make using one of the chosen proficiencies; your proficiency bonus is increased by two.
You can nimbly dodge away from some area effects, such as an ice storm spell or the fiery breath of an ancient red dragon, starting at level 7. When you are under the influence of a condition that permits you to use a Dexterity rescuing throw only to take half of the damage, you only take half the damage if you succeed on your saving throw and no damage if you fail.
You have honed your chosen skills to almost perfection by the eleventh level. If you roll a nine or lower on a d20, you can treat it as a ten whenever you make an ability check that allows you to add your proficiency bonus.
If you can hear, you can hear the location of any hidden or invisible creature within 10 feet of you, starting at level 14.
You have developed more excellent mental toughness by level 15. You improve your ability to make wise saving throws.
You are so deceptive that you are rarely overpowered by attackers starting at level 18. When you are not rendered incapacitated, no attack roll has an advantage against you.
Luck of the Draw:
You have a remarkable knack for thriving when you need to at level 20. You can make a miss into a hit if your attack fails to hit a target in your line of sight. Alternately, you can consider the d20 roll a 20 if you fail a mastery check. After using this feature once, you cannot use it again until you have completed a short or long rest.
Archetypes of Rogue:
There are a lot of similarities between rogues, such as how they put a lot of attention on developing their performance, how they take a very calculated and lethal strategy to fight, and how their reflexes get faster and faster. However, other rogues take those abilities in various directions, exemplified by the various rogue archetypes. Your selection of an archetype is a manifestation of your emphasis; it is not always an indication of the line of work you have chosen but rather a description of the most valuable methods.
You hone your abilities in the more nefarious aspects of the arts. Burglars, bandits, cutpurses, and other types of criminals usually follow these archetypes; however, rogues like to think about themselves as professional treasure searchers, explorers, delvers, and detectives also follow this pattern. You will become more agile and stealthy. You will master talents that will assist you in exploring ancient ruins, reading foreign languages, and employing magical artifacts that you would not ordinarily be able to utilize.
You can take the Use an Object action, make an Agility (Sleight of Hand) check, or use your thieves’ tools to defuse a trap or open a lock using the bonus action granted to you by your Cunning Action once you reach the third level. These options are available to you once you reach that level.
Work on the Second Floor:
When you adopt this archetype at the third level, you can climb faster than usual, and ascending no longer costs extra movement. Also, climbing no longer needs you to spend extra movement. In addition, the distance you cover when performing a running jump increases by several feet equal to your Dexterity modifier.
You gain an advantage on Dexterity (Stealth) checks beginning at the 9th level if you move no and over half your speed in a single turn after gaining this advantage.
Apply Mystical Method:
You will gain sufficient knowledge about the inner workings of magic by the time you reach the 13th level to improvise the use of things, even if they were not designed for you to utilize them. You are exempt from any class, race, or level requirements generally associated with using magic items.
Reactions of a Thief:
When you reach level 17, you have mastered setting traps and evading danger while moving at a breakneck speed. First-round fighting is two-turns. You start your first turn with the initiative that is usually assigned to you, and then on your second turn, you take the initiative that is typically assigned to you minus 10. When you are in a state of surprise, you are unable to use this feature.
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