Table of Contents
Rogue
A sly, dark figure slinks through the shadows of a dark alleyway. With air beneath their feet, they swiftly and silently scale the side of the building, making their way to the roof. Slipping a shim through a crack in the window, they lift the lock with deft hands. In they step without a sound to take their prize and slip out unseen.
On a high mountain-side road, an outlaw hides behind a rocky outcrop. Waiting patiently for her mark to reach a perfectly precarious part of the path, she collapses the ground around them, leaving them trapped on the cliffside. Like a conniving bridge troll, she demands a toll in exchange for passage. Payment in hand, she resurrects the path and burrows into the cliffside, adding the treasure to her secret mountain trove.
A skilled ice fisher from the far northern reaches of the Water Nation, renowned for their unconventional fishing method, is sought out and contracted to catch a bigger fish. After first freezing their target solid from the inside out, they realized that they would be contending with the complications of having such a dangerous power for the rest of their life.
Sneaky, cunning, tricky and quick, rogues are masters of all things underhanded. Relying on deft action and wit to gain the upper hand, a rogue knows no scruples and will use any trick in the book to outfox their opponent.
Level | Proficiency Bonus | Sneak Attack | Features |
---|---|---|---|
1st | +2 | 1d6 | Street Smart, Sneak Attack, Dissidents Code |
2nd | +2 | 1d6 | Cunning Action, Fast Movement |
3rd | +2 | 2d6 | Roguish Trade |
4th | +2 | 2d6 | Ability Score Improvement |
5th | +3 | 3d6 | Uncanny Dodge |
6th | +3 | 3d6 | Cover of Darkness |
7th | +3 | 4d6 | Evasion |
8th | +3 | 4d6 | Ability Score Improvement |
9th | +4 | 5d6 | Roguish Trade Feature |
10th | +4 | 5d6 | Ability Score Improvement |
11th | +4 | 6d6 | Cloak of Shadows |
12th | +4 | 6d6 | Ability Score Improvement |
13th | +5 | 7d6 | Roguish Trade Feature |
14th | +5 | 7d6 | Blindsense |
15th | +5 | 8d6 | Opportunist |
16th | +5 | 8d6 | Ability Score Improvement |
17th | +6 | 9d6 | Roguish Trade Feature |
18th | +6 | 9d6 | Elusive |
19th | +6 | 10d6 | Ability Score Improvement |
20th | +6 | 10d6 | Stroke of Luck |
As a rogue, you gain the following class features.
Hit Points
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier each time you gain a level in this class
Chi Points
Chi Dice: 1d4 per rogue level
Chi Points at 1st Level: 4 + your Intelligence modifier
Chi Points at Higher Levels: 1d4 (or 3) + your Intelligence modifier each time you gain a level in this class
Proficiencies
Armor: Light armor
Weapons: Simple weapons, Martial weapons with the finesse property
Tools: Thieves’ Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Chi, Deception, Insight, Intimidation, Investigation, Performance, Persuasion, Sleight of Hand, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one martial weapon with the finesse property, or (b) a shortbow and a quiver of 20 arrows
- (a) hide armor or (b) leather armor
- (a) a burglar’s pack, (b) a dungeoneer’s pack, or © an explorer’s pack
- Ten darts and a dagger
Street Smarts
Starting at 1st level, you can add your Intelligence bonus to any ability check you make that doesn’t already include your proficiency bonus.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack cannot use a weapon that does not have the finesse or ranged property.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Dissidents’ Code
During your time as a rogue you’ve learned dissidents’ code, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another person that knows dissidents’ code understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of an underground order, whether loot is nearby, or whether people in an area are easy marks or will provide a safe house for people on the run.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Fast Movement
Starting at 2nd level, your speed increases by 10 feet while you aren’t wearing medium or heavy armor.
Roguish Trade
At 3rd level, you choose the trade that most suits your rogue abilities: Thief, Assassin, or Con-Artist, all detailed at the end of your class description. Your choice grants you features at 3rd level and then again at 9th level, 13th level, and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can expend 1 chi point to use your reaction to halve the attack’s damage against you.
Cover of Darkness
By 6th level, you have learned to use the darkness as cover. Any time you take the Hide action to conceal yourself in darkness, you are considered to have half cover if you are in dim light and three-quarters cover if you are in darkness.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a dragon’s fiery breath or a water bender’s icy wind. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can expend 1 chi point to instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Cloak of Shadows
At 11th level, you are able to move through dim light and darkness nearly unseen. When you take the Hide action under one of these conditions, you gain a +5 bonus to your Dexterity (Stealth) check. If you do not move on a turn where you hide under these conditions, the bonus increases to +10.
Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Opportunist
At 15th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can expend 1 chi point and use your reaction to make a melee attack against that creature.
Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Even rogues need a trade. Rogues train their skills to be as useful as they need to be to keep money in their pockets and food on their table. Choose a trade for your rogue to excel at.
Thief
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, decoding secret messages, and using empowered items you couldn’t normally employ.
Fast Hands
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Second-Story Work
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Supreme Sneak
Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Use Empowered Item
By 13th level, you have learned enough about the workings of chi that you can improvise the use of items even when they are not intended for you. You ignore all nation, class, and level requirements on the use of empowered items.
Thief’s Reflexes
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
Assassin
You focus your training on the grim art of death. Those who take up this trade are diverse: hired killers, spies, bounty hunters, and even spiritual assassins tasked with the extermination of their spiritual foes. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.
Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Infiltration Expertise
Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
Impostor
At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus ). On a failed save, double the damage of your attack against the creature.
Con-Artist
Some rogues enhance their fine-honed skills of stealth and agility with bending, learning tricks of deception, illusion, and sleight of hand. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.
Bending
When you reach 3rd level, you figure out how you can use bending to your advantage. See chapter 10 for the general rules of bending and chapter 11 for the sage technique list.
Basics. At 3rd level, you know two basics of your choice from the sage technique list. Alternatively, if you are an elemental bender, you can choose basics from your elemental bending move list. You learn additional basics of your choice at higher levels, as shown in the Basics Known column of the Con-Artist Bending table.
Learning Techniques. As a rogue, you learn bending by seeing others and practicing until you get it just right. At 3rd level, you know two 1st level techniques of your choice from the sage technique list. Alternatively, if you are an elemental bender, you can choose moves from your elemental bending move list.
The Techniques Known column of the Con-Artist table shows when you learn more techniques of your choice. The Move Level column of the Con-Artist table shows what level moves or techniques you are able to learn at each level. When you reach 6th level, for example, you can learn a move or technique of 1st, 2nd, or 3rd level.
The moves and techniques that you learn as you level up in this class represent your natural growth and progression as a bender. Since they come to you naturally, you do not have to go through the process of mastering them. To learn additional bending techniques, they must be on the sage technique list and you have to either be taught by somebody who can perform the technique or find the technique on a bending scroll. Techniques learned in these ways have to be mastered as described in the Move Mastery section of chapter 10.
Using Techniques. To use a technique, you must expend an amount of chi equal to the technique’s level. If you do not have enough chi available to you, you cannot perform the technique or the technique fails. If you try to use a technique you have not mastered yet and it fails, you expend chi equal to half the move’s level (rounded down).
You are able to learn and perform techniques of a level equal to or lower than the level shown in the Con-Artist table’s Move Level column for your level. If a technique can be used at multiple levels, you can use it at any level at or below the level shown in the Con-Artist table’s Move Level column for your level.
Bending Ability. Intelligence is your bending ability for your rogue techniques, since your bending relies on cleverness and wit. You use your Intelligence whenever a technique refers to your bending ability. You use your Intelligence modifier when setting the saving throw DC for a rogue technique you use and when making an attack roll with one.
Technique save DC = 8 + your proficiency bonus + your Intelligence modifier
Technique attack modifier = your proficiency bonus + your Intelligence modifier
If you are an elemental bender, you are able to extrapolate what you learn through your class to your elemental bending as well. Thus, you can choose whether to use your elemental bending abilities or your rogue bending ability for your elemental bending moves.
Improved Draw Attention
When you choose this archetype at 3rd level, you learn the draw attention basic technique. If you already know this technique, you learn a different sage basic technique of your choice. This technique doesn’t count against your number of basics known.
When you can use your draw attention technique, to target all creatures within a 15-foot cube starting from a point within range.
Bending Ambush
Starting at 9th level, if you are hidden from a creature when you use a bending move on it, the creature has disadvantage on any saving throw it makes against the move this turn.
Versatile Trickster
At 13th level, you gain the ability to distract targets with your bending. As a bonus action on your turn, you can use your bending to distract a creature within your bending range. Doing so gives you advantage on attack rolls against that creature until the end of the turn.
Bending Thief
At 17th level, you gain the ability to steal the knowledge of how to perform a bending move from another bender.
Immediately after a creature uses a move that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its bending ability modifier. The DC equals your move save DC. On a failed save, you negate the move’s effect on you, and you steal the knowledge of the move if it is at least 1st level and of a level and bending type you can perform (it doesn’t need to be a sage technique). For the next 8 hours, you know the move and can use it using your chi. The creature can’t perform that move until the 8 hours have passed.
Once you use this feature, you can’t use it again until you finish a long rest.