LEVEL |
PROFICIENCY BONUS |
FEATURES |
1 |
+2 |
Coup de Grace |
2 |
+2 |
Deft Hands |
3 |
+2 |
Rogue Tree |
4 |
+2 |
Ability Score Improvement |
5 |
+3 |
Evasion |
6 |
+3 |
Ability Score Improvement |
7 |
+3 |
Rogue Tree |
8 |
+3 |
Stealth |
9 |
+4 |
-- |
10 |
+4 |
Rogue Tree |
11 |
+4 |
Ability Score Improvement |
12 |
+4 |
Keen Defense |
13 |
+5 |
-- |
14 |
+5 |
Ability Score Improvement |
15 |
+5 |
Rogue Tree |
16 |
+5 |
Ability Score Improvement |
17 |
+5 |
Feign Death |
18 |
+5 |
Rogue Tree |
19 |
+5 |
Ability Score Improvement |
20 |
+5 |
Below the Belt |
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CLASS FEATURES
Hit Dice: 1d8 per level
HP: 8 + Con modifier (at additional levels, add 1d8)
Proficiencies: Light/Medium Armor, simple weapons, longbow
Saves: Dex and Cha
Skills (Choose Two): Stealth, Deception, Slight of Hand, Persuasion, Performance
Equipment: Start with the following= Daggers x2 or Longbow, Leather Armor
SKIRMISHERS AND RANGED DAMAGE DEALERS- Choose One
- Duel-Wielding: You can add your ability modifier to the damage of the second attack.
- Bow & Arrow: You gain a +2 bonus to attack rolls you make with ranged weapons.
- Coup de Grace: Your agility allow you to act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to Dash, Disengage, or Hide.
- Deft Hands: Once per long rest, when an attacker that you can see hits you with a ranged attack, you can use your reaction to halve the attack’s damage against you.
- Evasion: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Stealth: If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
- Keen Defense: You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
- Feign Death: 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.
- Below the Belt: Once a long rest, 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 natural 20.
ROGUE TREE
At 3rd level, you choose an archetype that you strive to emulate in your skills and precision. Choose Assassin, Bard, or Ranger.
ASSASSIN Fairness has no place in battle. Poison and crippling strikes are the strategy of choice for assassins. They are the very model of stealth and efficiency.
- Dirty Fighting- At level 3, you gain proficiency with the disguise kit and the poisoner’s kit.
- Lacerate- At level 7, you have advantage on attack rolls against any creature that hasn’t taken a turn in battle yet.
- Starting at level 10, choose a second option from the Rogue Tree. Dexterity increased by 2, to a max of 24.
- Exploit Weakness- At level 15, 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, or 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.
- Mark of Death- At level 18, when you attack and hit a creature with opportunity, 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.
BARD A style of espionage hailing from Orlais, these spies and saboteurs take a minstrel's art to the next level.
- Song of Valor- At level 3, use a bonus action on your turn to choose one other creature within 60 feet who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die . Also, gain proficiency in two instruments.
- Distraction- At level 7, as an action, you can start a performance that lasts until the end of your next turn. During that time, any target within 60 ft of you will become disoriented and have disadvantage on attacks unless it passes a DC 12 Con save throw.
- Starting at level 10, choose a second option from the Rogue Tree. Gain proficiency with maps, ability to recall topography and layouts of towns/dungeons/etc.
- Song of Courage- At level 15, you've written an epic song of the party's exploits, granting them bonuses, affected by the bard's skill. A Cha roll of 10-14 gives ally's an additional 1d4 to attack rolls, 15-19 gives ally's adv on save rolls, and a 20 causes all ally's attacks to be critical. The bard can only sing one song at a time, and the song lasts 1 minute.
- Captivating Song- At level 18, you begin an entrancing ballad that stuns hostile targets within 30 ft of you. Targets must succeed a DC 16 Con save. The song and its effects last until you chooses to end the song, you are hit for more than half of your max HP, or you are incapacitated. You cannot move, but you may attack if an enemy is within range.
RANGER With an affinity for open country and wilderness, these scouts exploit every advantage of their environment, and can even lure beasts to help attack their foes
- Summon Wolf- At level 3, you call a wolf to join you.
- Wolf: AC 10 (Natural), HP 8d8+10, Speed 30ft
- Str 15 (+2), Dex 13 (+1), Con 14 (+2), Int 10 (+0), Wis 11 (+0), Cha 8 (-1)
- Multiattack: one bite attack and one claws attack
- Bite: +4 to hit, reach 5ft, Hit Die 1d8+2 piercing damage
- Claws: +4 to hit, reach 5 ft, Hit Die 2d4+2 slashing damage
- Summon Bear- At level 7, you call a bear to join you.
- Bear: AC 12 (Natural), HP 10d8+25, Speed 20ft
- Str 16 (+3), Dex 10 (+0), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 10 (+0)
- Multiattack: two claw attacks
- Bite: +5 to hit, reach 5 ft, Hit Die 2d10+4 piercing damage
- Claws: +5 to hit, reach 5 ft, Hit Die 2d8+4 slashing damage
- Starting at level 10, choose a second option from the Rogue Tree. Gain ?????.
- Summon Spider- At level 15, you call a poison spider to join you.
- Spider: AC 13 (Natural), HP 10d10+5, Speed 40ft
- Str 15 (+2), Dex 15 (+2), Con 12 (+1), Int 12 (+1), Wis 10 (+0), Cha 10 (+0)
- Multiattack: one web attack and one poison bite attack
- Web: reach 30 ft; One creature is restrained by webbing. As an action, the restrained target can make a DC 12 Str check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
- Poison Bite: +5 to hit, reach 5 ft., Hit Die 1d10+5 piercing damage; the target must make a DC 11 Constitution saving throw, taking 4d8+5 poison damage on a failed save, or half as much damage on a successful one.
- Master Ranger- At level 18, two creatures can be summoned at a time.
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*DUELIST* Unlocks after beating Isabela in battle.... or sleeping with her. Duelists strike light and precisely, with preternatural reflex that allow them to evade clumsy enemies' blows.
- Starting at level 10, add an additional 2 to Dexterity and 2 to Charisma.
- Dueling- At level 15, when a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice within 15 ft of that creature.
- Pinpoint Strike- At level 18, for every turn, you can add your Str or Con modifier to the attack roll or the damage roll of an attack against one enemy. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.