Rogue Revised

by GrimUlkoves

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Revised Rogue

Revised Rogue

Synopsis

This is an attempt to re-create a classic class to be brought more in line with the mechanics of other martial classes. This is also a small project for myself to test my ability to design according to core themes and ideas.

The Rogue class is synonymous with archetypes which revolve around tricksters, thieves, smugglers, and assassins. These types of characters are often tied with the attributes of luck, charm, and talent. In D&D 5e Rogues’ are the one-trick pony of the edition, they revolve entirely around this subset of qualities. And this works fine as intended, Rogues are obviously the skill-based class, their function isn’t to excel in combat their function is to excel in interaction.

By design, the Rogue is built to interface with the world around them easily, with the player able to choose what facets they want their character to specialize in. Want to play a sneaky thief? Easily done, pick Stealth and Sleight of Hand as your Expertise options. Your character is now immediately able to interface with the world around them and easily interact as according to how you envision your character.

Each class has ways you can customize your character: Fighters have their Fighting Styles which set them apart from other Fighters. Clerics have their 1st-level Domains which set them apart from other Clerics.

The biggest issue I find within this design for Rogue (And subsequently Barbarian, but another topic for another day) is that almost every Rogue will play the same. Obviously I don’t mean that every Rogue is the same but the identifying factors of most Rogues are the same.

Think of most Rogues’ you’ve played with in your D&D Career. How many were almost cookie cutter tricksters, thieves, smugglers, and assassins? How many performed the same actions turn to turn each combat?

D&D tried to tackle this by introducing new subclasses in later additions to the game, but unlike many other classes, the identity of Rogue negatively impacted these subclasses because of the core identity that is Rogue. The flavor is rich and amazing, but struggles to maintain itself in most circumstances.

So this is what this challenge will be: change the Mechanical Identity of Rogue while maintaining its thematic identity.

My goals will be as follows

  • Maintain the key identities of Rogues without hampering or removing them, ideally even excelling them to flourish. The Rogue should remain as a the ‘Specialist’ class, meaning Skills should be their hallmark.
  • Certain features will remain, keeping the Rogues’ key identifying features such as Uncanny Dodge, Evasion, and Reliable Talent.
  • Create room for other themes and identities within the Rogue class without betraying the archetypes already provided.

Art Credits

Cover Art: Edikt Art (Artstation), (DeviantArt)

Back Cover Background Art: Stephen Najarian (Artstation), (Patreon)

The Rogue
Level Proficiency Bonus Knacks Known Sneak Attack Features
1st +2 1d6 Sneak Attack, Thieves' Cant
2nd +2 2 1d6 Expertise, Tricks of the Trade
3rd +2 2 1d6 Roguish Archetype
4th +2 2 1d6 Ability Score Improvement
5th +3 2 2d6 Extra Attack, Uncanny Dodge
6th +3 4 2d6 Expertise
7th +3 4 2d6 Evasion
8th +3 4 2d6 Ability Score Improvement
9th +4 4 3d6 Roguish Archetype Feature
10th +4 6 3d6 Ability Score Improvement
11th +4 6 3d6 Reliable Talent
12th +4 6 3d6 Ability Score Improvement
13th +5 6 4d6 Roguish Archetype Feature
14th +5 8 4d6 Roguish Prowess
15th +5 8 4d6 Slippery Mind
16th +5 8 4d6 Ability Score Improvement
17th +6 10 5d6 Roguish Archetype Feature
18th +6 10 5d6 Peerless Cunning
19th +6 10 5d6 Ability Score Improvement
20th +6 10 6d6 Astonishing Luck

Class Features

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 per rogue level after 1st

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools: Thieves' Tools

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Multiclass

When multiclassing into Rogue abide by the following rules:

Prerequisites
Dexterity 13
Proficiencies
1 Class Skill, Thieves' Tools

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal 1d6 extra damage to a creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

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.

Thieves' Cant

During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant 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 a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Expertise

At 2nd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Tricks of the Trade

You've honed your skill in particular talents that emerged in your line of work. These talents range from quick tricks you learned and others might've come naturally.

At 2nd level, you know two Knacks of your choice. Your knacks are detailed at the end of the class descrption. When you gain certain Rogue levels you gain additional Knacks of your choice, as shown in the Knacks Known section of the Rogue class table.

Additionally, when you gain a level in this class, you can choose to replace a knack you know with another you could learn at that level.

If a knack has prerequisites you must meet it to learn it. You can learn the knack at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. 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.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Roguish Prowess

Starting at 14th level, your sneak attack gains one of the following improvements:

Descend from Shadows. You gain double the amount of sneak attack dice against a surprised creature.

Specialized Attack. Instead of dealing Sneak Attack damage you can attempt to inflict the target with a condition. The target must succeed on a Constitution saving throw against your Knack DC or become inflicted with one of the folllowing conditions of your choice until the start of your next turn: Incapacitated, Blinded, or Poisoned. Save or failure, you cannot affect the same target again with a specialized attack until you re-roll initiative or until you've damaged another creature with Sneak Attack.

Clever Bladework. If conditions would allow, you can activate Sneak Attack a second time on your turn against a creature you haven't already damaged with Sneak Attack.

Roguish Swagger. Creatures you damage with Sneak Attack have disadvantage on attack rolls against you and you have advantage on attack rolls against them until the start of your next turn.

Rapid Jaunt. Whenever you deal Sneak Attack damage to a creature you can move up to half your speed away from them without provoking attacks of opportunity from the damaged creature, stopping once you've exited their reach.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

If you already have proficiency in Wisdom saving throws, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Peerless Cunning

At 18th level, your alacrity and quick thinking precedes you. You can take an additional bonus action on your turn, but you cannot use this additional bonus action to activate a feature you've already used this turn.

Astonishing Luck

At 20th level, your luck precedes all odds. Whenever you roll a d20 to make an ability check, attack roll, or saving throw you can choose to roll another d20. If you roll a 20, that roll becomes an instant critical success regardless of previous rolls.

Tricks of the Trade

The following page will contain the various Knacks you can learn as a Rogue. Some Knacks call for saving throws, the DC for these abilities is as follows: 8 + your Proficiency bonus + your Dexterity bonus = Knack DC

Cunning Action

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.

Bleed Them Dry

Whenever you deal Sneak Attack damage to a creature with a melee weapon you can use your bonus action immediately after to further injure the creature. The target creature must make a Constitution saving throw. On a failure, the creature begins to Bleed for the next minute. A Bleeding creature takes damage equal to your Sneak Attack Dice at the start of their turn. The creature may repeat their saving throw at the end of their subsequent turns.

Certain creatures might be immune to this feature, such as most Undead and Constructs.

You can use this feature a number of times equal to your Dexterity modifier (Minimum of once). You regain all uses upon completing a short or long rest.

Fast Hands

As part of striking a creature with an attack, or as a result of Grappling another creature, you can choose to Use an Object on the creature (Such as Manacles) as part of the attack or successful grapple attempt.

Pilfer Their Pockets

Whenever you deal Sneak Attack damage to a creature with a melee weapon you can attempt to steal something from the target. As part of the attack attempt a Dexterity (Sleight of Hand) against their passive perception. If you succeed, you take one thing off of their person that isn't being wielded without being noticed.

A creature cannot be targeted by this feature again until they aren't aware of your presence.

Deft Movement

Your movement speed increases by 5ft. In addition, you aren't affected by difficult terrain while your movement isn't hampered such as being Restrained or reduced by another source such as Ray of Frost.

Superiority Training

You learn one maneuver of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects use your Knack DC.

You gain two Superiority Dice, which are d6's. (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Dirty Opportunist

You have advantage on attack rolls against targets when making attacks of opportunity. In addition, when you hit, the target is also subject to being knocked prone if you would choose. If the target is Large or smaller they must make a Strength saving throw against your Knack DC or be knocked prone.

Natural Scrapper

Your unarmed strikes now uses a d4 for damage dice. You can use Dexterity for your Unarmed Strikes instead of Strength, if you would choose. You can activate Sneak Attack using your Unarmed Strikes.

Quick Wits

You have advantage on Initiative checks. In addition, you can add your Wisdom modifier to your Initiative checks when determining initiative order.

Clean Shots

Ranged weapon attacks against targets within your first range increment trigger Sneak Attack regardless if you have advantage. You don't gain Sneak Attack in this way if your target has Cover or if your attack has disadvantage.

Invasive Charm

In response to seeing a creature make an attack you can use your reaction to reduce the enemies' attack roll by an amount equal to your Charisma modifier (Minimum of One).

Intuitive Combatant

While wearing light or no armor and while not wielding a shield, your Armor Class is increased by your Intelligence modifier (Minimum of zero). You lose the benefit of this feature when you take damage, you regain this feature at the start of your turn.

You don't gain the benefits of this feature if your AC is calculated by another feature that uses any other ability score besides Dexterity (Such as Unarmored Defense).

Eldritch Secrets

You learn a cantrip of your choice from any spell list. You also learn a 1st level spell chosen from the Wizard or Warlock spell list. You can cast the spell once without expending a spell slot. Once you cast it in this way you can’t cast that spell in this way again until you finish a long rest. Alternatively, you can also cast these spells using spell slots you have of the appropriate level.

Intelligence is your spellcasting modifier for both spells.

All Eyes on Me

You emit an aura of distraction, whether through your looks or through your demeanor. The aura extends in a 30ft radius, but not past full cover. Creatures of your choice within the aura have advantage on Wisdom (Perception) checks to see you, but have disadvantage on Wisdom (Perception) checks to see other creatures and their passive perception is reduced by an amount equal to your Charisma modifier (Minimum of 1).

You can activate or end this aura as a bonus action.

Unseen Stalker

You can attempt to Hide even when you are only lightly obscured. In addition, when you first attack an unaware creature from stealth you deal additional damage equal to your Proficiency bonus.

Just Lucky

You gain 1 Luck point as per the Lucky feat.

Eye for Fortune

You have advantage on ability checks made to find objects of value, such as currency, jewels, jewelery, and magical items. You also have advantage on ability checks to identify the value of objects worth more than 1gp. You'll also know, subsequently, when something isn't worth anything when below 1gp.

Tough as Nails

Prerequisite: 6th Level

Uncanny Dodge now halves the damage of subsequent damage rolls you receive from the same creature until the end of your attackers current turn.

Get Out of Dodge

Prerequisite: 6th Level

Whenever you take damage your movement speed is increased by 15ft until the end of your next turn.

Mithridatism

Prerequisite: 6th Level

You gain resistance to Poison damage and immunity to the Poisoned condition.

Grand Distraction

Prerequisite: 6th Level

As an action, you can attempt to capture the attention of your enemies through sheer presence. Each creature within 30ft of you who can see and hear you must make a Wisdom saving throw. On a failure, a creature has disadvantage on attack rolls and Wisdom (Perception) checks made on all creatures other than you for 1 minute. A creature distracted by you can repeat the save at the end of their turn. A creature is no longer distracted when they end their turn being unable to see you or when they succeed on a repeated saving throw.

Once you affect a creature with this feature you cannot affect the creature again until you roll initiative again.

Lick Your Wounds

Prerequisite: 6th Level

As an action, you can expend a Rogue hit die to regain hit points. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). You also gain temporary hit points equal to your Rogue level until you finish a short or long rest.

Once you use this feature you cannot do so again until you finish a long rest.

Sow Fear

Prerequisite: 6th Level

Whenever you surprise enemies and first reveal yourself, or whenever you critically strike or reduce a creature to 0 hit points, each creature within 10ft of you who can see you must make a Wisdom saving throw. On a failure they become Frightened of you until the end of their next turn. You gain Sneak Attack damage against creatures who're Frightened of you.

Once a creature succeeds on a saving throw they cannot be affected again by this feature again until you roll initiative again or 1 hour passes.

Aim Carefully

Prerequisite: 6th Level

When you Attack with a ranged weapon and miss you gain advantage on the next attack roll you make with a ranged weapon until the end of your next turn.

Finder's Fee

Prerequisite: 6th Level

You have a knack for finding wealth and treasures. Whenever you or your DM rolls on a d100 table to determine loot you can roll twice and add 5% to both rolls; you choose which roll you want to keep but you don't know what either item would be.

If you would somehow roll over 100% you can choose to move up to a higher rarity table (Such as from Table A to Table B) and roll once on that table instead, or if you would so choose, gain platinum pieces equal to each percentile above 100 (DM's Discretion).

Motivate

Prerequisite: 6th Level

As a bonus action, you can motivate an allied creature within 60ft of you to succeed. The motivated creature gains a bonus to their next ability check or attack roll equal to your Charisma modifier (Minimum of One).

Once you target a creature with this ability you cannot target them again until you finish a short or long rest.

Return Fire

Prerequisite: 6th Level

While wielding a ranged weapon, in response to being damaged by a ranged attack you can use your reaction to make an attack against the creature with your currently wielded weapon provided they're within range. On-hit the creature has disadvantage on ranged attack rolls against you until the end of their turn.

Court Subterfuge

Prerequisite: 6th Level

Over the course of 10 minute you can hide up to 2 light weapons underneath worn clothing or armor. These weapons can be pulled as part of an attack, dealing an additional die of Sneak Attack damage against Surprised creatures. These weapons are discreet and require an Intelligence (Investigation) check to discover, the DC is equal to 8 + your Dexterity modifier + your Proficiency bonus.

Honed Blades

Prerequisite: 11th Level

Your attacks with Light weapons have an increased critical threshold of 1; this means if you would normally critically strike on a roll of 20, you instead critically strike on a roll of 19-20, 18-20, 17-20, etc.

Cheater's Gambit

Prerequisite: 11th Level

Whenever you roll a d20 you can choose to roll again; if the new roll would exceed your previous roll you can use it instead. You can use this feature every 10 minutes.

Pure Grit

Prerequisite: 11th Level

Whenever you take damage from an attack you can choose to take 2 less damage. When you activate Uncanny Dodge this mitigation is doubled to taking 4 less damage against the triggering attack.

Important Persona

Prerequisite: 11th Level

For whatever reasons, you've acquired a particular reputation, whether you've become famous or infamous is up to you and your DM. Because of your reputation, you have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks against creatures whose CR is equal to or less than your Proficiency bonus.

Hard to Kill

Prerequisite: 11th Level

If you would be reduced to 0 hit points you can choose to drop to 1 hit point instead. In doing so, you gain a level of exhaustion and you cannot do so again until you finish a short or long rest.

Thrive in Chaos

Prerequisite: 11th Level

When 3 or more enemies are within 10ft of you at the start of your turn your movement speed increases by 10ft, and in addition, your first attack on your turn has advantage.

If Looks Could Kill

Prerequisite: 11th Level

You emit a 5ft aura of swagger and awe. Hostile creatures within this aura take additional weapon damage from your allies equal to your Charisma modifier (Minimum of 1).

Elusive

Prerequisite: 15th Level

Attack rolls against you cannot have advantage against you if you are aware of the attacker and you aren't incapacitated.

Hand of Many Talents

Prerequisite: 15th Level

Choose a skill; you can add double your proficiency bonus to that skill, as if you gained Expertise with it.

Mental Shroud

Prerequisite: 15th Level

You gain resistance to Psychic damage. In addition, you become aware when someone is attempting to read your thoughts or speak to you telepathically through magic or other means. You can choose to block these attempts, automatically succeeding on saving throws related to telepathy or thought reading.

Created

By

GrimUlkoves

The creator of this PDF was brought to you none other than the guy whose name is plastered all over this thing. I'm GrimUlkoves, an avid fan of D&D 5e whose passion brought me to create things like this!

All things considered, I'm an amateur homebrewer with a few things under my sleeve over the past few years. You can find more of my me and my work by joining my discord community server.

If you like what you see keep an eye out for an upcoming project I've been working on!

You can contact me via the following:

Discord: Grim#6218

Twitter: @GrimUlkoves

Gmail: GrimUlkoves.DM@gmail.com

Back Cover Art: Stephen Najarian (Artstation), (Patreon)

 

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