Rogue: A Child of Shadows
From the moment you first step into the underbelly of the city, you learn that silence can be louder than thunder. Rogues move as shades, their boots finding only the faintest echo, their eyes attuned to the slightest shift in a guard’s breath. They trade in secrets: whose door hides the vault, where the trap rests, and how best to slip past both without leaving a trace.
The Art of the Strike
While warriors cleave through ranks, Rogues wait for the perfect moment—when an opponent’s back is turned, when a spellcaster’s concentration falters, or when two foes lock blades. Then, in one exquisitely precise motion, the Rogue’s blade flashes, and Sneak Attack—an explosion of damage—renders the enemy’s defenses moot. It is not raw power, but cunning opportunity.
The Path of Cunning
But Rogue talent isn’t limited to the battlefield. They are masters of disguise, deception, and forgery—able to assume any identity after but an hour’s study. They whisper in thieves’ cant, slipping coded messages to allies. When diplomacy fails, poison and steel remain viable options. At every turn, they choose adaptability over rigidity, improvisation over brute force.
Real-World Inspirations
Fantasy Literature & Early Game Design
The Rogue’s DNA includes clear debts to modern fantasy literature. Gary Gygax himself pointed to J.R.R. Tolkien’s Bilbo Baggins, Fritz Leiber’s Gray Mouser, and Jack Vance’s Cugel the Clever as primary influences when crafting the Thief (later Rogue) class Wikipedia. Leiber’s Gray Mouser, in particular, defined the charming, nimble thief archetype—skilled with both blade and repartee.
Swords & Sorcery Roots
Beyond Tolkien, Leiber, and Vance, the archetypal “clever scoundrel” appears in The Thief of Baghdad and Ali Baba and the Forty Thieves—stories of cunning over might that predate D&D yet echo its Thieves’ Guild traditions Role-playing Games Stack Exchange. These tales cemented the idea that a Rogue need not rely on raw strength to triumph, but rather on guile and ingenuity.
Historical Shadows: Spies, Assassins, & Thieves’ Guilds
- Ninjas of Feudal Japan: Stealthy saboteurs and spies whose very legend grew from whispered rumors. While much of what we think we know is theatrical, historical shinobi did specialize in espionage, sabotage, and assassination—skills mirrored in the Rogue’s toolkit HISTORY.
- Medieval Thieves’ Guilds & Organized Crime: From the semi-mythical “Thieves’ Guilds” of medieval folklore to the real networks of bandits and cutpurses, organized criminal rings of Europe and Asia offered a template for how Rogues might train, pool resources, and control illicit markets roguish.wordpress.com.
- Renaissance & Enlightenment Spies: Figures like the Venetian “piovra” networks or Elizabethan intelligence—clandestine operatives who intercepted letters, bribed officials, and turned the gears of international intrigue—can be seen in the Rogue’s penchant for disguise and infiltration.
Modern Echoes
Even today, Rogues find their analogues in espionage novels and films—from Fleming’s James Bond slipping past laser grids to Le Carré’s George Smiley parsing dark secrets. The core idea remains: information, deception, and precision strikes accomplish what armies cannot.
By weaving together mythic tricksters, swashbuckling rogues of high fantasy, and the clandestine operators of real history, D&D’s Rogue class offers a singular playground for players who prefer brains—and a blade hidden in the dark—to brute force. Whether you craft a silver-tongued con artist or a shadow-hunting assassin, each Rogue stands as a testament to the art of doing the impossible, unseen.
Rogue
Rogue, Pathfinder
Rogue Class – 2024
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, Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a shortsword
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
- Leather armor, two daggers, and thieves’ tools
Rogue Table
Level | Features | Sneak Attack | Mastery Weapons |
---|---|---|---|
1 | Sneak Attack, Cunning Strike | 1d6 | 2 |
2 | Cunning Action | 1d6 | 2 |
3 | Roguish Archetype, Steady Aim | 2d6 | 2 |
4 | Feat | 2d6 | 2 |
5 | Uncanny Dodge | 3d6 | 2 |
6 | Expertise | 3d6 | 2 |
7 | Evasion | 4d6 | 2 |
8 | Feat | 4d6 | 2 |
9 | Archetype Feature | 5d6 | 2 |
10 | Ability Score Improvement | 5d6 | 2 |
11 | Reliable Talent | 6d6 | 2 |
12 | Feat | 6d6 | 2 |
13 | Archetype Feature | 7d6 | 2 |
14 | Blindsense | 7d6 | 2 |
15 | Slippery Mind | 8d6 | 2 |
16 | Feat | 8d6 | 2 |
17 | Archetype Feature | 9d6 | 2 |
18 | Elusive | 9d6 | 2 |
19 | Feat | 10d6 | 2 |
20 | Stroke of Luck | 10d6 | 2 |
Level 1 Features
Sneak Attack
Once per turn, you can deal extra damage to a creature you hit with an attack if you have advantage or an ally is within 5 feet of the target. The damage increases as you level (see table).
Cunning Strike
Once per turn when you hit a creature with a finesse or ranged weapon, you can choose to use a special maneuver instead of Sneak Attack. These include effects like disarming or pushing a foe. More maneuvers unlock at higher levels.
Level 2: Cunning Action
You can use a bonus action to Dash, Disengage, or Hide on your turn.
Level 3: Roguish Archetype
Choose a Roguish Archetype, such as Thief, Assassin, Arcane Trickster, or Swashbuckler (2024 updates available). Gain additional features at levels 3, 9, 13, and 17.
Steady Aim
If you haven’t moved on your turn, you can use a bonus action to gain advantage on your next attack.
Level 5: Uncanny Dodge
Use your reaction to halve the damage from an attack you can see.
Level 6: Expertise
Choose two more skill proficiencies. Your proficiency bonus is doubled for them.
Level 7: Evasion
When subjected to an effect that allows a Dex save for half damage, take no damage on a success and half on a failure.
Level 11: Reliable Talent
Whenever you make an ability check that includes your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Level 14: Blindsense
You gain blindsense with a range of 10 feet. You’re aware of the location of any hidden or invisible creature within that range.
Level 15: Slippery Mind
You gain proficiency in Wisdom saving throws.
Level 18: Elusive
No attack roll has advantage against you unless you are incapacitated.
Level 20: Stroke of Luck
If you miss with an attack roll, you can treat the d20 roll as a 20. You can also use this to turn a failed ability check into a success. Once per short or long rest.
Thief
Source: Player’s Handbook
- Fast Hands (3rd level): Use your Cunning Action bonus action to make a Dexterity (Sleight of Hand) check, use thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
- Second-Story Work (3rd level): Climbing no longer costs extra movement, and when you make a running jump, its distance increases by your Dexterity modifier.
- Supreme Sneak (9th level): Gain advantage on Dexterity (Stealth) checks if you move no more than half your speed on the same turn.
- Use Magic Device (13th level): Ignore all class, race, and level requirements on magic items.
- Thief’s Reflexes (17th level): In the first round of any combat, you take two turns—your normal turn and another at initiative –10—so long as you aren’t surprised.
Assassin
Source: Player’s Handbook
- Bonus Proficiencies (3rd): Gain proficiency with the disguise kit and the poisoner’s kit.
- Assassinate (3rd): You have advantage on attack rolls against creatures that haven’t acted yet, and any hit you score against a surprised creature is a critical hit.
- Infiltration Expertise (9th): Spend 1 hour and 25 gp to establish a new identity; you can assume false identities so well that other creatures believe them until given a reason not to.
- Impostor (13th): Unerringly mimic another’s speech, writing, and behavior after at least 3 hours of study; you have advantage on any Charisma (Deception) check to avoid detection.
- Death Strike (17th): When you hit a surprised creature, it must save (DC 8 + Dex mod + prof bonus) or take double damage.
Arcane Trickster
Source: Player’s Handbook
- Spellcasting (3rd): Gain three cantrips and two 1st-level Wizard spells (enchantment or illusion).
- Mage Hand Legerdemain (3rd): Your Mage Hand becomes invisible; you can stow or retrieve objects on another creature, and use thieves’ tools to pick locks or disarm traps at range, all as a bonus action.
- Magical Ambush (9th): If you’re hidden from a creature when you cast a spell on it, that creature has disadvantage on its saving throw against the spell this turn.
- Versatile Trickster (13th): As a bonus action, designate a creature within 5 ft. of your Mage Hand; you gain advantage on attack rolls against that creature until end of turn.
Mastermind
Source: Sword Coast Adventurer’s Guide & XGtE
- Master of Intrigue (3rd): Proficiency with disguise and forgery kits, one gaming set of your choice, and two extra languages; mimic speech patterns and accents after 1 minute of listening.
- Master of Tactics (3rd): Use the Help action as a bonus action; when you help an ally attack, the target can be within 30 ft. instead of 5 ft.
- Insightful Manipulator (9th): Spend 1 minute observing or interacting with a creature; learn if it is your equal, superior, or inferior in two of: Intelligence, Wisdom, Charisma, or class levels.
- Misdirection (13th): When you’re targeted by an attack and another creature within 5 ft. grants you cover, use your reaction to have the attack target that creature instead.
- Soul of Deceit (17th): Your thoughts can’t be read by telepathy unless you allow it; you can present false thoughts (Charisma [Deception] vs. Insight), magic that would discern truth shows you as truthful, and you can’t be compelled to tell the truth by magic.
Swashbuckler
Source: SCAG / Xanathar’s Guide
- Fancy Footwork (3rd): If you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
- Rakish Audacity (3rd): Add your Charisma modifier to initiative; you can Sneak Attack a creature if you’re within 5 ft. of it, no other creatures are within 5 ft. of you, and you don’t have disadvantage.
- Panache (9th): As an action, make a Charisma (Persuasion) vs. Wisdom (Insight) check against a hostile creature; if you succeed, it has disadvantage on attacks against others and can’t make opportunity attacks against them for 1 minute.
- Elegant Maneuver (13th): As a bonus action, gain advantage on your next Acrobatics or Athletics check.
- Master Duelist (17th): Once per short rest, if you miss with an attack, reroll it with advantage.
Inquisitive
Source: Xanathar’s Guide
- Ear for Deceit (3rd): When making a Wisdom (Insight) check to detect lies, treat a d20 roll of 7 or lower as an 8.
- Eye for Detail (3rd): As a bonus action, make a Wisdom (Perception) check to spot hidden creatures or objects, or an Intelligence (Investigation) check to uncover clues.
- Insightful Fighting (3rd): As a bonus action, make a Wisdom (Insight) vs. target’s Charisma (Deception); on a success, you can Sneak Attack that target even without advantage for 1 minute.
- Steady Eye (9th): When you move no more than half your speed on a turn, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks.
- Unerring Eye (13th): As an action, sense illusions, shapechangers out of form, and other sensory-deceptive magic within 30 ft.; you detect the deception but not its true nature.
- Eye for Weakness (17th): While Insightful Fighting applies to a creature, your Sneak Attack damage against it increases by 3d6.
Scout
Source: Xanathar’s Guide
- Skirmisher (3rd): When a creature ends its turn within 5 ft. of you, use your reaction to move up to half your speed without provoking opportunity attacks.
- Survivalist (3rd): Gain proficiency in Nature and Survival (if you don’t already); double your proficiency bonus for those checks.
- Superior Mobility (9th): Walking speed increases by 10 ft. (also to climbing/swimming speeds).
- Ambush Master (13th): Advantage on initiative; the first creature you hit in the first round grants advantage on attacks against it until start of your next turn.
- Sudden Strike (17th): When you take the Attack action, make one additional attack as a bonus action; this attack can Sneak Attack even if you’ve already used it this turn, but not against the same target twice.
Phantom
Source: Tasha’s Cauldron of Everything
- Whispers of the Dead (3rd): Whenever you finish a short or long rest, choose one skill or tool proficiency you don’t have; hold it until you use this feature again.
- Wails from the Grave (3rd): When you deal your Sneak Attack damage, deal necrotic damage equal to half your Sneak Attack dice (rounded up) to a second creature within 30 ft.; you can use this a number of times per long rest equal to your proficiency bonus.
- Tokens of the Departed (9th): When a creature dies within 30 ft., use your reaction to capture its soul in a trinket (limit: proficiency bonus); you can expend a trinket to reroll a death save, gain advantage on saves and death saves, or ask the spirit one question.
- Ghost Walk (13th): As a bonus action, assume spectral form for up to 10 minutes: fly 10 ft., hover, attacks against you have disadvantage, you can move through objects (1d10 force damage if you end inside one); recharges on long rest or by destroying a trinket.
- Death’s Friend (17th): Your Wails from the Grave also affects the first target hit, and at the end of a long rest you automatically gain one soul trinket if you have none.
Soulknife
Source: Tasha’s Cauldron of Everything
- Psychic Blades (3rd): As part of the Attack action, manifest a shimmering blade that deals 1d6 psychic damage (finesse, thrown 60 ft.); you can make a second attack with a 1d4 blade as a bonus action if your other hand is free.
- Psychic Whispers (3rd): As an action, choose creatures you can see (up to your proficiency bonus), roll a Psionic Energy die, and for that many hours you can communicate telepathically within 1 mile, so long as they know at least one language.
- Soul Blades (9th): Your Psychic Blades gain two options that use Psionic Energy dice:
- Homing Strikes: If you miss with a Psychic Blade, roll a Psionic Energy die and add it to the attack roll; if it hits, consume the die.
- Psychic Teleportation: As a bonus action, expend a Psionic Energy die, roll it, and throw your blade to an unoccupied space within (10 × die) ft.; teleport to that space and the blade vanishes.
- Psychic Veil (13th): As an action, magically become invisible (including your gear) for 1 hour or until you deal damage or force a saving throw; once per long rest, or again by expending a Psionic Energy die.
- Rend Mind (17th): When you deal Sneak Attack damage with a Psychic Blade, force the target to make a Wisdom save (DC 8 + Dex mod + prof bonus) or be stunned for 1 minute (repeat save at end of each turn); once per long rest, or again by expending three Psionic Energy dice.
1. Caribbean Pirate
- Region: Caribbean (West Indies)
- Origin: Golden Age of Piracy, c. 1690–1740, when piracy flourished around colonial ports and sea lanes
- Arms: Cutlass for close quarters; flintlock pistols and muskets for ranged volleys; boarding axes and grenades for storming decks
- Armor: Practical leather jerkins to resist splinters and scrapes; tricorne or felt hats served as sun protection and informal heraldry
- Equipment & Tactics: Grappling hooks and belaying pins for rapid boarding; powder horns to keep powder dry; the Jolly Roger flag to intimidate targets and induce surrender without bloodshed
- Rogue Subclass: Swashbuckler
- Deity: Poseidon, Greek god of the sea and storms
2. Japanese Shinobi
- Region: Iga and Kōka provinces, Feudal Japan
- Origin: Emerged by the Sengoku period as specialized spies, scouts, and saboteurs for feudal warlords
- Arms: Ninjatō (short, straight swords), shuriken and kunai for silent throws, blowguns for poisoned darts
- Armor: Dark-dyed cloth armor (shinobi shōzoku) offering minimal protection while maximizing stealth
- Equipment & Tactics: Smoke bombs (kerosen‐filled “fire and water bombs”) for cover; grappling hooks (kaginawa) and climbing claws (shuko) for vertical infiltration
- Rogue Subclass: Phantom
- Deity: Hachiman, Shinto tutelary god of warriors and archery
3. Venetian Spy
- Region: Republic of Venice, northeastern Italy
- Origin: 15th–17th c. Council of Ten intelligence service, Venice’s formal spy network
- Arms: Slim civilian rapier for duels; parrying dagger (“main gauche”) to trap blades
- Armor: None—relied on sumptuous merchant or noble attire to blend into courts and salons
- Equipment & Tactics: Disguise kits for false identities; cipher disks and letter locks for secure messages; mirror signals and small spyglasses for long-distance observation
- Rogue Subclass: Mastermind
- Deity: Apollo, Greek god of prophecy, knowledge, and archery
4. Victorian Cat Burglar
- Region: Britain (London & industrial urban centers)
- Origin: Early 20th c. exploits of Robert Augustus Delaney, credited as the first documented “cat burglar”
- Arms: Length of black silk rope for scaling walls; a slender latch-undo tool and lockpick set for silent entry
- Armor: Tailored evening wear (black tailcoat, waistcoat) to move in high-society circles unnoticed
- Equipment & Tactics: Grappling hooks for rooftops; thin gloves to avoid leaving prints; purse of powders for disabling locks; ledger of marks for target houses
- Rogue Subclass: Thief
- Deity: Loki, Norse god of trickery and shape-shifting
5. Chinese Triad Pickpocket
- Region: Greater China (Guangdong, Hong Kong, Macau)
- Origin: 18th–19th c. anti-Qing secret societies evolving into modern Triad syndicates
- Arms: Concealed butterfly swords (hudiedao) for sudden close strikes; small hidden knives or pistol-knife hybrids
- Armor: Plain civilian clothing to blend into crowded markets and ports
- Equipment & Tactics: Lockpick rings; counterfeit-currency presses; black-market ledgers; poison vials for intimidation or elimination
- Rogue Subclass: Inquisitive
- Deity: Mazu, Chinese sea-goddess and protector of sailors
6. Arabian Desert Smuggler
- Region: Arabian Peninsula deserts (Bedouin territories)
- Origin: Nomadic Bedouin traders and smugglers spanning medieval to early modern eras
- Arms: Curved scimitar (saif) and jambiya dagger worn at the waist
- Armor: Loose, layered robes and turbans to shield from sun, sand, and surprise attacks
- Equipment & Tactics: Water-skins for survival; camel caravans for covert trade routes; knowledge of desert oases and mirages
- Rogue Subclass: Scout
- Deity: al-Lat, pre-Islamic Arabian goddess of fertility and war
7. Indian Thuggee Cultist
- Region: Mughal-era India (Thuggee strongholds)
- Origin: 17th–19th c. Thuggee bands—alleged cults of highway robbers and strangle-murderers
- Arms: Rumāl (weighted cloth garrote) and katar (punch-dagger) for silent kills
- Armor: Simple cotton garments to avoid hindrance during strangulation strikes
- Equipment & Tactics: Concealed scarves; ritual talismans to invoke Kali before each deed
- Rogue Subclass: Assassin
- Deity: Kali, Hindu goddess of time, death, and destruction
8. Yoruba Forest Thief
- Region: Yorubaland (southwestern Nigeria, Benin, Togo)
- Origin: Bands of forest-dwelling hunters and outlaws skirting kingdom borders
- Arms: Machete for undergrowth; blowgun or poisoned darts for ambushes
- Armor: Padded cotton jackets adorned with cowrie shells as talismans
- Equipment & Tactics: Camouflage charcoal paste; trap kits for snares; knowledge of forest spirits and paths
- Rogue Subclass: Scout
- Deity: Èṣù, trickster-messenger Orisha of crossroads and law
9. English Highwayman
- Region: 18th-century England (main turnpike roads)
- Origin: Mounted bandits targeting coaches on rural highways
- Arms: Flintlock pistols and small blunderbuss or short musket and dagger, short sword, or hanger
- Armor: None—sometimes leather buff coats for slight protection
- Equipment & Tactics: Tall cocked hats concealing holsters; fast horses for intercepting stagecoaches; knowledge of road ambush points
- Rogue Subclass: Swashbuckler
- Deity: Hermes, Greek messenger-god and patron of thieves
10. Comanche Tracker
- Region: Southern Plains of North America (Comancheria)
- Origin: 18th–19th c. Comanche raiding and scouting parties renowned for horsemanship
- Arms: Short composite bow for mounted archery; lance; Bowie knife for close combat
- Armor: Painted leather shirts and moccasins for stealth and mobility
- Equipment & Tactics: Paint and feathers for intimidation; tracking flint kits; intimate knowledge of prairie terrain
- Rogue Subclass: Scout
- Deity: Coyote, Native American trickster spirit
11. Bajau Sea Nomad Smuggler
- Region: Maritime Southeast Asia (Andaman, Sulu, Celebes Seas)
- Origin: Sama-Bajau free divers turned clandestine traders and transporters
- Arms: Kris dagger; bamboo blowpipe for small fish-tipped darts
- Armor: Rattan-woven vests and sea-grass skirts for lightweight protection
- Equipment & Tactics: Outrigger canoes for silent approach; fishing nets doubled as trapping gear; breath-hold diving techniques for underwater infiltration
- Rogue Subclass: Phantom
- Deity: Dewi Lanjar, Javanese sea-goddess of the northern sea
12. Inca Road Bandit
- Region: Andean highlands along Qhapaq Ñan road network
- Origin: 15th–16th c. brigands who preyed on travelers along Inca imperial roads
- Arms: Macana (wooden sword with obsidian edges) and slingshot for ambush
- Armor: Quilted cotton ichcahuipilli armor—light, flexible, and surprisingly bullet-resistant
- Equipment & Tactics: Alpaca-wool ponchos for concealment; llama caravans as mobile bases; obsidian knives for silent kills
- Rogue Subclass: Thief
- Deity: Supay, Incan spirit-god of the underworld and trickery
None Human Rogues
1. Elf Rogue
- Region & Origin: Northern Europe (Scandinavia, Germany, British Isles), from the Álfar of Old Norse myth
- Primary Arms: Elven rapier (light thrusting sword)
- Secondary Arms: Slender throwing daggers balanced for precision
- Armor Options: Mithril-threaded leather (silent, light)
- Special Equipment: Silk rope of Elven-weave (enhanced climb speed)
- 2024 Rogue Subclasses: Inquisitive, Arcane Trickster
- Deity Choices: Áine (Celtic light-goddess) ; Eilistraee (D&D’s elven moon-goddess)
2. Dwarf Rogue
- Region & Origin: Alpine & Scandinavian mountains, the Vísidvergar of Norse lore
- Primary Arms: Bearded hand-axe (melee & throwing)
- Secondary Arms: Curved dwarven poniard for close follow-ups
- Armor Options: Scale mail fitted to stout frames
- Special Equipment: Rune-engraved lock-pick wardstones
- 2024 Rogue Subclasses: Thief, Soulknife
- Deity Choices: Bragi (Norse god of runes & poetry); Moradin (D&D’s dwarven All-Father)
3. Halfling Rogue
- Region & Origin: British Isles lowlands, from brownies & hob household spirits
- Primary Arms: Short rapier tailored for small hands
- Secondary Arms: Sling for silent distraction shots
- Armor Options: Quilted gambeson dyed earth-tones
- Special Equipment: Folding grapnel & ten feet of silk cord
- 2024 Rogue Subclasses: Soulknife, Swashbuckler
- Deity Choices: Pan (Greek god of rustic mischief); Yondalla (D&D’s halfling protector)
4. Gnome Rogue
- Region & Origin: German-Swiss Alps, from Paracelsus’s Renaissance “gnomes”
- Primary Arms: Hand crossbow with repeating mechanism
- Secondary Arms: Balanced throwing daggers for precision
- Armor Options: Leather jerkin with hidden tool-pockets
- Special Equipment: Clockwork lock-pick set; alchemist’s flash bomb kit
- 2024 Rogue Subclasses: Arcane Trickster, Inquisitive
- Deity Choices: Hephaestus (Greek forge & invention); Garl Glittergold (D&D’s gnome lord of wit)
5. Dragonborn Rogue
- Region & Origin: East Asia (China & Vietnam), from the Lung of the Dragon King
- Primary Arms: Twin dao (curved broadswords)
- Secondary Arms: Bone-inlaid throwing knives
- Armor Options: Lamellar cuirass patterned like scales
- Special Equipment: Silk rope for infiltration; secret-ink calligraphy kit
- 2024 Rogue Subclasses: Soulknife, Phantom
- Deity Choices: Long Wang (Dragon King of the Eastern Sea); Bahamut (D&D’s platinum dragon god)
6. Tabaxi Rogue
- Region & Origin: Mesoamerican jungles, from Aztec Jaguar Warriors
- Primary Arms: Obsidian-edged macuahuitl club
- Secondary Arms: Blowpipe with paralyzing darts
- Armor Options: Quilted cotton ichcahuipilli with jaguar pelt overlay
- Special Equipment: Spider-silk climbing lines; stealth-coating arrows
- 2024 Rogue Subclasses: Assassin, Swashbuckler
- Deity Choices: Tezcatlipoca (Aztec god of jaguars & night); Itzpapalotl (obsidian butterfly warrior goddess)
7. Aarakocra Rogue
- Region & Origin: Andean highlands, tied to the Inca condor priesthood
- Primary Arms: Serrated obsidian dagger
- Secondary Arms: Feather-shafted javelins for diving strikes
- Armor Options: Rattan-reinforced leather vest
- Special Equipment: Wing-tipped grapnels; altitude-adapted rations
- 2024 Rogue Subclasses: Swashbuckler, Scout
- Deity Choices: Kon (Inca storm & condor god); Illapa (Inca thunder-war god)
8. Tiefling Rogue
- Region & Origin: Infernal heritage from fiends of the Nine Hells
- Primary Arms: Curved scimitar etched with infernal runes
- Secondary Arms: Concealed hand crossbow
- Armor Options: Blackened studded leather (sulfur-tanned)
- Special Equipment: Vial of brimstone oil; demon-steel lock-picks
- 2024 Rogue Subclasses: Phantom, Inquisitive
- Deity Choices: Astarte (Phoenician goddess of fate & war); Asmodeus (archdevil of the Nine Hells)

Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor.
Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and investigators all might be considered rogues, as well as countless other professions that rely upon wits, prowess, or luck. Although many rogues favor cities and the innumerable opportunities of civilization, some embrace lives on the road, journeying far, meeting exotic people, and facing fantastic danger in pursuit of equally fantastic riches. In the end, any who desire to shape their fates and live life on their own terms might come to be called rogues.
Role: They excel at moving about unseen and catching foes unaware and tend to avoid head-to-head combat. Their varied skills and abilities allow them to be highly versatile, with great variations in expertise existing between different rogues. Most, however, excel in overcoming hindrances of all types, from unlocking doors and disarming traps to outwitting magical hazards and conning dull-witted opponents.
Alignment: Any
Hit Die: d8
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The rogue’s class skills (and the key ability for each skill) are Appraise (Intelligence), Balance (Dexterity), Bluff (Charisma), Climb (Strength), Craft (Intelligence), Decipher Script (Intelligence), Diplomacy (Charisma), Disable Device (Intelligence), Disguise (Charisma), Escape Artist (Dexterity), Forgery (Intelligence), Gather Information (Charisma), Hide (Dexterity), Intimidate (Charisma), Jump (Strength), Knowledge (local) (Intelligence), Listen (Wisdom), Move Silently (Dexterity), Open Lock (Dexterity), Perform (Charisma), Profession (Wisdom), Search (Intelligence), Sense Motive (Wisdom), Sleight of Hand (Dexterity), Spot (Wisdom), Swim (Strength), Tumble (Dexterity), Use Magic Device (Charisma), and Use Rope (Dexterity).
Skill Points at 1st Level: (8 + Intelligence modifier) x?4.
Skill Points at Each Additional Level: 8 + Intelligence modifier
The Rogue | |||||
---|---|---|---|---|---|
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +0 | +2 | +0 | Sneak attack +1d6, trapfinding |
2nd | +1 | +0 | +3 | +0 | Evasion |
3rd | +2 | +1 | +3 | +1 | Sneak attack +2d6, trap sense +1 |
4th | +3 | +1 | +4 | +1 | Uncanny dodge |
5th | +3 | +1 | +4 | +1 | Sneak attack +3d6 |
6th | +4 | +2 | +5 | +2 | Trap sense +2 |
7th | +5 | +2 | +5 | +2 | Sneak attack +4d6 |
8th | +6/+1 | +2 | +6 | +2 | Improved uncanny dodge |
9th | +6/+1 | +3 | +6 | +3 | Sneak attack +5d6, trap sense +3 |
10th | +7/+2 | +3 | +7 | +3 | Special ability |
11th | +8/+3 | +3 | +7 | +3 | Sneak attack +6d6 |
12th | +9/+4 | +4 | +8 | +4 | Trap sense +4 |
13th | +9/+4 | +4 | +8 | +4 | Sneak attack +7d6, special ability |
14th | +10/+5 | +4 | +9 | +4 | – |
15th | +11/+6/+1 | +5 | +9 | +5 | Sneak attack +8d6, trap sense +5 |
16th | +12/+7/+2 | +5 | +10 | +5 | Special ability |
17th | +12/+7/+2 | +5 | +10 | +5 | Sneak attack +9d6 |
18th | +13/+8/+3 | +6 | +11 | +6 | Trap sense +6 |
19th | +14/+9/+4 | +6 | +11 | +6 | Sneak attack +10d6, special ability |
20th | +15/+10/+5 | +6 | +12 | +6 | – |
Class Features : All of the following are class features of the rogue.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short
sword. Rogues are proficient with light armor, but not with shields.
Sneak Attack : If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
- The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
- Ranged attacks can count as sneak attacks only if the target is within 30 feet.
- With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
- A rogue can sneak attack only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
- Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
- Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
- A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 Dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.
Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll-if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.
Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Opportunist (Ex) : Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Skill Mastery : The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.
Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Feat: A rogue may gain a bonus feat in place of a special ability.