Agility | Intelligence
Delvebound Class | Martial
Class Overview. The Rogue is a crafty class that relies on grift and guile in order to exploit others to get the upper hand.
After successfully striking the stone golem in a weak spot, a Khajiit calls out to his partner, quickly relaying the pivotal information. His companion attacks and within seconds, the formidable construct is laid to waste.
An Imperial lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target – a notorious slaver – passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound.
Shifting her gaze between the bandit's hands and his stance, a Dunmer realizes that negotiations have broken down. Darting out of the way from the bandit's sudden movement, she is able to avoid the blow while simultaneously disarming him with a few quick jabs to the kidneys.
Rogues rely on skill, stealth, and finding their foes weak points to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
Skill and Precision
Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, then wear an opponent down with a barrage of attacks.
A Covert Living
Every town and city has its share of rogues. Many of them live up to the worst stereotypes of the class, making a living as blackguards, operatives, spies, and assassins, Often, these scoundrels team up with thieves guilds or noble families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their investigations and interrogations. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where skeevers – and wererats – haunt the sewers.
As adventurers, rogues fall on both sides of the law. Some are vagabonds that live for the thrill of uncovering lost secrets, while others take up a life of adventure after being sponsored by noble families. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.
Creating a Rogue
As you create your rogue character, consider the character’s relationship to the law. Did you work alongside inspectors and the guard or did you find yourself working as an operative in the thieves guild? Have you changed your stance on your profession, possibly angering local law makers or guild masters? Did you leave to find independent work on your own, in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal?
What was the trigger that led you away from your previous life? Did you learn undisclosed information then you weren't expected to? Maybe you were able to break a secret code that led you to a stash of riches to help you start a new life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend another member of your adventuring party – who showed you new possibilities for earning a living and employing your particular talents.
|Level||Proficiency Bonus||Class Features||Precision Dice|
|1||+2||Expertise, Precise Attacks||1d4|
|3||+2||Roguish Archetype, Tactical Avoidance||1d6|
|4||+2||Attribute Score Improvement||1d6|
|8||+3||Attribute Score Improvement||1d10|
|9||+4||Roguish Archetype Feature||2d6|
|10||+4||Attribute Score Improvement||2d6|
|12||+4||Attribute Score Improvement||2d8|
|13||+5||Roguish Archetype Feature||2d10|
|16||+5||Attribute Score Improvement||3d8|
|17||+6||Roguish Archetype Feature||3d10|
|19||+6||Attribute Score Improvement||3d10|
|20||+6||Stroke of Luck||3d10|
Attribute Score Minimum. As a multiclass character, you must have at least an Agility score of 13 to take a level in this class, or to take a level in another class if you are already a rogue.
Proficiencies Gained. If rogue isn’t your initial class, here are the proficiencies you gain when you take your first level as a rogue: light armor, axe, hand-to-hand, marksman, short blade, pick 2 from poisoner's kit, forgery kit, disguise kit, thieves' tools, one gaming set of your choice, and one musical instrument of your choice.
You can make a rogue quickly by following these suggestions. First, Agility should be your highest attribute score, followed by Intelligence. Personality should be your next highest if you plan to emphasize deception and social interaction. Second, choose the charlatan background.
|Hit Dice||1d8 per Rogue level|
|HP at 1st Level||8 + your Endurance modifier|
|HP at Higher Levels||1d8 (or 5) + your Endurance modifier per Rogue level after 1st|
|Weapons||Axe, hand-to-hand, marksman, and short blade|
|Tools||Pick 2 from poisoner's kit, forgery kit, disguise kit, thieves' tools, one gaming set of your choice, and one musical instrument of your choice|
|Saving Throws||Agility, Intelligence|
|Skills||Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.|
|You start with the following equipment, in addition to the equipment granted by your background: |
As a rogue, you gain the following class features.
1st-level rogue feature
Choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency.
At 6th level, you can choose two more of your proficiencies (in skills or in tools) to gain this benefit.
1st-level rogue feature
You know how to use your superior agility to outwit and devastate your enemies with tactical precision.
You gain the ability to make Precise Attacks. Once per turn, when you make a weapon attack using a ranged or finesse weapon, you can choose to use a Precise Attack to add your Precision Dice, a d4, to the attack roll. If the attack hits, you apply any of the unused Precision Dice roll to your weapon damage roll. On a critical hit, your Precision Dice are considered damage dice and are rolled twice.
Your Precision Dice increases as you gain levels, as shown in the Precision Dice column of the Rogue table.
2nd-level rogue feature
You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.
3rd-level rogue feature
Choose one of the archetypes that you emulate in the exercise on your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
|Chosen of Sithis||Legionnaire's Guide to Cyrodiil|
|Infiltrator||Legionnaire's Guide to Cyrodiil|
3rd-level rogue feature
When an attacker that you can see hits you with an attack, you can use your reaction to try to avoid the attack. The attacks damage is reduced by an amount equal to your Precision Dice roll.
When you reach 11th level, you can use your reaction to add you Precision Dice roll to any Agility saving throw. If you succeed the saving throw, you reduce the damage taken by an amount equal to the unused Precision Dice roll.
Attribute Score Improvement
4th-level rogue feature
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores of your choice by 1. As normal, you can't increase an attribute score above 20 using this feature.
5th-level rogue feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
7th-level rogue feature
Your quick thinking in the heat of action allows you to also add your Intelligence modifier to your initiative roll.
11th-level rogue feature
Your nimble mind allows you to better place your attacks for maximum devastation. When you make a weapon attack with a weapon you are proficient with, you can add your Intelligence modifier to your damage roll (minimum 0).
14th-level rogue feature
You are always aware of your surroundings and are no longer able to be surprised.
15th-level rogue feature
You acquire greater mental strength and gain proficiency on Willpower saving throws.
18th-level rogue feature
When no allies are within 30 feet of you, you gain advantage on all attack rolls.
Stroke of Luck
20th-level rogue feature
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.
Rouges have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes.
Similar in many ways to con-artists or thieves, these gab-gifted rogues use their suave ways in an attempt to mislead wealthy widows, naive entrepreneurs, and trusting simpletons.