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rathadel:classes:rogue [2020/04/20 18:28]
trbatpanda
rathadel:classes:rogue [2020/04/20 18:56] (current)
trbatpanda [Proficiencies]
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 ## Class Description ## Class Description
  
-Some say that there is no skill behind ​the man with the gun, that it is a cheap and undignified chance-based form of combat and that anyone could use one. Gunslingers are normally the ones to shoot such people. With great skill and power, a gunslinger cares first for his weapons of choice then for themselves, but that care is not unrewarding for combined they truly are a force to be afraid off. Some strike forwards thirsting for close combat, while others strike terror into their enemy’s, unseen from afar. There is a gun for every gunslinger, ​and a bullet for every one of their victims. Just hope you are not one of them.+A figure in the shadows, skilled ​with many tools, ​the Rogue stands unrivalled when it comes to mastering skills ​and stealthy dispatching opponents.
  
 ## Class Features ## Class Features
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 ### Proficiencies ### Proficiencies
- +    * Armour: Light armour 
-Armour: Light armour  +    ​* ​Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords,​ claws, guns. 
-Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords,​ claws, guns. +    ​* ​Tools: Thieves'​ tools 
-Tools: Thieves'​ tools +    ​* ​Saving Throws: Dexterity, Intelligence 
-Saving Throws: Dexterity, Intelligence +    ​* ​Skills: Choose four from Acrobatics, Athletics, Crafting, Deception, Insight, Intimidation,​ Investigation,​ Perception, Performance,​ Persuasion, Sleight of Hand, and Stealth.
-Skills: Choose four from Acrobatics, Athletics, Crafting, Deception, Insight, Intimidation,​ Investigation,​ Perception, Performance,​ Persuasion, Sleight of Hand, and Stealth.+
  
 ### Equipment ### Equipment
  
 You start with the following equipment, in addition to the equipment granted by your background: You start with the following equipment, in addition to the equipment granted by your background:
-(a) a rapier or (b) a shortsword or (c) an Imperial claw +    * (a) a rapier or (b) a shortsword or <​nowiki>​(c)</​nowiki>​ a Claw 
-(a) a shortbow and quiver of 20 arrows or (b) a shortsword or (c) a revolver and 12 revolver ammo (d) an Imperial claw +    ​* ​(a) a shortbow and quiver of 20 arrows or (b) a shortsword or <​nowiki>​(c)</​nowiki> ​a revolver and 12 revolver ammo (d) a Claw 
-(a) a burglar'​s pack, (b) a dungeoneer'​s pack, or (c) an explorer'​s pack+    ​* ​(a) a burglar'​s pack, (b) a dungeoneer'​s pack, or <​nowiki>​(c)</​nowiki> ​an explorer'​s pack
 Leather armour, two daggers, and thieves'​ tools Leather armour, two daggers, and thieves'​ tools
  
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 ^ Level ^ Proficiency Bonus ^ Sneak Attack ^ Features ^ ^ Level ^ Proficiency Bonus ^ Sneak Attack ^ Features ^
 | 1 | +2 | 1d6 | Expertise, Sneak Attack | | 1 | +2 | 1d6 | Expertise, Sneak Attack |
 +| 2 | +2 | 1d6 | Cunning Action |
 +| 3 | +2 | 2d6 | Roguish Archetype |
 +| 4 | +2 | 2d6 | Ability Score Improvement |
 +| 5 | +3 | 3d6 | Uncanny Dodge |
 +| 6 | +3 | 3d6 | Expertise |
 +| 7 | +3 | 4d6 | Evasion |
 +| 8 | +3 | 4d6 | Ability Score Improvement |
 +| 9 | +4 | 5d6 | Roguish Archetype Feature |
 +| 10 | +4 | 5d6 | Ability Score Improvement |
 +| 11 | +4 | 6d6 | Reliable Talent |
 +| 12 | +4 | 6d6 | Ability Score Improvement |
 +| 13 | +5 | 7d6 | Roguish Archetype Feature |
 +| 14 | +5 | 7d6 | Blind sense |
 +| 15 | +5 | 8d6 | Slippery Mind |
 +| 16 | +5 | 8d6 | Ability Score Improvement |
 +| 17 | +6 | 9d6 | Roguish Archetype Feature |
 +| 18 | +6 | 9d6 | Elusive |
 +| 19 | +6 | 10d6 | Ability Score Improvement |
 +| 20 | +6 | 10d6 | Stroke of Luck |
  
 ## Features ## Features
 +
 +### Expertise
 +
 +At 1st 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.
 +
 +### Sneak Attack ​
 +
 +Once per turn, you can deal extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a 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.
 +
 +### Cunning Action
 +
 +Starting at your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action.
 +
 +### Roguish Archetype
 +
 +At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level.
 +- Thief 
 +- Assassin
 +- Scout
 +
 +### 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 use your reaction to halve the attack'​s damage against you.
 +
 +### Evasion
 +
 +Beginning at 7th level, 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, 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.
 +
 +### Blind Sense
 +
 +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.
 +
 +### Slippery Mind
 +
 +By 15th level, you gain proficiency in Wisdom saving throws.
 +
 +### Elusive
 +
 +Beginning at 18th level, no attack roll has advantage against you while you aren't incapacitated.
 +
 +### Stroke of Luck
 +
 +At 20th level, 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.
  
 ## Rogue Archetypes ​ ## Rogue Archetypes ​
 +
 +### Thief 
 +
 +#### 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
 +
 +At 3rd level, 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.
 +
 +#### Elegant Falls
 +
 +Starting at the 13th level, if you fall your movement divided by two downwards you only take half fall damage.  ​
 +
 +#### Thief'​s Reflexes
 +
 +When you reach 17th level, you can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.
 +
 +### Assassin
 +
 +#### 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 Gc 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 behaviour. You must spend at least three hours studying these three components of the person'​s behaviour, 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.
 +
 +### Scout
 +
 +#### Skirmisher
 +
 +Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
 +
 +#### Survivalist
 +
 +When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
 +
 +#### Superior Mobility
 +
 +At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
 +
 +#### Ambush Master
 +
 +Starting at 13th level, you excel at leading ambushes and acting first in a fight.
 +You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.
 +
 +#### Sudden Strike
 +
 +Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.