Rogue

**Rogue**, is a versatile master of stealth, combat, and various skillful tricks. Where other adventurers have the power to defeat their enemies, rogues rely on skill, stealth, and their foes’ vulnerabilities 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.

## Class Feature

### Profiencies

* **Armor:** Light
* **Weapon:** Simple, Martial (Hand crossbows, Longswords, Rapiers, Shortswords)
* **Skills:** Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
* **Tool:** Thieves’ tools

### Equipment and Wealth

Rogue start with the following equipment, in addition to the equipment granted by your background:

* (a) two shortsword or (b) a rapier

* (a) two daggers or (b) a shortbow and quiver of 20 arrows

* a backpack has 50 ft. of hempen rope strapped to the side of it, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin

Alternatively, you can start with 2d4 × 10 gold pieces.

You decide how your character came by this starting equipment or wealth. It might have been an inheritance, or goods that the character purchased or stole during his or her upbringing.

## Feature

### **Rage**

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t wearing heavy armor:

* You have advantage on STR checks and STR saving throws.
* When you make a melee weapon attack using STR, you gain a +2 bonus to the damage roll.
	+ Rage Damage is inceased to +3 at 9th level, and +4 at 16th level.
* You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times, you must finish a long rest before you can rage again.

 Rages

### **Unarmored Defense**

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

### **Reckless Attack**

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn.

### **Danger Sense**

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on DEX saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

### **Primal Path (Archetype)**

At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

### **Ability Score Improvement**

When you reach 4th level, and again at 8th, 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.

### **Extra Attack**

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

### **Fast Movement**

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

### **Feral Instinct**

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

### **Brutal Critical**

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

### **Relentless Rage**

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 CON saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

### **Persistent Rage**

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

### **Indomitable Might**

Beginning at 18th level, if your total for a STR check is less than your Strength score, you can use that score in place of the total.

### **Primal Champion**

At 20th level, you embody the power of the wilds. Your STR and CON scores increase by 4. Your maximum for those scores is now 24.

## Archetype

Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.

### Path of the Berserker

For some barbarians, rage is a means to an end -- that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.

#### **Frenzy**

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

#### **Mindless Rage**

Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

#### **Intimidating Presence**

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a WIS saving throw (DC equal to 8 + proficiency bonus + CHA modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn more than 60 feet away from you or out of line of sight.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

#### **Retaliation**

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.