Rogues

Rogues are versatile first and foremost. They use their natural talents to master various skills and find their own way to thrive. Generally resourceful, they are known for their cunning and their ability to launch deadly sneak attacks. Not all **rogues** are thieves, though most will happily pick up unguarded valuables. Their stealth skills make them valuable scouts and sneak attackers, and their acute senses help the party find secret doors and avoid traps and ambushes. They also make useful snipers and ranged troops.

Like any other world, Solasta is home to many kinds of rogue. Some rob their fellow citizens, while others brave the perilous tombs and ruins of the past in search of treasure.

## Class Starting Equipment

* Rapier OR Shortsword
* Shortbow and Arrow ×20 OR Shortsword
* Leather, Dagger ×2 and Thieves' Tools
* Burglar's Pack OR Explorer’s Pack

## Class Features

**Saving Throw Proficiencies ➜** Dexterity, Intelligence

**Rogue Armor Proficiencies ➜** Light Armor

**Rogue Weapon Proficiencies ➜** Simple Weapons, Longsword, Rapier, Shortsword

**Rogue Tools ➜** Proficiency with Thieves' Tools

**Rogue Skills ➜** Choose 4 of these skills: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth

**Smithing ➜** You are trained to craft basic ammunition with Smith's Tools: arrows and bolts.

**Expertise ➜** Select 2 proficient skills or tools to double their proficiency bonus.

**Sneak Attack ➜** 1d6 extra damage (+1d6 every 2 levels) to one creature you hit with advantage using a finesse or ranged weapon, once per turn. No need for advantage if an active ally is next to the target.

## Higher Level Features

**Level 2**

* **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.

**Level 3**

* **Roguish Archetypes ➜** Select a Roguish Archetype that will steer your talents in varying directions.

**Level 4**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

**Level 5**

* **Uncanny Dodge** ➜ When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage.

**Level 6**

* **Expertise** ➜ Select 2 proficient skills or tools to double their proficiency bonus.

**Level 7**

* **Evasion** ➜ When you are subjected to an area of 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.

**Level 8**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

**Level 10**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

**Level 11**

* **Reliable Talent** ➜ 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.

**Level 12**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

**Level 14**

* **Blindsense** ➜ You can see invisible creatures within 2 squares of you.

**Level 15**

* **Slippery Mind** ➜ You gain proficiency in Wisdom saving throws.

**Level 16**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

## Roguish Archetypes

These Rogue subclasses are granted at level 3.

### Thief

Thieves have honed their skills in the larcenous arts. In addition to improving heir agility and stealth, they learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items they normally couldn't employ.

**Level 3**

* **Fast Hands** ➜ Cunning Action allows you to take the Use an Object action.
* **Second-Story Work** ➜ Climbing no longer costs you extra movement, difficult climb surfaces are considered normal for you, and you can jump longer distances.

**Level 9**

* **Supreme Sneak** ➜ You have advantage on DEX (Stealth) ability checks.

**Level 13**

* **Use Magic Device** ➜ You can use any magic item, even if not normally usable by Rogues.

### Darkweaver

Darkweavers are trained by a secret society that extends throughout the kingdoms. They have developed techniques to improve their mobility in all three dimensions, and mastered the art of poison crafting.

**Level 3**

* **Bonus Proficiency** ➜ Proficient with the Poisoner's Kit.
* **Spider on Wall** ➜ Climbing no longer costs you extra movement, and difficult climb surfaces are considered normal for you.
* **Predator** ➜ When hitting an enemy on lower ground with a ranged weapon, add your proficiency bonus to the damage.

**Level 9**

* **Poisonous** ➜ When you hit with a melee weapon and deal at least 1 point of damage, your target must make a CON save DC, or they will be poisoned for one hour and take an additional 2d6 damage.

**Level 13**

* **Shadowy** ➜ When you are in dim light or darkness and out of line-of-sight from all enemies, you can use your bonus action to become invisible until the end of your turn.

### Shadowcaster

Shadowcasters are trained in arcane magic as well as in roguish abilities. They are tricksters who use magic to make their moves even more unpredictable and unstoppable. Some believe they don't really exist.

**Level 3**

* **Spellcasting** ➜ Cast wizard spells and cantrips from the divination, illusion, necromancy, and abjuration schools.
* **Shadow Dodge** ➜ As a bonus action, teleport to a cell you can see within 5 cells. Recharges after a rest.

**Level 9**

* **Shadow Retribution** ➜ If you are targeted by a damaging spell, whether it damages you or not, you can cast a cantrip in reaction on the caster.

**Level 13**

* **Shadow Casting** ➜ You can use your Sneak Attack when using spells which require an attack roll.

### Hoodlum (Lost Valley DLC)

When heads need crackin' and people beatin', Hoodlums are those you turn towards. These brutes may not be professional soldiers, but honor don't win you fights - violence does.

**Level 3**

* **Mean Mug ➜** You gain proficiency in Intimidation, or expertise in Intimidation if you were already proficient.
* **The Right Tools ➜** You gain proficiency with martial weapons, medium armors and shields.
* **Heavy Beating ➜** You can use Sneak Attack even when using non-finesse melee weapons.

**Level 9**

* **Menacing** ➜ An enemy hit by your Sneak Attack will have disadvantage on their attack rolls against you until the start of your next turn.

**Level 13**

* **Dirty Fighting** ➜ As a bonus action, you can use Dirty Fighting to make a target within 1 cell of you to make a Constitution saving throw (DC 8 + proficiency bonus + STR modifier) or become blinded and incapacitated until the end of your next turn. Once hit by Dirty Fighting, a target can no longer be affected by it again.

## Spell List

Rogue Shadowcaster spell list enumerates all the spells the character can cast. Whether they have it memorized or just want to cast it from a scroll, the spell needs to be on their spell list. Only rogues who chose the **Shadowcaster** roguish archetype can cast spells.

**Cantrip**

* Annoying Bee
* Chill Touch
* Dazzle
* Shadow Armor
* Shadow Dagger
* True Strike

**Level I**

* Color Spray
* Comprehend Languages
* Detect Magic
* False Life
* Identify
* Mage Armor
* Protect vs Evil & Good
* Shield

**Level II**

* Blindness
* Blur
* Invisibility
* Ray of Enfeeblement
* See Invisibility

**Level III**

* Bestow Curse
* Counterspell
* Dispel Magic
* Fear
* Hypnotic Pattern
* Protection from Energy
* Remove Curse
* Tongues
* Vampiric Touch

### Spell Slots per Spell Level

The table below shows how many spell slots per Spell Level you can cast at each Rogue level. To cast a spell, you must use a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.