Rogues

Those who find the concept of "honorable combat" a silly fantasy and those who prefer to kill using whatever advantage possible are considered Rogues. Whether they are despised for their "selfishness" or "honorlessness" people still require the services of a Rogue when they need an item retrieved from an enemy treasury or an artifact stolen from a dungeon. Linked here are a few notes on rogues.

* The allowed rogue subclasses are:
	+ Ranger of Abizboah
	+ Soul of the Bat
	+ Acid Assassin

## Class Features

As a rogue, you have 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:** Security

**Saving Throws:** Dexterity, Intelligence

**Skills:** Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Reasoning, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

#### Equipment

Select whatever equipment from the Player’s Handbook you think would be reasonable for your character to have, but do not take more than what they can carry on them without being encumbered. If you want to take plate armor that’s fine. You have 20 gp on you as well. Don’t take more than one potion of healing.

#### Expertise

At 1st level, choose two of your proficiencies. 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 to gain this benefit.

#### Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an 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.

#### Quick Shot

Rogue’s have the option when making an attack with shortbow and longbow to attack with a d4 in place of the normal damage dice and get to attack as a bonus action using a d4 damage dice in place of the weapon’s normal damage dice. The attack is otherwise the same.

#### Cyphering

Your rogue is proficient in cyphering. Cyphering is a skill common to armies wishing to send covert messages, but also any people wishing to keep their communications secret. Being proficient in cyphering means you have training in the creation of cyphers, and in the decoding of cyphers. You skill in the creation of cyphers is just dependent on your modifier, time and resources available to you. Your skill in decoding cyphers is dependent on the same, but a cypher created by someone more skilled than you, may be impossible for you to decode on your own.

#### Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. 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.

#### Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

#### 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

#### 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.

#### Expertise

At 6th level, choose two more of your skill proficiencies, or one more 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.

#### Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. 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, you have refined your chosen skills until they approach perfection. 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.

#### Blindsense

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 have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

#### Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

#### Stroke of Luck

At 20th level, 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.