Rogue Advancement
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D&D 5th Edition | |
---|---|
GM | |
Mark | |
Milestone | |
Level 13 | |
Characters | |
Sir Elric, Human Champion Marigold Banks, Halfling Attendent Gleeman Alastar, Tiefling Harald Lady Aldreda, Half-Elf Schemer Gion of Velen, Human Mystery Sir Farin Quarrymeade Dwarf Noble |
Rogue
Proficient in using thief tools.
- Level 1: Expertise with four skills / tools gives double proficiency bonus on checks: Perception; Thieves' tools; .
- Level 1: Thieves cant
- Level 1: Sneak attack deals extra 1d6
- Level 2: Cunning action -- take a second action to dash, disengage or hide
- Level 3: Sneak attack deals extra 2d6
- Level 5: Sneak attack deals extra 3d6
- Level 5: Evasion -- you can use your reaction to take only half damage from an enemy you can see
- Level 5: Uncanny dodge -- no damage if a dexterity save is made, half damage if failed
- Level 7: Sneak attack deals extra 4d6
- Level 9: Sneak attack deals extra 5d6
- Level 11: Reliable talent -- when using abilities with proficiencies, all d20 rolls are 10 or better
- Level 11: Sneak attack deals extra 6d6
- Level 13: Sneak attack deals extra 7d6
- Level 14: Blindsense -- sense invisible if you can hear
- Level 15: Slippery mind -- gain proficiency in wisdom saving throws
- Level 15: Sneak attack deals extra 8d6
- Level 17: Sneak attack deals extra 9d6
- Level 18: Elusive -- if you can move, creatures cannot benefit from advantage in attacks against you
- Level 19: Sneak attack deals extra 10d6
- Level 20: Stroke of Luck -- once between short rests, turn a miss into a hit, or automatic success on a failed ability check
Assassin (rogue archetype)
Begin with bonus proficiencies -- disguise and poisoner kit.
- Level 3: Assassinate -- you have advantage against any creature that has not yet taken a turn in combat. Hits on surprised creatures are criticals.
- Level 9: Infiltration expertise -- fake identity.
- Level 13: Impostor.
- Level 17: Death strike. A surprised creature that you hit must save vs constitution d10 or take double damage
First Ability Score Improvement: +1 dexterity; +1 strength;
Class |
HP rolled |
Hit Dice For Healing Regain half with each long rest. Use as needed during long or short rests.