Upheaval

Rogue


Thieves, gamblers, and assassins, rogues live by their wits and skill.

LevelCombat Proficiency BonusSneak Attack DamageTechniquesAbilities
1st+01d61stSneak attack, hiding and disengaging, roguish knowledge 1
2nd+11d62ndEvasion
3rd+22d6Danger Sense
4th+32d63rdUncanny Dodge, Ability Increase
5th+33d6Common Ability 1
6th+43d64th--
7th+54d6Roguish Knowledge 2
8th+64d65thAbility Increase, extra attack
9th+65d6Evasion 2
10th+75d66thCommon Ability 2
11th+86d6Debilitating Injury
12th+96d67thAbility Increase
13th+97d6Roguish Knowledge 3
14th+107d68th--
15th+118d6Extra Attack
16th+128d69thAbility Increase
17th+129d6Common Ability 3
18th+139d610th--
19th+1410d6Roguish knowledge 4
20th+1510d611thAbility Increase, Master Strike

Class Features

Prime Ability: Dexterity

Hit Points: d8 + Con bonus per level

Skill Points: High (6 per level)

Knowledge Points: Medium (4 per level)

Save DC: 10 + Character Level + Dex Bonus

Starting Proficiencies

Weapon Proficiency: All simple weapons, light and very light swords, light bows

Armor Proficiency: Light armor proficiency

Other: Trapper, Locksmith

Sneak Attack

If you can catch an opponent when he is unable to defend himself effectively, you can strike a vital spot for extra damage. Usually this is lethal damage, but with a sap (blackjack) or an unarmed strike, you can make a sneak attack that deals nonlethal damage instead of lethal damage. Your attack deals extra damage any time

a) your target is flat-footed

b) or when you and another ally are in melee combat with the target together.

Even in either of these scenarios, some conditions still apply:

At first level, the rogue deals an extra 1d6 points of sneak attack damage. This increases as the rogue levels up (see table). Sneak attack is never doubled on a critical hit.

Cunning Action

Rogues are better at hiding and sneaking away from combat than other classes. You can hide as a bonus action, while it normally takes a standard or movement action to do so. In addition, you can use a bonus action to make the withdraw action. This movement doesn't provoke an attack of opportunity.

Roguish Knowledge

You have an assortment of tricks that you are well-versed in. These tricks function like the skill focus common ability. When making checks, if you roll a 9 or below, count that roll as a 10. You may choose between one of the following at 1st level. You may also choose additional trick at 7th, 13th, and 19th levels.

Appraiser: you may use roguish knowledge whenever making appraisal checks.

Camouflage: you may use roguish knowledge when attempting to hide in natural terrain.

Climber: you may use roguish knowledge on climbing checks.

Cutpurse: you may use roguish knowledge whenever attempting to take something from someone unnoticed.

Escape Artist: you may use roguish knowledge when attempting to escape bonds.

Haggler: you may use roguish knowledge when buying or selling items and attempting to get the best price.

Hidden Blade: you may use roguish knowledge when attempting to conceal a weapon.

Magical Expertise: you may use roguish knowledge when attempting to use magical items, even those you can't normally use.

Magical Trapfinding: you may use roguish knowledge when attempting to find or disable a magical trap.

Master of Disguise: you may use roguish knowledge when attempting to disguise yourself or your voice.

Poisoner: you may use roguish knowledge on checks to identify or create poisons.

Trapfinding: you can use roguish knowledge on non-magical traps.

Rogue Techniques (Ex)

Rogues learn technique faster than most classes. You get your first technique at level 1. Afterward, you gain a new technique every even level.

Evasion (Ex)

At 2nd level and higher, you gain the Evasion common ability, even if you don't meet the prerequisites. At level 9, the rogue unlocks the second level of evasion ability, regardless of prerequisites.

Danger Sense (Ex)

At 3rd level, you gain the Danger Sense common ability.

Uncanny Dodge (Ex)

At 4th level, you gain access to the Uncanny Dodge common ability.

Common Abilities (Ex)

At level 5 you may choose one common ability to learn. At levels 10 and 17 you may learn another.

Extra Attacks (Ex)

At level 8 and again at level 15, you gain an extra attack that you can make when making a full attack. In a full attack, all attacks except for your first are made at a -5 penalty.

Debilitating Injury (Ex)

At 11th level, whenever you deal sneak attack damage to a foe, you can also debilitate them as well, causing them to take a penalty for 1 round. You can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –4 penalty to AC. The target takes an additional –4 penalty to AC against all attacks made by you.

Disoriented: The target takes a –4 penalty on attack rolls. In addition, the target takes an additional –4 penalty on all attack rolls it makes against the rogue.

Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet).

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Master Strike (Ex)

Upon reaching 20th level, you become incredibly deadly when dealing sneak attack damage. Each time you deal sneak attack damage, the target can be a) put to sleep for 1d4 hours, b) stunned (level 2) for 2d6 rounds, or c) slain. Regardless of the effect chosen, the target receives a Con save to negate the additional effect (vs. Class DC). Once a creature has been the target of a master strike, regardless of whether the save is made, that creature is immune to your master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.