Rogue |
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Class Features |
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Saving Throw ProficienciesRogue Armor ProficienciesRogue Weapon ProficienciesSimple Weapons, Longsword, Rapier, Shortsword Tool ProficienciesRogue SkillsAthletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth ExpertiseSelect 2 proficient skills or tools to double their proficiency bonus. Sneak Attack1d6 extra damage to one creature you hit with the advantage using a finesse or ranged weapon, once per turn. |
Rogue is a Class in Solasta: Crown of the Magister. A character's class is their profession and grants specific features as listed. New powers, and access to subclasses, are granted at a higher level of experience. Each class also gives you a set of equipment that you can customize.
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.
Rogue Shadowcaster Guide Below:
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.
Rogue Features
- Dexterity, Intelligence Saving Throw Proficiencies
- Rogue Armor Proficiencies: Light Armor
- Rogue Weapon Proficiencies: Simple Weapons, Longsword, Rapier, Shortsword.
- Tool Proficiencies: Thieves' Tools, Smith's Tools
- 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.
- Rogue Skills: Choose 4 of these skills; Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth.
- Hit Dice: You gain 8 + your Constitution modifier HP at level 1 and 5 + your Constitution modifier every level after.
Higher Level Features
Level 2
- Gain one additional hit die
- 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
- Gain one additional hit die
- Roguish Archetypes: Select a Roguish Archetype that will steer your talents in varying directions.
Level 4
- Gain one additional hit die
- Ability Score Choice: Choose between increasing your ability scores or gaining a bonus feat.
Level 5
- Gain one additional hit die
- +3 Proficiency Bonus: Affects all attacks, saving throws, skill & tool checks, and spell DC.
- 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
- Gain one additional hit die
- Expertise: Select 2 proficient skills or tools to double their proficiency bonus.
Level 7
- Gain one additional hit die
- 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 9
- Gain one additional hit die
- Unlocks a Rogue Subclass Feature
- +4 Proficiency Bonus: Affects all attacks, saving throws, skill & tool checks, and spell DC.
Level 10
- Gain one additional hit die
- Ability Score Choice: Choose between increasing your ability scores or gaining a bonus feat.
Rogue Starting Equipment
- Rapier or Shortsword
- Shortbow & x20 Arrow or Shortsword
- Burglar's Pack or Explorer's Pack
- Leather Armor
- x2 Dagger & Thieves' Tools
Rogue Subclasses
Rogue Tips & Builds
- Note 1
- Note 2