Rake, Rogue
Hit Points
Hit Dice: d4 per Rake, Rogue level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Smugglers, Informants, and Bandits. A rogue skirts the law practising the arts of stealth and evasion to earn a more than a little coin. Where strength of arms might not succeed a thief in the night might. Rogues rarely work alone, needing allies to distract guards, or opening locks for their company to progress, or simply watching a target and making sure no one is watching them. Alone a rogue lacks the skill of a warrior, the charisma of a troubladour or endurance of a huntsman, a rogue is a scalpel specially skilled in the shadow arts.
Class Features
The romanced tales of Rogues is what most city folk think of when they hear of a Rake, a smiling scoundrel as quick to steal a heart as a purse. There is truth in this idea for some but others are thieves jumping across moonlit rooftops, schemers in the shadows, oppertunist highwaymen or frightful pirates of the seas.
Lv.3 Slippery intentions
Rogues tend in live in the shadier places in life and they gain expertise in either deception, performance or slight of hand.
Rogues lives are woven in lies and excel making others beleive their falsehoods even if the target knows they are dealing with a liar. When a creature succesfully insights a Rogue, the Rogue can implant falsehoods among the gleaned truth - you may implant as many false ideas as your profienecy bouns. The creature then thinks they have found hidden truths and at this time is unable to pick out the lies.
Lv.5 Sneak Attack
Beginning at 5th level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack if you have advantage on the attack roll or if an enemy of the target is within 5ft of it.
The damage increases with being 4d6 at 8th, 5d6 11th, 6d6 at 14th and 7d6 at 17th.
Lv.6 Ear to the Ground
You have realised that information is power and how to slyly gain it, be it through agents, eavsdropping or other means.
Whenever you GM describes a new place, notible character, even or object you may ask your GM for 3 street rumours the public may know about at least 1 of which must be true.
In addition:
- The rogue has a +2 bonus to perception, stealth or deception checks to listen in on private conversations.
- The rogue has a +2 bonus to passive perception and perception checks to spot traps, secret doors, ambushes or creatures attempting to stealth up on them or an ally in sight.
- When using investigation to gather information they gain a +2 bonus to learn local rumour or lore.
As a 10min ritual, the rogue may attempt to persuade and/or bribe a barkeep, guard or vendor into divulging information about local events, places or persons that they otherwise would not normally freely give. The rogue contests persuasion against the targets insight. The rogue may gain a bonus of +1 to their check for every 1d20 x Character Level gp offered as a bribe up front. Actions NPCs take after being offered and/or accepting a bribe are left to GM discretion.
Lv.8 Agile Dodge
Once per turn you can use your reaction to avoid a single attack, spell or damaging area of effect that would harm you off your turn. You must be able to see the source of the attack, spell or damaging effect and be able to move to avoid it, as part of this action you may move up to 20ft or fall prone.
Lv.10 Hide in Plain Sight
When using the hide action the Rogue may consider any following as places to hide, even if there is no other cover
- Shadows
- Crowds of People
- Smoke
- Mist
- Allies
When hiding in plain sight, the rogue is not invisible to the searchers, instead they are just not recognised as the target of the search or their presence otherwise goes unnoticed.
Hiding in plain sight requires concentration and the rogue may not use any other ability that requires concentration
Lv.12 Luck of the Scoundrel
You have either charmed lady fate herself, have dumb luck or learned how to make your 'luck' through oppertunities, regardless you seem to always come out of harrowing situations better then you should.
Up to 3 times between long rests you may
- When falling land on a soft cushioning surface such as water, hay bundle or patch of mushrooms
- Make a single improvised attack off your turn
- Change a missed attack to a hit on another creature within 10ft of the intended target
- Make an extra action on your turn to grab an object or treasure
- When you fail to spot or disarm a trap you may ignore the damage or penalty and allow a ally or foe to take in the near area, GM discression who gets hit
- Find a secret door or trigger when fail an investigation or resting in the area and one is present
- Any other scenario where your failure or improvised attempt can be turned into a success, GM discression applys.