SIGNING IN

Points de Vie

Dés de Vie 1d8 par niveau

Maîtrises

DEX , CHA

Rogue Rework

Niveau Bonus de Maîtrise Capacités Talent Pool Acquired Talents Known Tactics
1 + 2 Reliable Partner Roguish Talents Underhanded Tactics 3d6 2 2
2 + 2 Reliable Partner Roguish Talents Underhanded Tactics 3d6 3 2
3 + 2 Reliable Partner Roguish Talents Underhanded Tactics 4d6 3 2
4 + 2 Reliable Partner Roguish Talents Underhanded Tactics 4d6 3 2
5 + 3 Reliable Partner Roguish Talents Underhanded Tactics 5d6 4 2
6 + 3 Reliable Partner Roguish Talents Underhanded Tactics 5d6 4 2
7 + 3 Reliable Partner Roguish Talents Underhanded Tactics 6d6 5 3
8 + 3 Reliable Partner Roguish Talents Underhanded Tactics 6d6 5 3
9 + 4 Reliable Partner Roguish Talents Underhanded Tactics 7d6 6 3
10 + 4 Reliable Partner Roguish Talents Underhanded Tactics 7d6 6 3
11 + 4 Reliable Partner Roguish Talents Underhanded Tactics 8d6 7 3
12 + 4 Reliable Partner Roguish Talents Underhanded Tactics 8d6 7 3
13 + 5 Reliable Partner Roguish Talents Underhanded Tactics 9d6 8 3
14 + 5 Reliable Partner Roguish Talents Underhanded Tactics 9d6 8 4
15 + 5 Reliable Partner Roguish Talents Underhanded Tactics 10d6 9 4
16 + 5 Reliable Partner Roguish Talents Underhanded Tactics 10d6 9 4
17 + 6 Reliable Partner Roguish Talents Underhanded Tactics 11d6 9 4
18 + 6 Reliable Partner Roguish Talents Underhanded Tactics 11d6 10 4
19 + 6 Reliable Partner Roguish Talents Underhanded Tactics 12d6 10 4
20 + 6 Reliable Partner Roguish Talents Underhanded Tactics 12d6 10 4

Capacités de Classe

Niveau 1

Reliable Partner
Roguish Talents
Underhanded Tactics

Niveau 10

Ability Score Improvement
Expertise

Niveau 11

Swift Consumption improvement

Niveau 12

Ability Score Improvement

Niveau 13

Roguish Vocation feature

Niveau 14

Opportunity for Improvement

Niveau 15

Reliable Partner improvement

Niveau 16

Ability Score Improvement

Niveau 17

Roguish Vocation feature

Niveau 18

Swift Consumption improvement

Niveau 19

Mastery

Niveau 2

Cunning Action
Cheaper Craft

Niveau 20

Ability Score Improvement
Stroke of Luck

Niveau 3

Roguish Vocation
Expertise

Niveau 4

Ability Score Improvement

Niveau 5

Swift Consumption
Quick Learner

Niveau 6

Ability Score Improvement

Niveau 7

Shared Misfortune

Niveau 8

Ability Score Improvement

Niveau 9

Roguish Vocation feature

Maîtrises

Armor

light

Skills

Équipement de Départ

Capacités de Classe

Reliable Partner (Level 1)

Starting at 1st level, you can outperform anyone if you take your time to do things well. If you spend at least 10 minutes performing a task, you gain a +5 bonus to the ability check you make for it.

Beginning at 15th level, your skills have improved considerably to the point you only need to spend at least 1 minute performing a task to gain the bonus. This bonus increases to +10 if you spend at least 10 minutes performing a task.

Roguish Talents (Level 1)

Be it luck or a natural gift, you have a talent for succeeding in whatever you want. At 1st level, you have a pool of luck represented by a number of d6s, as shown in the Talent Pool column of the Rogue table. This pool is known as your Talent die.

Talents

A talent is an ability that allows you to spend your pool of d6s in particular ways. You begin having two talents of your choice. Your talents are detailed at the end of the class description. When you gain certain rogue levels, you acquire additional talents of your choice, as shown in the Acquired Talents column of the Rogue table.

When you use a talent, you can spend a number of d6s from your pool equal to half your proficiency bonus (rounded up) or less. Roll the spent die and add them to the die roll associated to your talent. You regain all of your expended die when you finish a short or long rest.

Whenever you gain a level in this class, you can replace a talent you have with another one.

Underhanded Tactics (Level 1)

In order to survive in a harsh, competitive environment, you worked on your dirty tricks, known as Underhanded Tactics. The number of underhanded tactics you know is shown in the Known Tactics column of the Rogue table.

Cunning Action (Level 2)

At 2nd level, your quick thinking and agility allow you to move and act quickly. You can take the Dash, Disengage, Help, Hide, or Use an Object action as a bonus action.

Cheaper Craft (Level 2)

It's important to make do with what little you have. At 2nd level, you learn how to craft certain items using cheaper materials. When you are crafting either a nonmagical or consumable item, you can reduce its material cost by a percentage equal to 15 times your Intelligence modifier (minimum of 5 percent). However, by doing so you sacrifice the item's quality. Thus, any item you craft in this way lasts for 24 hours and sells for a quarter of its selling price. After that time, the item breaks or loses potency, and the materials can't be reclaimed.

Roguish Vocation (Level 3)

At 3rd level, you dedicate to a vocation that helps you compete in the market, all detailed at the end of the class description. Your archetype grants you features at 3rd level and again at 9th, 13th, and 17th level.

Expertise (Level 3)

At 3rd level, choose two of your proficiencies, either in skills or with tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose two more of your skill or tool proficiencies to gain this benefit.

Ability Score Improvement (Level 4)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Swift Consumption (Level 5)

At 5th level, your fast hands can quickly activate certain magical items. You can use your Cunning Action to use a consumable magic item as a bonus action, such as potions or spell scrolls. The rarity of the item can't be greater than uncommon. You can use rare items with this feature at 11th level, and very rare ones at 18th level.

Quick Learner (Level 5)

Also at 5th level, you can prepare for any situation you might face in the short future. During a long rest, you can spend 1 hour learning how to use a skill or tool you have no proficiency with. At the end of the long rest, you add your proficiency bonus to checks using that skill or tool you studied. This benefit lasts until you use this feature again or you gain proficiency in the respective skill or tool.

The Quick Learner Effect

When imported via Plutonium, the feature will create an effect in you character sheet to add this benefit to a skill and a tool. By default it is set to add your proficiency bonus to your Acrobatics skill, and no bonus to your thieves' tools, you can manually modify it according to your choices.

Skills' Abbreviations

The following is a list with all the skill's abbreviations found in the FoundryVTT software, in parenthesis is the skill it corresponds to: acr (Acrobatics), ani (Animal Handling), arc (Acrobatics), ath (Athletics), dec (Deception), his (History), ins (Insight), itm (Intimidation), inv (Investigation), med (Medicine), nat (Nature), prc (Perception), prf (Performance), per (Persuasion), rel (Religion), slt (Sleight of Hands), ste (Stealth), sur (Survival).

Tools' Abbreviations

The following is a list with all the tool's abbreviations found in the FoundryVTT software, in parenthesis is the tool it corresponds to: art (artisan's tools), alchemist, brewer, calligrapher, carpenter, cartographer, coobler, cook, glassblower, jeweler, leatherworker, mason, painter, potter, smith, tinker, weaver, woodcarver, disg (disguise kit), forg (forgery kit), game (gaming set), chess (chess set), dice (dice set), card (playing cards set), herb (herbalism kit), music (musical instrument), bagpipes, drum, dulcimer, flute, horn, lute, lyre, panflute, shawm, viol, navg (navigator's tools), pois (poisoner's kit), thief (thieves' tools), vehicle (vehicles), air (air vehicle), land (vehicle), space (space vehicle), water (water vehicle)

Ability Score Improvement (Level 6)

When you reach 6th 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.

If your DM allows the use of feats, you may instead take a feat.

Shared Misfortune (Level 7)

Bad luck always strikes at the worst possible time, unless it happens to someone else. At 7th level, whenever a creature that you can see within 30 feet from you makes an ability check, attack roll, or saving throw, you can give the creature disadvantage on the roll. When you do so, you can't use this feature again before the start of your next turn.

Ability Score Improvement (Level 8)

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Roguish Vocation feature (Level 9)

At 9th level, you gain a feature granted by your Roguish Vocation.

Ability Score Improvement (Level 10)

When you reach 10th 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.

If your DM allows the use of feats, you may instead take a feat.

Expertise (Level 10)

At 10th level, you can choose two more of your skill or tool proficiencies to gain this benefit.

Swift Consumption improvement (Level 11)

At 11th level you can use rare items with this feature.

Ability Score Improvement (Level 12)

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Roguish Vocation feature (Level 13)

At 13th level, you gain a feature granted by your Roguish Vocation.

Opportunity for Improvement (Level 14)

No matter how dire the situation is, you can always count on your talent to fix it. Starting at 14th level, when you roll for initiative and have no Talent die remaining, you regain two Talent die. You also regain one Talent die when you fail an ability check, attack roll, or saving throw on your turn.

Reliable Partner improvement (Level 15)

At 15th level, you only need to spend at least 1 minute performing a task to gain the bonus. This bonus increases to +10 if you spend at least 10 minutes performing a task.

Ability Score Improvement (Level 16)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Roguish Vocation feature (Level 17)

At 17th level, you gain a feature granted by your Roguish Vocation.

Swift Consumption improvement (Level 18)

At 11th level you can use very rare items with this feature.

Mastery (Level 19)

At 19th level, choose two of your proficiencies, either in skills or with tools. Your proficiency bonus is tripled for any ability check you make that uses either of the chosen proficiencies.

The Mastery Effect

When imported via Plutonium, the feature will create an effect in you character sheet to add this benefit to a skill and a tool. By default it is set to add double your proficiency bonus to your Acrobatics skill and your thieves' tools, you can manually modify it according to your choices.

Skills' Abbreviations

The following is a list with all the skill's abbreviations found in the FoundryVTT software, in parenthesis is the skill it corresponds to: acr (Acrobatics), ani (Animal Handling), arc (Acrobatics), ath (Athletics), dec (Deception), his (History), ins (Insight), itm (Intimidation), inv (Investigation), med (Medicine), nat (Nature), prc (Perception), prf (Performance), per (Persuasion), rel (Religion), slt (Sleight of Hands), ste (Stealth), sur (Survival).

Tools' Abbreviations

The following is a list with all the tool's abbreviations found in the FoundryVTT software, in parenthesis is the tool it corresponds to: art (artisan's tools), alchemist, brewer, calligrapher, carpenter, cartographer, coobler, cook, glassblower, jeweler, leatherworker, mason, painter, potter, smith, tinker, weaver, woodcarver, disg (disguise kit), forg (forgery kit), game (gaming set), chess (chess set), dice (dice set), card (playing cards set), herb (herbalism kit), music (musical instrument), bagpipes, drum, dulcimer, flute, horn, lute, lyre, panflute, shawm, viol, navg (navigator's tools), pois (poisoner's kit), thief (thieves' tools), vehicle (vehicles), air (air vehicle), land (vehicle), space (space vehicle), water (water vehicle)

Ability Score Improvement (Level 20)

When you reach 20th 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.

If your DM allows the use of feats, you may instead take a feat.

Stroke of Luck (Level 20)

At 20th level, you have an uncanny knack for succeeding when you need to. Before you make an ability check, attack roll, or saving throw, you can treat the d20 roll as a 20.

You can use this feature three times, you regain all expended uses when you finish a long rest.

In addition, when you finish a long rest, you can choose one of your acquired talents and replace it with a different one.

Multiclassage

Prérequis de Multiclassage

{"cha":13,"dex":13}

Maîtrises Acquises

Armor light
Skills Choose Choisir 1 depuis Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight Of Hand, Stealth
Toolproficiencies Choose Choisir 1 depuis Alchemist's Supplies, Disguise Kit, Poisoner's Kit, Thieves' Tools, Dice Set, Dragonchess Set, Playing Card Set Anymusicalinstrument: 1
Tools Choose one type of the following: alchemist's supplies, disguise kit, posioner's kit, thieves' tools, one gaming set of your choice, or one musical instrument of your choice

Sous-classes

Capacités de Sous-classe

Assassin

Assassin (Level 3)

Strike first and deadly. This is the motto of assassins, a workforce that operates from under the eyes. Their tactic revolves around efficiency, killing their target before giving room for persecution.

These rogues can be found in many places, ranging from governamental positions as the king's private assassins, through priests who exterminate enemies of their church, to hitmans from the underworld.

Poison Adept

Starting at 3rd level, you gain proficiency with the poisoner's kit if you don't already have it. Any poison you craft using poisoner's kit has a bonus to its saving throw DC and damage equal to your Intelligence modifier (minimum of 1), and it ignores resistance to poison damage.

Easy Dispatch

You can get an easy kill on weakened enemies, more so if you are faster than them. At 3rd level, on your first turn of combat, you have advantage on attack rolls against any creature that hasn't taken a turn yet.

In addition, if you hit with a weapon attack a creature that is incapacitated, poisoned, surprised, or that can't see you, you can spend up to three d6s from your talent pool and add it to the attack's damage roll.

Incapacitate (Level 9)

At 9th level, you have a way to secure a kill, in case the first blow wasn't enough. On your first turn of combat, if you hit with a weapon attack a creature that hasn't taken a turn yet, it must succeed on a Constitution saving throw or become incapacitated until the end of your next turn. The DC equals 10 or half the damage the creature takes, whichever number is higher.

Potent Poison (Level 13)

At 13th level, creatures have disadvantage on the first saving throw they make against a poison crafted by you.

Additionally, a creature poisoned by you takes 3d6 poison damage at the end of each of its turns. This damage increases by 1d6 for each consecutive turn it remains poisoned.

Assassinate (Level 17)

Starting at 17th level, you become a master of instant death. If you target a creature with your Incapacitate, you can use this feature to make that attack more devastating. If you do, the creature is reduced to 0 hit points if it fails the saving throw against Incapacitate, and it becomes incapacitated and vulnerable to all damage until the end of your next turn on a successful save.

Once you use this feature, you can't use it again on the same creature for the next 24 hours.

Thief

Thief (Level 3)

Everything comes to he who waits, but quicker yet to he who takes! Such is the law of all thieves. Some do it for the thrill of a challenging robbery, some are driven by greed, and others believe they are distributing the wealths of the world.

These rogues often operate as burglars, bandits, and even cutpurses. They can steal coins from a purse or a jewel from a high security chamber, all without leaving a clue.

Fast Hands

Starting at 3rd level, you gain proficiency with thieves' tools if you don't already have it. In addition, you can use your Cunning Action to take the Steal action or use thieves' tools to disable a trap as a bonus action.

Pickpocket Veteran

Also at 3rd level, you learn the Pickpocketing tactic, or another one of your choice if you already know it. This tactic doesn't count against the number of tactics you know. In addition, you can also attempt to steal from creatures that are in combat or alert, but you take a –5 penalty to your check.

Pickpocketing

No purse is safe from you. You take no penalty to your checks for trying to steal a closely guarded object, as long as the object wouldn't be extremely noticeable or time consuming to remove (like worn shoes or armor, or wielded objects).

Mug (Level 13)

At 13th level, once on your turn, when you deal damage to a creature within your reach using a weapon attack made with your Attack action, you can take the Steal action against that target as part of the same action. You take no penalty to your checks for trying to steal from that creature until the end of your turn.

Legendary Thief (Level 17)

At 17th level, you are capable of stealing anything in front of everyone's eyes. You can attempt to steal an object that is wielded, or that would be extremely noticeable or time consuming to remove. However, this takes you time to perform depending on how difficult it is to remove the object, which is usually 1 minute (armor for example takes significantly longer). Throughout this duration you must have some means of staying hidden, such as being inside a heavily obscured area.

When you do this, you take a –5 penalty to your check and observers will immediatly notice the object is gone after you steal it if it's extremely noticeable (like a full plate armor).