# Rogue

> From the Curse of Strahd game wiki (it covers the whole game, spoilers included): https://curseofstrahd.app/wiki/characters/classes/rogue.html. Unofficial Fan Content permitted under the Fan Content Policy, not approved or endorsed by Wizards of the Coast.

*A precise, sneaky expert who wins with Sneak Attack, Expertise and quick Bonus Action moves.*

- **Hit die:** d8
- **Primary ability:** DEX
- **Saving throws:** DEX, INT
- **Skills:** choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, Stealth
- **Armor:** light
- **Weapons:** simple, martial finesse or light
- **Tools:** thieves tools

## Features by level

- **1: Expertise.** Expertise (double Proficiency Bonus) in two of your skill proficiencies.
- **1: Sneak Attack.** Once per turn, extra damage when you hit with a Finesse or Ranged weapon and have Advantage or an ally next to the target.
- **1: Thieves' Cant.** You know Thieves' Cant and one other language.
- **1: Weapon Mastery.** Use the mastery properties of two kinds of weapons you're proficient with.
- **2: Cunning Action.** Dash, Disengage or Hide as a Bonus Action.
- **3: Rogue Subclass.** Choose a Rogue subclass.
- **3: Steady Aim.** Bonus Action: Advantage on your next attack this turn if you haven't moved; your Speed becomes 0.
- **4: Ability Score Improvement.** Gain the Ability Score Improvement feat or another feat you qualify for.
- **5: Cunning Strike.** Trade Sneak Attack dice for Poison, Trip or Withdraw effects.
- **5: Uncanny Dodge.** Reaction: halve the damage of an attack that hits you.
- **6: Expertise.** Expertise in two more of your skill proficiencies.
- **7: Evasion.** Dexterity saves for half damage: no damage on a success, half on a failure.
- **7: Reliable Talent.** Treat a d20 of 9 or lower as 10 on checks with your skill or tool proficiencies.
- **8: Ability Score Improvement.** Gain the Ability Score Improvement feat or another feat you qualify for.
- **9: Subclass Feature.** Gain a feature from your Rogue subclass.
- **10: Ability Score Improvement.** Gain the Ability Score Improvement feat or another feat you qualify for.
- **11: Improved Cunning Strike.** Use up to two Cunning Strike effects at once.
- **12: Ability Score Improvement.** Gain the Ability Score Improvement feat or another feat you qualify for.
- **13: Subclass Feature.** Gain a feature from your Rogue subclass.
- **14: Devious Strikes.** New Cunning Strike options: Daze (2d6), Knock Out (6d6), Obscure (3d6).
- **15: Slippery Mind.** Proficiency in Wisdom and Charisma saving throws.
- **16: Ability Score Improvement.** Gain the Ability Score Improvement feat or another feat you qualify for.
- **17: Subclass Feature.** Gain a feature from your Rogue subclass.
- **18: Elusive.** No attack roll has Advantage against you unless you're Incapacitated.
- **19: Epic Boon.** Gain an Epic Boon feat or another feat you qualify for.
- **20: Stroke of Luck.** Once per rest, turn a failed D20 Test into a 20.

## Subclasses (from level 3)

### Arcane Trickster
*Mixes Wizard illusions and enchantments with an invisible Mage Hand for remote larceny.*

- **3: Spellcasting.** Cast Wizard spells with Intelligence: Mage Hand plus two cantrips, three prepared spells.
- **3: Mage Hand Legerdemain.** Your Mage Hand is invisible and can pick locks, disarm traps and pick pockets at range.
- **9: Magical Ambush.** While you're Invisible, a creature has Disadvantage on saves against your spells this turn.
- **13: Versatile Trickster.** Use Trip through your Mage Hand on a creature within 5 feet of it.
- **17: Spell Thief.** Reaction: stop a spell cast at you and steal it for 8 hours.

### Assassin
*Strikes first and hardest: Advantage and extra damage in the first round, poisons and disguises.*

- **3: Assassinate.** Advantage on Initiative; first round, Advantage against creatures that haven't acted and Sneak Attack adds your Rogue level.
- **3: Assassin's Tools.** Proficiency with the Disguise Kit and Poisoner's Kit.
- **9: Infiltration Expertise.** Mimic voices and handwriting; Steady Aim no longer drops your Speed to 0.
- **13: Envenom Weapons.** Poison Cunning Strike also deals 2d6 Poison damage that ignores Resistance.
- **17: Death Strike.** First-round Sneak Attack: target makes a Con save (DC 8 + Dex + PB) or the attack's damage is doubled.

### Phantom
*Rogues who walk beside death itself, striking with the cries of the dead and carrying trinkets of departed souls.*

- **3: Wails from the Grave.** After Sneak Attack, a second creature within 30 feet of the first takes half your Sneak Attack dice as Necrotic (Dexterity-modifier uses per Long Rest).
- **3: Whispers of the Dead.** After each rest, gain one skill or tool proficiency you lack (it replaces the previous one).
- **9: Tokens of the Departed.** Gain soul trinkets each Long Rest (2, more later): Advantage on death and Constitution saves while you hold one; spend one for a free Wails or an Augury; regain one when a creature dies near you.
- **9: Voice of Death.** Cast Speak with Dead once per Short Rest without a slot or components, using Dexterity.
- **13: Ghost Walk.** Bonus Action: a spectral form for 10 minutes (fly 10 ft and hover, attacks against you have Disadvantage, move through creatures). Once per Long Rest or a soul trinket.
- **17: Death's Friend.** Wails from the Grave also hits the first creature; regain a soul trinket on Initiative if you have none.

### Scion of the Three
*Occult gifts from the Dead Three turn a rogue into a terrifying pursuer.*

- **3: Bloodthirst.** Reaction when a visible enemy within 30 feet takes damage, survives, and is Bloodied: teleport to a visible empty space within 5 feet of it and make one melee attack. Uses equal Intelligence modifier (minimum 1) per Long Rest.
- **3: Dread Allegiance.** Choose a god for Resistance and an Intelligence cantrip. You may change this allegiance after a Long Rest.
- **9: Strike Fear.** Cunning Strike option: spend 1d6 Sneak Attack for Terrify. The target makes a Wisdom save or is Frightened for 1 minute; you have Advantage against it while so Frightened. It repeats the save at each turn’s end to end the effect.
- **13: Aura of Malevolence.** When teleporting with Bloodthirst, chosen creatures within 10 feet of either departure or arrival (choose one) take Intelligence modifier damage of your Dread Allegiance resistance type. It ignores Resistance.
- **17: Dread Incarnate.** Regain one Bloodthirst use on a Short Rest. Treat Sneak Attack damage dice showing 1 or 2 as 3.

### Soulknife
*Manifests psychic blades and uses psionic energy to bolster skills and talk mind to mind.*

- **3: Psionic Power.** Psionic Energy Dice fuel Psi-Bolstered Knack (add a die to a failed skill check) and Psychic Whispers (telepathy).
- **3: Psychic Blades.** Manifest a 1d6 Psychic Finesse/Thrown (60/120) blade with Vex; a second 1d4 blade as a Bonus Action.
- **9: Soul Blades.** Homing Strikes (add a die to a missed blade attack) and Psychic Teleportation.
- **13: Psychic Veil.** Magic action: become Invisible for 1 hour; once per Long Rest or spend a die.
- **17: Rend Mind.** Sneak Attack with a Psychic Blade can Stun the target for 1 minute (Wis save).

### Thief
*The classic adventurer: quick hands, climbing and jumping, and a knack for magic items.*

- **3: Fast Hands.** Bonus Action: Sleight of Hand (locks, traps, pockets), Utilize, or use a magic item.
- **3: Second-Story Work.** Climb Speed equal to your Speed; jump distance uses Dexterity.
- **9: Supreme Sneak.** Stealth Attack Cunning Strike (1d6): stay Invisible from Hide if you end the turn behind cover.
- **13: Use Magic Device.** Attune to four items, maybe save charges, and use any Spell Scroll with Intelligence.
- **17: Thief's Reflexes.** Take two turns in the first round of combat (second at Initiative - 10).
