Rogue, "Old School" Variant (5e Class)

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"Old School" Rogue[edit]

I saw the "old school" Fighter homebrew and thought to myself: "that's both the simplest and coolest class I've ever seen, I should make some classes like that." The "old school" rogue isn't exactly an old school class per se, however it does much the same things as the "old school" fighter which includes simple builds, few big mechanics, and no magic at all (great for low fantasy/low magic campaigns). The idea basically comes down to making this class as simple and refined as the aforementioned fighter variant.

Creating an old school rogue[edit]

Dexterity should be your highest ability score followed by Charisma and Strength.


Class Features

As a Rogue you gain the following class features.

Hit Points

Hit Dice: 1d6 per Rogue level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Rogue level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple and martial Melee weapons, Simple Ranged Weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Stealth, Deception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor or (b) 10 darts
  • (a) two shortswords or (b) a rapier and a dagger
  • (a) short bow and 20 arrows or (b) two daggers
  • (a) Adventurer's pack or (b) Dungeoneer's pack

Table: The Rogue

Level Proficiency
Bonus
Backstab Damage Features
1st +2 x2 Thieves Cant, Backstab, Thieving Skill
2nd +2 x2 Trapfinding, Evasion
3rd +2 x2 Uncanny Dodge, Trap Sense
4th +2 x2 Ability Score Improvement, Decipher Languages
5th +3 x3 Backstab Improvement
6th +3 x3
7th +3 x3 Evasion Improvement
8th +3 x3 Ability Score Improvement
9th +4 x3 Crippling Strike
10th +4 x3 Decipher Languages Improvement, Uncanny Dodge Improvement
11th +4 x4 Backstab Improvement, Opportunist
12th +4 x4 Ability Score Improvement
13th +5 x4 Skill Mastery
14th +5 x4 Slippery Mind
15th +5 x4 Defensive Roll
16th +5 x4 Ability Score Improvement
17th +6 x5 Backstab Improvement
18th +6 x5
19th +6 x5 Ability Score Improvement
20th +6 x5

Thieves Cant[edit]

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Backstabbing[edit]

At 1st level, Once per turn, you can deal 2 times the dice damage to one creature you hit with an attack, if you have advantage on the attack roll, or the creature is surprised. The attack must use a finesse or a ranged weapon. The damage multiplier increases as you gain levels in this class, as shown on the Backstab Damage column on the Rogue table.

When making a melee backstab, you don't need advantage on the attack or to surprise the creature if another non incapacitated enemy of the target is within 5 feet of it.

You can't backstab amorphous creatures.

Thieving Skill[edit]

Starting at 1st level, you gain the ability to use your thief skills, if you are wearing light or no armor.

You gain proficiency in Athletics, Investigation, Perception, Stealth, Sleight of Hand and with the Thieves Tools. If you already are proficient in these skill, you can add twice your proficiency bonus with them. In addition, whenever a check with these skills would require an action, you can make it with a bonus action instead.

Moreover, you gain a climbing speed equal to your movement speed.

Trapfinding[edit]

Starting at 2nd level, when you take the Search action to locate traps or use a thieve's tools to disarm a trap, you have advantage on the roll.

Evasion[edit]

Starting at 2nd level, whenever you succeed on a Dexterity saving throw against an effect that deals half damage on a successful save, you take no damage instead on a success.

At 7th level, you take half damage on a failed save.

You can't use this feature while wearing armor heavier than light.

Uncanny Dodge[edit]

Starting at 3rd level, you can't be surprised, and attacks made by unseen attackers don't have advantage against you.

At 10th level, attacks against you can't ever be made at advantage.

Trap Sense[edit]

Starting at 3rd level, you add your proficiency bonus to your AC and Dexterity saving throws against traps.

Decipher Languages[edit]

Starting at 4th level, you learn how to read ancient languages and decipher them. You can make an Intelligence check, adding your proficiency bonus to it, against a DC of 15, whenever you come across to an unknown written language, being able to read it on a success.

At 10th level, you learn how to cast spells from scrolls using this ability. You are considered a Wizard of 1st-level for the purposes of casting spells from spell scrolls. In addition, you ignore class requirement for attuning to magical items.

Crippling Strike[edit]

Starting at 9th level, whenever you hit a creature with a backstab, the target have disadvantage on Strength Checks and saving throws until the end of its next turn. In addition, for the duration, any damage roll made by that creature with attacks using strength is halved.

Opportunist[edit]

At 11th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

Skill Mastery[edit]

Starting at 13th level, choose a number of skill or tool proficiencies equal to 3 + your Intelligence modifier. Whenever you make an ability check with the chosen skill, you can treat a d20 roll of 9 or lower as a 10.

Slippery Mind[edit]

Starting at 14th level, when you fail a saving throw against an effect that causes you to be charmed, frightened or against a spell from the illusion or enchantment school, you can reroll the save. You must choose the new result

Defensive Roll[edit]

Starting at 15th level, when you would be reduced to 0 hit points by a weapon attack, you can try to roll with the damage. You can make a Dexterity saving throw with a DC equal to the damage dealt. On a success, you take only half the damage of the attack.

Once you use this feature, you can't use it again until the start of your next turn.

Master Thief[edit]

At 20th level, you have reached the pinnacle of what it means to be a rogue. Ne'er-do-wells the world over admire and envy your prowess. You know the value of any item at a glance. You know whether or not an item is magical or cursed. You have advantage on all Dexterity ability checks, Charisma (Deception) checks and ability checks to disguise yourself. Not even magic can force you to tell the truth or detect if you're being deceitful.

Archetypes[edit]

Acrobat[edit]

Kip Up

Starting at 1st level, you can get up from the prone position without spending an action.

Unbounded Leap

Also at 1st level, you add your Dexterity score to the range of your Long Jumps, and the Dexterity modifier to the range of your High Jumps. In addition, you can use your Dexterity modifier, instead of your Strength modifier, for your Athletics checks made to jump.

Slow Fall

At 1st level, when you receive Fall Damage, you reduce any damage you take by 5 x your Rogue level.

Cartwheel Charge

At 3rd level, if you move at least 10 feet before attacking an opponent, you can make an unusual charge attack. Make an Dexterity (Acrobatics) check against a DC of 20. On a success, you have advantage on the attack. On a failed check, you still gain advantage, but can't benefit from the Backstab feature.

Improved Trip

Also at 3rd level, you can use your Dexterity, instead of Strength, when making shove attempts, and have advantage on Athletics checks to shove a creature. Moreover, you can shove as a bonus action on your turn.

Prone Defense

Starting at 6th level, enemies don't gain advantage on attack rolls made against you while you are prone.

Defensive Fighting Bonus

At 6th level, you can choose to not add your proficiency bonus to your attack rolls made on your turn. If you do so, you add your proficiency bonus to your AC until the start of your next turn.

Move Anywhere

Starting at 14th level, you can move trough walls while walking. In addition, whenever you roll a 9 or lower on a Strength (Athletics) and Dexterity (Acrobatics) check, you can choose a 10 instead.

Fight Anywhere

Starting at 18th level, you can freely move trough walls or ceilings, as long as you have one free hand. In addition, whenever you are at least 10 feet above your target, you have advantage on the attack.

You also gain advantage on the attack if you jump at least 10 feet higher than your opponents height before making the attack.

Assassin[edit]

Death Attack

Starting at 1st level, you can use three actions to study a creature within 60 feet to prepare a death attack. Doing so requires concentration, as if concentrating on a spell.

The next backstab attack made until the end of your next turn after the third action that hits the target forces it to make a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the target is reduced to 0 hit points.

You can choose to use this ability to paralyze the target. If you do so, the target is paralyzed for 1 minute. A target paralyzed in that manner, it can make a saving throw in each of its turns to end the effect.

Starting at 14th level, analyzing the target takes only two actions, and only one action at 18th level.

Spellcasting
When you reach 3rd level, you learn how to use spells in infiltration and assassination.
Cantrips
You learn two cantrips of your choice from the Assassin spell list. You learn an additional Assassin cantrip of your choice at 10th level.
Spell Slots
The Assassin Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. you regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know three 1st-level Assassin caster spells of your choice. The Spells Known column of the Assassin spellcasting table shows when you learn more Assassin spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the Assassin spells he know with another spell of your choice from the Assassin spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for the Assassin spells, since you learn this power through research and study. You use your Intelligence whenever a spell refers to his spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Assassin spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Cantrip blade ward, chill touch, control flames, friends, message, minor illusion, mage hand, poison spray, prestidigitation, sapping sting, true strike
1st-level. charm person, disguise self, detect magic, detect poison and disease, expeditious retreat, false life, feather fall, fog cloud, gift of alacrity, illusory script, jump, longstrider, silvery barbs, sleep, zephyr strike
2nd-level. alter self, blindness/deafness, borrowed knowledge, darkness, darkvision, detect thoughts, enlarge/reduce, enhance ability, fortune's favor, invisibility, kinetic jaunt, misty step, nystul's magic aura, pass without trace, rope trick, see invisibility, silence, spider climb
3rd-level. catnap, clairvoyance, feign death, gaseous form, intellect fortress, leomund's tiny hut, magic circle, mordenkainen's private sanctum, nondetection, sending, tiny servant, water breathing
4th-level. arcane eye, charm monster, dimension door, fabricate, freedom of movement, greater invisibility, locate creature, shadow of moil
Poison Use

Starting at 6th level, you become immune to poison damage and to the poisoned condition. In addition, you can apply poison to a weapon using a bonus action, and if the poison has a save DC, you can use your Death Attack save DC instead of that of the poison.

Hide in Plain Sight

Starting at 14th level, you can take the Hide action even when you are in plain sight of a creature, as long as you are within 10 feet of an area covered in darkness.

Shadow Dancer[edit]

Darkvision

At 1st level, you can see trough normal and magical darkness up to a range of 120 feet.

Hide in Plain Sight

Starting at 3rd level, you can take the Hide action even when you are in plain sight of a creature, as long as you are within 10 feet of an area covered in darkness.

Shadow Jump

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Shadow Illusion

Starting at 14th level, you can cast silent image at will, without spending a spell slot. Intelligence is your spellcasting ability for this spell.

Summon Shadow

Starting at 18th level, you can summon an undead shade. The summoned creature has the statistics of a shadow, but add your proficiency bonus to its attacks and damage rolls, saving throws and ability checks. In addition, the shadow gains one hit die and 5 hit points for each rogue level you have.

On combat, the shadow acts on its own initiative and takes its own actions. The shadow can't be turned and is immune to the charmed condition. The shadow follows your commands to the best of its abilities and is friendly towards your allies.

If destroyed, you can't summon a shadow again for the next 30 days.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the "old school" rogue class, you must meet these prerequisites: 13 DEX and 13 CHR

Proficiencies. When you multiclass into the "old school" rogue class, you gain the following proficiencies: Simple and martial melee weapons; light armor


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