Rogue, Alternative Variant (5e Class)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 00:13, 2 November 2023 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs


Rogue, Alternative Variant[edit]

Alternative Universe[edit]

Welcome to the universe where every class is alternative. Each class has alternative features and ability to mimic its switched counterpart. Warlocks are divine spell casters granted by Gods. Clerics are eldritch spell casters created from deals with higher powers. Barbarians are calm and strike at perfect type. Monks are brutes that charge into battle. Wizards study the powerful meta magic while sorcerers specialize in a school of magic. Fighters are dirty fighters and rogues are master of the blade. Druids are charming meanwhile Bards are protector of nature. Artificers uncover the mysteries of nature and rangers study technology to improve themselves. Paladins learn the art of blood letting. Blood hunters gain divine powers.

Strong Hitters[edit]

Rogue, Alternative variant are not bunch of unfortunate souls that survived poor neighborhoods. Rogues in this opposite world are elite fighters. They use a mix of training, dirty tricks, and a bit of luck to defeat any foe. Like any survivors, they choose their fights carefully. When things get rough, rogues flee from battle to fight another day.

Creating a Rogue, Alternative Variant[edit]

As you build your rogue, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.

Quick Build

You can make a Rogue, Alternative Variant quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Solder background. Third, choose <!-elaborate on equipment choices->

Class Features

As a rogue, Alternative variant you gain the following class features.

Hit Points

Hit Dice: 1d8 per rogue, Alternative variant level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per rogue, Alternative variant level after 1st


Armor: All armor, shields
Weapons: Simple weapons, Greatsword, longswords, rapiers, shortswords
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival


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

Table: The rogue, Alternative variant

Level Proficiency
Features Strong Blow
1st +2 Second Wind, Strong Blow 1d6
2nd +2 Cunning Action 1d6
3rd +2 Martial Archetype 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Expertise 3d6
7th +3 Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Martial Archetype feature 5d6
10th +4 Ability Score Improvement 5d6
11th +4 Reliable Talent 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Martial Archetype feature 7d6
14th +5 Blindsense 7d6
15th +5 Slippery Mind 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Martial Archetype feature 9d6
18th +6 Elusive 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Martial Archetype feature, Stroke of Luck 10d6

Second Wind[edit]

At 1st level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your rouge, Alternative variation level. Once you use this feature, you must finish a short or long rest before you can use it again.

Strong Blow[edit]

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must rolled with Strength.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Strong Blow column of the Rogue, Alternative Variant table.

Cunning Action[edit]

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. 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.

Martial Archetype[edit]

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 9th, 13th, 17th, and 20th level.

Martial Archetype features

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th 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.

Uncanny Dodge[edit]

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.


At 6th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.


Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an 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.

Reliable Talent[edit]

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.


Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind[edit]

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.


Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Stroke of Luck[edit]

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or long rest.

Martial Archetypes[edit]

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Fighter subclasses

Rogue, Alternative Variant's subclasses are exactly the same as normal Fighter subclasses except the following;

Fighter's subclass 7th level ability is moved up to 9th level ability. Fighter's subclass 10th level ability is moved up to 13th level ability. Fighter's subclass 15th level ability is moved up to 17th level ability. Fighter's subclass 18th level ability is moved up to 20th level ability.


You may not multiclass into or out to any class with Martial Archetypes (like Fighter).

Prerequisites. To qualify for multiclassing into the Rogue, Alternative Variant class, you must meet these prerequisites: 13 Strength

Proficiencies. When you multiclass into the Rogue, Alternative Variant class, you gain the following proficiencies: light armor, medium armor, shield, and simplest weapon

(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!