Stats

  • Hit Dice: d8
  • Weapon Proficiencies: Finesse OR Bow (pick one), plus 1 of your choice
  • Armor Proficiencies: Light

Class Equipment

Pick two at character creation

  • Lockpick set with seeking enchantment: advantage on check for a lock/trap, 1/day
  • Boots of silent steps: advantage on stealth when moving at half speed
  • Glass Cutter Set: cut through standard windows silently, creating openings large enough to climb through
  • Smoke pellets: create concealment cloud, 1/day
  • Spy glass with true sight: see through illusions, 1/day

Core Features

LevelFeatureDescription
1Sneak AttackExtra damage under specific conditions
2Light StepNo Reaction Attacks when moving away from enemies you hit
3Opportunist3 FP to add Sneak Attack to any successful hit
4Setup StrikeGrant Gang Up bonuses to all allies when you get Sneak Attack from Gang Up
5Path SelectionChoose path; Journeyman Class Tier

Sneak Attack

Sneak Attack damage is determined by your Rogue Class Tier and can be applied when any of the following conditions are met:

  • Target is unaware of you (surprise, stealth, blind, etc.)
  • When Ganging Up on a target
  • Some Flow Actions enable it
  • Attacking after a successful Feint
  • Other Rogue class features may enable it
Class TierSneak Attack Damage
Apprentice+1d4
Journeyman+2d4
Expert+3d4
Master+4d4
Legendary+5d4

Light Step

Your movement doesn’t provoke Reaction Attacks when you move away from enemies you successfully hit this turn.

Opportunist

Cost: 3 FP
Timing: After successfully hitting with an attack
Apply Sneak Attack damage to this attack (even if normal conditions weren’t met).

Setup Strike

When you gain Sneak Attack from Gang Up, you also grant Gang Up bonuses to all allies attacking the same target until the start of your next turn.

Path Selection (Level 5)

At Level 5, Rogues must choose their specialization path:

  • Shade Path specializes in supernatural stealth, assassination techniques, and infiltration. They gain borderline mystical abilities that allow them to move unseen and strike from impossible positions.
  • Thief Path specializes in social manipulation, skill mastery, and underhanded tactics. They excel at getting what they want through wit, charm, and dirty fighting when necessary.

Shade Path

LevelFeatureDescription
5VanishInvisible until end of next turn after killing
6Vital StrikeSneak Attack uses d6s instead of d4s
7Phase StepMove through walls once per day

Vanish

After successfully killing or reducing an enemy to 0 HP, you become invisible until the end of your next turn (even if you started in plain sight).

Vital Strike

Your Sneak Attack dice become d6s instead of d4s.

Phase Step

Frequency: Once per day
You can make one full Move action (your normal movement speed) through walls, obstacles, and other solid barriers as if they weren’t there. You must end this movement in an unoccupied space.


Thief Path

LevelFeatureDescription
5Dirty FightingSpend 1 AP to inflict status effects instead of damage
6Fast TalkForce target to lose 1 Resolve in Social Challenges
7Skill MasteryAuto-succeed one skill check per day

Dirty Fighting

When you successfully hit with a melee attack, you may spend 1 AP to inflict one of the following status effects instead of dealing damage:

  1. Bleed - Target takes {Level÷2} damage at the end of each of their turns (removable as normal)
  2. Blind - Target is Blinded for 2 rounds
  3. Prone - Target is knocked Prone
  4. Disoriented - Target loses 2 AP on their next turn

Fast Talk

Frequency: Once per Social Challenge
You can attempt to confuse or misdirect someone, forcing them to lose 1 Resolve without requiring a roll.

Skill Mastery

Frequency: Once per day
Restriction: Can only be used on skills you have at 50 or higher
You can automatically achieve a Normal Success on any one skill check (declare before rolling).