4.3 KiB
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Rogues are clever and cunning with a wide array of skills. Their broad expertise makes them well suited for challenges that can’t be overcome by either brute force or magic. There’s no “standard” rogue; they come in all sizes and dispositions.
Rogue is a class that can shine out of combat, but you remain fearsome in the fight. Your class needs someone else around to draw fire, though. Don’t get too far away from allies once weapons come out.
ROGUES AS ADVENTURERS
Rogues are jacks-of-all-trades who thrive in high-pressure situations—perfect adventurer qualities. Given the nature of their skill set, rogues are drawn to adventure. No class is better suited to bypassing obstacles quickly and quietly, whether confronted with a locked door, a trapped hallway, or a dozing guard.
A rogue’s strength in combat relies on agility and precision. They can’t hold down a front line for long. However, when allowed to play to their strengths, they dart around the battlefield, positioning to make deadly strikes against unprotected flanks.
Continued in the ToV - Players Guide.pdf; Chapter 2, pg 78.
Errata
Sneak Attack
1st-Level Rogue Feature
You know how to strike subtly and exploit a foe’s distraction. Once on your 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 weapon you use must have the Finesse property or be a ranged weapon.
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 your extra damage you deal increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue Progression table.
Rogue Boons
When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see Player’s Guide), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the rogue class.
Heroic Boons
When you reach 10th level in the rogue class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature.
Heroic Boon
10th-Level Rogue Feature
Your commitment to the rogue’s path grants you a powerful ability. Choose one of the following heroic boons:
- Double Tap. If you deal damage using your Sneak Attack feature (see Player’s Guide) to a creature as part of an attack made during your turn and the target isn’t reduced to 0 HP, you can immediately make a single additional weapon attack against that creature with a Finesse or ranged weapon you are wielding.
- Vanishing Act. You can now use the Hide action to attempt to hide from creatures that can clearly sense you, as long as you aren’t within 5 feet of a hostile creature. When you attempt to hide in this way, make a DEX (Stealth) check against the creature’s Perception score as normal. If multiple creatures can sense you when you attempt to hide, roll against the creature with the highest Perception score. If your attempt is successful, you become invisible for 1 minute, along with any equipment you are wearing or carrying. This invisibility ends early (and you are no longer hidden) if you make an attack, cast a spell, or stop hiding.
Epic Boons
When you reach 20th level in the rogue class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature.
Epic Boon
20th-Level Rogue Feature
Your commitment to the rogue’s path grants you a powerful new ability. You gain one of the following epic boons:
- Mask of Oblivion. As an action, you can become invisible for 1 minute. This invisibility ends early only if you become unconscious or you choose to end it. While invisible in this way, you can’t be detected by any nonmagical or magical means short of truesight. Once you use this feature, you can’t do so again until you finish a short or long rest.
Shroud of Shadow. While you are in an area of dim light or darkness, you are considered to have half-cover (+2 bonus to AC and DEX saves) and are resistant to all damage that isn’t radiant.