Thursday, June 19, 2025

Rogue

 

Tier 2 (Levels 5-10) 

 Rogue (Level 5)

CR 4 Medium humanoid (any race), any alignment Armor Class 15 (studded leather) Hit Points 49 (9d8 + 9) Speed 30 ft. STR 10 (+0) DEX 18 (+4) CON 12 (+1) INT 14 (+2) WIS 12 (+1) CHA 13 (+1) Skills Acrobatics +6, Deception +3, Insight +3, Investigation +4, Perception +5, Sleight of Hand +6, Stealth +8 (Expertise) Senses passive Perception 15 Languages Common, Thieves' Cant Challenge 4 (1100 XP)

  • Expertise. The rogue's proficiency bonus is doubled for any ability check it makes that uses Stealth or Perception.
  • Sneak Attack (1/Turn). The rogue deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the rogue that isn't incapacitated and the rogue doesn't have disadvantage on the attack roll.
  • Uncanny Dodge. When an attacker that the rogue can see hits it with an attack, the rogue can use its reaction to halve the attack's damage against it.

Actions Multi attack with

  • Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. (+1d6 opportunity)
  • Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. (+1d6 opportunity)

Bonus actions

  • Cunning Action. On each of its turns, the rogue can use a bonus action to take the Dash, Disengage, or Hide action.

Humanoid Rogue (Level 10)

CR 9 Medium humanoid (any race), any non-good alignment Armor Class 17 (studded leather +1) Hit Points 77 (14d8 + 14) Speed 30 ft. STR 10 (+0) DEX 20 (+5) CON 12 (+1) INT 14 (+2) WIS 14 (+2) CHA 15 (+2) Saving Throws Dex +9, Int +6 Skills Acrobatics +9, Deception +6, Insight +6, Investigation +6, Perception +6, Sleight of Hand +9, Stealth +13 (Expertise) Senses passive Perception 16 Languages Common, Thieves' Cant, plus any one additional language Challenge 9 (5000 XP)

  • Assassinate. During its first turn, the rogue has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the rogue scores against a surprised creature is a critical hit.
  • Evasion. If the rogue is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the rogue instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Expertise. The rogue's proficiency bonus is doubled for any ability check it makes that uses Stealth, Perception, or Thieves' Tools.
  • Reliable Talent. Whenever the rogue makes an ability check that lets it add its proficiency bonus, it can treat a roll of 9 or lower on the d20 as a 10.
  • Sneak Attack (1/Turn). The rogue deals an extra 17 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the rogue that isn't incapacitated and the rogue doesn't have disadvantage on the attack roll.
  • Uncanny Dodge. When an attacker that the rogue can see hits it with an attack, the rogue can use its reaction to halve the attack's damage against it.

Actions

  • Multiattack. The rogue makes two shortsword attacks.
  • Shortsword +1 (Poisoned). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
  • Light Crossbow (Poisoned). Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 10 (1d8 + 6) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

Bonus actions

  • Cunning Action. On each of its turns, the rogue can use a bonus action to take the Dash, Disengage, or Hide action.

Tier 3 (Levels 11-16) Generic Humanoids

Humanoid Rogue (Level 15)

CR 13 Medium humanoid (any race), any non-good alignment Armor Class 18 (studded leather +2) Hit Points 127 (20d8 + 40) Speed 30 ft. STR 10 (+0) DEX 20 (+5) CON 14 (+2) INT 16 (+3) WIS 15 (+2) CHA 16 (+3) Saving Throws Dex +10, Int +8 Skills Acrobatics +10, Deception +8, Insight +7, Investigation +8, Perception +7, Sleight of Hand +10, Stealth +15 (Expertise) Senses Blindsense 10 ft., passive Perception 17 Languages Common, Thieves' Cant, plus any two additional languages Challenge 13 (10000 XP) Proficiency Bonus +5

  • Assassinate. During its first turn, the rogue has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the rogue scores against a surprised creature is a critical hit.
  • Blindsense. If the rogue is able to hear, it is aware of the location of any hidden or invisible creature within 10 feet of it.
  • Elusive. No attack roll has advantage against the rogue, unless the rogue is incapacitated.
  • Evasion. If the rogue is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the rogue instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Expertise. The rogue's proficiency bonus is doubled for any ability check it makes that uses Stealth, Perception, Thieves' Tools, or Acrobatics.
  • Reliable Talent. Whenever the rogue makes an ability check that lets it add its proficiency bonus, it can treat a roll of 9 or lower on the d20 as a 10.
  • Slippery Mind. The rogue gains proficiency in Wisdom saving throws.
  • Sneak Attack (1/Turn). The rogue deals an extra 28 (8d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the rogue that isn't incapacitated and the rogue doesn't have disadvantage on the attack roll.
  • Uncanny Dodge. When an attacker that the rogue can see hits it with an attack, the rogue can use its reaction to halve the attack's damage against it.

Actions

  • Multiattack. The rogue makes two shortsword attacks.
  • Shortsword +2 (Deadly Poison). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.
  • Hand Crossbow (Deadly Poison). Ranged Weapon Attack: +12 to hit, range 30/120 ft., one target. Hit: 10 (1d6 + 7) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.

Bonus actions

  • Cunning Action. On each of its turns, the rogue can use a bonus action to take the Dash, Disengage, or Hide action.

Tier 4 (Levels 17-20) Generic Humanoids

Humanoid Rogue (Level 20)

CR 17 Medium humanoid (any race), any non-good alignment Armor Class 20 (studded leather +3) Hit Points 175 (28d8 + 42) Speed 30 ft. STR 10 (+0) DEX 20 (+5) CON 14 (+2) INT 18 (+4) WIS 16 (+3) CHA 18 (+4) Saving Throws Dex +12, Int +11, Wis +10 Skills Acrobatics +12, Deception +11, Insight +10, Investigation +11, Perception +10, Sleight of Hand +12, Stealth +17 (Expertise) Senses Blindsense 10 ft., passive Perception 20 Languages Common, Thieves' Cant, plus any three additional languages Challenge 17 (18000 XP) Proficiency Bonus +6

  • Assassinate. During its first turn, the rogue has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the rogue scores against a surprised creature is a critical hit.
  • Blindsense. If the rogue is able to hear, it is aware of the location of any hidden or invisible creature within 10 feet of it.
  • Elusive. No attack roll has advantage against the rogue, unless the rogue is incapacitated.
  • Evasion. If the rogue is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the rogue instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Expertise. The rogue's proficiency bonus is doubled for any ability check it makes that uses Stealth, Perception, Thieves' Tools, Acrobatics, and Deception.
  • Reliable Talent. Whenever the rogue makes an ability check that lets it add its proficiency bonus, it can treat a roll of 9 or lower on the d20 as a 10.
  • Slippery Mind. The rogue gains proficiency in Wisdom saving throws.
  • Sneak Attack (1/Turn). The rogue deals an extra 35 (10d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the rogue that isn't incapacitated and the rogue doesn't have disadvantage on the attack roll.
  • Stroke of Luck (1/Short or Long Rest). If the rogue's attack misses a target within range, it can turn the miss into a hit. Alternatively, if it fails a saving throw, it can succeed instead.
  • Uncanny Dodge. When an attacker that the rogue can see hits it with an attack, the rogue can use its reaction to halve the attack's damage against it.

Actions

  • Multiattack. The rogue makes two shortsword attacks.
  • Shortsword +3 (Vicious Poison). Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
  • Hand Crossbow (Vicious Poison). Ranged Weapon Attack: +14 to hit, range 30/120 ft., one target. Hit: 11 (1d6 + 8) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Bonus actions

  • Cunning Action. On each of its turns, the rogue can use a bonus action to take the Dash, Disengage, or Hide action.

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