Rogues in Crusaders TTRPG is defined by its exceptional agility, cunning, and versatility. Initially starting as street urchins or petty thieves, Rogues evolve into masters of deception and stealth. They thrive in dynamic gameplay, excelling in tasks like pickpocketing, lockpicking, and escaping tight situations with finesse.
The Rogue's combat skills are formidable, wielding an array of weapons such as rapiers, bows, and throwing knives with deadly efficiency. Their dexterity allows them to navigate battles and tight spaces effortlessly, striking with precision and evading dangers. The class offers a rich combat experience that rewards tactical planning and quick reflexes.
Choosing to play as a Rogue means embracing a role where every choice and action can turn the tides of an encounter. Rogues possess advanced abilities in alchemy, poisons, trap-making, and even blackmail. With tools for every situation, they exploit their enemies' weaknesses to their advantage. Whether operating solo or within a group, a Rogue's skill set is invaluable, making them both a respected and feared figure in the realm of Alavir. Players drawn to controlling the battlefield from the shadows and manipulating events from behind the scenes will find the Rogue class a thrilling and impactful adventure.
Tier 1 is the features you will receive from levels 1-5
At 1st level, Increase die count by 1 for attack rolls and skill checks. Your critical strikes deal 1 additional die excluding spells.๏ปฟ
At 2nd level, your attacks while behind your target deal an additional 3 + (PM) bonus damage.
This bonus damage doubles when you critically strike.
At 4th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Feat:
Choose one feat from the list of feats.
At 5th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Skill Increase:
You gain proficiency 1 levels of proficiency in 3 skills.
At 7th level, you gain 15 movement speed. In addition, you do not suffer exhaustion from haste movement.
At 9th level, always on the lookout for danger, you gain the following benefits:
At 10th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Feat:
Choose one feat from the list of feats.
At 12th level, On a successful Stealth check, you become invisible until the start of your next turn.
At 14th level, When you hit a creature with a critical strike they are paralyzed until the start of their turn.
At 15th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Feat:
Choose one feat from the list of feats.
At 17th level, once per combat, you can declare a perfect strike on a weapon attack and automatically hitting your target, dealing maximum damage on one attack including on hit effects and automatically critically striking.
At 19th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Feat:
Choose one feat from the list of feats.
At 20th level, your spells can now deal additional damage die.
In addition, you can teleport behind a creature you can see within 120 feet of you once per round on your turn.
Spell List:
Martial
Hit Dice & Saving Throw Proficiency:
1d6
You have a number of hit die equal to your level that you can use to heal at the start of your turn, if you have at least 1 hit point, or on a short rest. You regain these die on a long rest.
You have proficiency in Reflex (Dexterity and Intelligence) saving throws.
Starting Health:
14 + CON
Weapons:
Gun, Simple, Ranged Weapons
Armor:
Robes, Light, Ring, Cloak
Spellcasting Focus
Gun, Simple, Ranged Weapons
Spellcasting Modifier: (SM)
Intelligence (Can be CHA, INT, or WIS)
Spellcasting DC: (SD)
8 + Proficiency Modifier (PM) + Spellcasting Modifier (SM)
At 1st Level, you gain access to cantrips and 1st level spells.
At higher levels:
You gain access to 2nd level spells at level 5,
You gain access to 3rd level spells at level 9,
You gain access to 4th level spells at level 13,
You gain access to 5th level spells at level 17.
At level 1, you know 6 spells. Out of these, two must be cantrips, and two must be 1st level spells.
You gain 1 additional known Martial spell per level, this can be a cantrip or leveled spell of your choice that you have access to.
In addition, you can choose to swap out a spell for another that you have access to.
Fighting Modifier: (FM)
Dexterity (Can be DEX or STR)
Fighting DC: (FD)
8 + Proficiency Modifier (PM) + Fighting Modifier (FM)
At 1st level, Choose one of the fighting styles. You can't take a Fighting Style option more than once, even if you later get to choose again.
Your critical roll for skills and attacks is reduced by 1. Your critical strikes deal 1 additional die excluding spells.
This feature's crit roll chance decreases by 1 and the additional die increase by 1 when you reach 6th level (2), 11th level (3), and 16th level (4).
Choose 1 additional fighting style at 6th level, 11th level, and 16th level.
At 2nd level, your attacks while behind your target deal an additional 3 + (PM) bonus damage.
This bonus damage doubles when you critically strike.
At 4th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Feat: Choose one feat from the list of feats.
At 5th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Skill Increase:
You gain proficiency in 2 skills of your choice, or expertise in 1,
At 7th level, you gain 15 movement speed. In addition, you do not suffer exhaustion from haste movement.
At 9th level, always on the lookout for danger, you gain the following benefits:
At 10th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Feat: Choose one feat from the list of feats.
At 12th level, on a successful Stealth check, you become invisible until the start of your next turn.
At 14th level, when you hit a creature with a critical strike they are paralyzed until the start of their turn.
At 15th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Feat: Choose one feat from the list of feats.
At 17th level, once per combat, you can declare a perfect strike on a weapon attack and automatically hitting your target, dealing maximum damage on one attack including on hit effects and automatically critically striking.
At 19th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Feat: Choose one feat from the list of feats.
At 20th level, your spells can now deal additional damage die.
In addition, you can teleport behind a creature you can see within 120 feet of you once per round on your turn.