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Rogue

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.

Rogue Proficiencies

Proficiencies

  • Max Hit Points: 6
  • Hit Points Per Level: 4
  • Saving Throws: Reflex
  • Weapons: Gun, Simple, Ranged Weapons
  • Armor: Robes, Light, Ring, Cloak
  • Skills & Feat: You gain 6 levels of skill proficiencies, and 1 feat.
  • Spellcasting Focus: Gun, Simple, Ranged Weapons

Spellcasting Stats

  • Spellcasting Modifier (SM): Intelligence (CHA, INT, or WIS)
  • Spellcasting DC (SD): 8 + Proficiency Modifier (PM) + Spellcasting Modifier (SM)
  • Spell List: Martial

Fighting Stats

  • Fighting Modifier (FM): Dexterity (DEX or STR)
  • Fighting DC (FD): 8 + Proficiency Modifier (PM) + Fighting Modifier (FM)

Tier 1 Rogue Features

Tier 1 is the features you will receive from levels 1-5

Reliable Talent

At 1st level, Increase die count by 1 for attack rolls and skill checks. Your critical strikes deal 1 additional die excluding spells.๏ปฟ

Backstab

At 2nd level, your attacks while behind your target deal an additional 3 + (PM) bonus damage.

This bonus damage doubles when you critically strike.

Ability Score Increase or Feat

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.

Skill Proficiency

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.

Tier 2 Rogue Features

Sprint

At 7th level, you gain 15 movement speed. In addition, you do not suffer exhaustion from haste movement.

Vigilant Instincts

At 9th level, always on the lookout for danger, you gain the following benefits:


  • You can't be surprised while you are conscious.
  • You gain a bonus to initiative equal to your Intelligence, Wisdom, or Charisma modifier.
  • You gain expertise in Stealth & Sleight of Hand.
  • You ignore 2 levels of resistance when making weapon attacks.

Ability Score Increase or Feat

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.

Tier 3 Rogue Features

Invisibility

At 12th level, On a successful Stealth check, you become invisible until the start of your next turn.

Cheap Shot

At 14th level, When you hit a creature with a critical strike they are paralyzed until the start of their turn.

Ability Score Increase or Feat

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.

Tier 4 Rogue Features

Perfect Strike

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.

Ability Score Increase or Feat

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.

One Shot, One Kill

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.

Rogue Proficiencies

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

Rogue Spellcasting

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 Stats

Fighting Modifier: (FM)
Dexterity (Can be DEX or STR)


Fighting DC: (FD)

8 + Proficiency Modifier (PM) + Fighting Modifier (FM)

Rogue Features by Level

Tier 1

1 - Reliable Talent

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.

2 - Backstab

At 2nd level, your attacks while behind your target deal an additional 3 + (PM) bonus damage.

This bonus damage doubles when you critically strike.

4 - Feat or ASI

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.

5 - Skill Proficiency

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,

Tier 2

7 - Sprint

At 7th level, you gain 15 movement speed. In addition, you do not suffer exhaustion from haste movement.

9 - Vigilant Instincts

At 9th level, always on the lookout for danger, you gain the following benefits:


  • You can't be surprised while you are conscious.
  • You gain a bonus to initiative equal to your Intelligence, Wisdom, or Charisma modifier.
  • You gain expertise in Stealth & Sleight of Hand.
  • You ignore 2 levels of resistance when making weapon attacks.

10 - ASI or Feat

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.

Tier 3

12 - Invisibility

At 12th level, on a successful Stealth check, you become invisible until the start of your next turn.

14 - Cheap Shot

At 14th level, when you hit a creature with a critical strike they are paralyzed until the start of their turn.

15 - ASI or Feat

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.

Tier 4

17 - Perfect Strike

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.

19 - ASI or Feat

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.

20 - One Shot, One Kill

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.

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