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Thief Rogue

In the world of Crusaders, the Thief Rogue class is known for their cunning and stealth. These individuals specialize in the art of theft and assassination, making them highly sought after by those looking to steal something valuable or eliminate a rival. They have an affinity for poisons and daggers, using these tools to their advantage in combat.


Thief Rogues start out relatively weak, but as they progress through their careers, they hone their skills and become masters of damage. They are adept at slipping into the shadows, unnoticed, and striking their enemies with deadly precision. Their mastery of poisons allows them to subdue their enemies with ease, while their knowledge of anatomy allows them to strike their enemies in the most vulnerable areas.


The Thief Rogue is a true master of the shadows, and they are feared by many. They often operate in the shadows, doing their dirty work for those who are willing to pay for their services. Despite their reputation, however, many Thief Rogues are driven by a code of honor, and they will not hesitate to aid those in need. They are the epitome of the saying, "the ends justify the means."


Whether they are working for themselves or for a client, the Thief Rogue is a force to be reckoned with. Their mastery of the dark arts has made them one of the most feared classes in the world of Crusaders.

Thief Rogue Features

Level 1

Ambush

At 1st level, you gain proficiency in Stealth and Sleight of Hand. Your first attack after a successful Stealth or Sleight of Hand check deals an additional 1d6 + your Rogue level damage.


When you cast a spell, you can make a Stealth or Sleight of Hand skill check (once per round).


The feature’s damage increases by 1d6 when you reach 6th level (2d6), 10th level (3d6), 14th level (4d6), and 18th level (5d6).

Level 3

Expert Spy

At 3rd level, you can use the dash, dodge, or disengage action as a bonus action.


In addition, when you have advantage on Investigation and Deception skill checks. When you succeed on an Investigation or Deception skill check you gain 3 levels of resistance to all damage until the start of your next turn.

Level 7

Veil of Shadows

At 7th level, While in darkness or dim light, creatures have disadvantage on perception checks to find you. If you hit a creature while hidden, you deal an additional 3d6 damage.


The feature’s damage increases by 3d6 when you reach 10th level (6d6), 14th level (9d6), and 18th level (12d6).

Level 11

Alert

Beginning 11th level, when you roll for initiative, you may add your Perception bonus to the roll.


Additionally, you cannot be Surprised and creatures gain no benefits to attacks made against you from being unseen.

Level 15

Shadow Runner

Starting at 15th level, you remain undetected while hiding even if you move at your normal walking speed, and while in dim or dark settings your movement speed is doubled.


Your attacks in combat deal an additional 20d6 to creatures that haven't had a turn.

Standard Gear

Optional Starting Equipment

Standard Starting Class Equipment

2 health potions.

A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.


1 Uncommon Item.

Choose 1 armor and 1 accessory that your class is proficient in.

Choose 2 weapons your class is proficient in.

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