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ROGUE
Rogues are adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on charm and dash, blades and business sense, they thrive on conflict and misfortune, trusting to their luck and cunning to survive.
CLASS FEATURES
As a rogue, you gain the following class features.
HIT POINTS
Hit Die: d8
Starting Hit points: 8 + your endurance modifier
At higher levels: 1d8 (or 5) + your endurance modifier
PROFICIENCIES
Armor: Light armor
Weapon: Axe, Hand-to-Hand, Marksman, Short Blade
Saving Throws: Agility, Intelligence
Skills: Pick three from Acrobatics, Athletics, Deception, Insight, Lock-picking, Perception, Pick-pocketing, Sneak, Speechcraft
Tools: You gain proficiency in poisoner's kit.
Poison Expertise
Starting at level 1, you are proficient in the Poisoner's Kit. You are able to produce poison's as if you were proficient in alchemy.
Stealth
At 1st level, you double your proficiency bonus every time you sneak while wearing leather armor.
Sneak Attack
Beginning at 1st level, once per turn you are able to focus your attacks and do additional damage when attacking with one-handed or marksman weapons. You must be hidden, have surprise, or have advantage on your attack.
At level 1, you do 1d6 additional damage on your attacks. As you gain level, you gain additional damage. Refer to the sneak attack column on the Rogue table.
Focused Strikes
Starting at level 2, when an ally is within 5 feet of you, you are able to focus your attack to deal Sneak Attack damage to one target per turn.
ARCHETYPE
At level 3 you are able to choose one of 3 archetypes that you emulate in the exercise on your rogue abilities: Agent, Assassin, Nightblade, or Tactician, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Attribute Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Flurry
Starting at level 5, when attacking with a one handed weapon or while dual wielding, if you use the attack action, you can make a second attack action.
Expertise
At level 6, you become an expert at two of your skill proficiencies of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Phantom Step
Beginning at 7th level, you gain advantage on saving throws against snares, fears, or disorients.
Shiv
At level 11, you can use a bonus action to shiv your opponent in the side, causing 1d4 damage and causing the opponent to have disadvantage on all of its attacks until the start of its next turn.
Mental Agility
Starting at the 14th level, you are always aware of your surrounding and are no longer able to be surprised.
Slippery Mind
When you reach level 15, you acquire greater mental strength and gain proficiency on Willpower saving throws.
Solo Artist
Starting at 18th level, when no allies are within 30 feet of you, you gain advantage on all attacks.
Shadow Warrior
At 20th level, when you use the hide action, you disappear from sight, becoming invisible for the rest of this round. To keep hidden, you must move at half speed. If you remain hidden from enemies until your next turn, you can get a sneak attack on your next attack.
AGENT
Agents are operatives skilled in deception and avoidance, but trained in self-defense and the use of deadly force. Self-reliant and independent, agents devote themselves to personal goals, or to various patrons or causes.
Master of Disguise
Beginning at level 3, when you choose the Agent archetype, you gain proficiency with disguise kits.
Also, when you are wearing clothing or armor of a particular faction or organization, you are automatically recognized as a member of that group. If a wary creature suspects something is amiss, you have advantage on any Personality check you make to avoid detection
Tripwire
At level 3, if you spend at least 1 minute, you are quickly able to create a simple trip wire trap out of available materials and rope or thin wire. If any creature that does not see the trap triggers it, they roll a DC 15 acrobatics check. On a fail, they fall prone, on a success, they are staggered and .have disadvantage on all attacks until the start of their next turn.
Clever players may be able to attach the tripwire to other traps.
Infiltration Expert
Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 100 septims to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. Other characters believe you to be that person until given an obvious reason not to.
Impostor
At 13th level, you gain the ability to unerringly mimic another person's speech, writing and behavior. You must spend at least 3 hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. If a wary creature suspects something is amiss, you have advantage on any Personality check you make to avoid detection.
Ambush
At level 17, when you are Sneak Attacking, you do 50% more damage. Take your normal Sneak Attack damage and add half the damage, rounding up.
ASSASSIN
Assassins are killers who rely on stealth and mobility to approach victims undetected. Execution is with ranged weapons or with short blades for close work. Assassins include ruthless murderers and principled agents of noble causes.
Poisons
An assassin's most important tool is their use of poisons. When you choose this archetype at level 3, you further your expertise with poisons and learn how to make special poisons that you can put on your weapon of choice.
Putting poison on your weapon increases your initial damage on a successful attack by 1d4 poison damage and the target must make an Endurance saving throw (DC 8 + your Intelligence modifier + your proficiency bonus). On a failed save, the creature becomes poisoned for 2 rounds. At the end of each of your turns, the poisoned creature takes an additional 1d4 poison damage. On a successful save, the creature resists the being poison. A poisoned creature can make a saving throw at the start of each of its turns.
The damage of the poison increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level. You also are able to create more poisons as you level. Refer to the poison column of the Rogue table.
Nimble Attacks
Starting at level 9, you gain an additional 1d4 roll on initiative.
Assassinate
Beginning at 9th level, On the first round of combat you are able to use your Sneak Attack bonus roll on any enemy that hasn't had a turn in combat yet, even if you weren't eligible to make a Sneak Attack.
In addition to this, on the first round of combat you automatically critically hit any enemy that hasn't had a turn in combat yet that you can Sneak Attack.
Master Assassin
Starting at 13th level, you gain advantage on any enemy that hasn't attacked yet during that turn.
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make an Endurance saving throw (DC 8 + your Agility modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
NIGHTBLADE
Nightblades are spellcasters who use their magics to enhance mobility, concealment, and stealthy close combat. They have a sinister reputation, since many nightblades are thieves, enforcers, assassins, or covert agents.
Magic Proficiency
At level 3, you gain proficiency in the following schools of magic:
Destruction, Illusion, and Mysticism. You also gain proficiency in Shadow magic.
Armor Proficiency
Beginning at level 3, you become proficient in Unarmored. When not wearing armor, your AC is 12 + your Agility modifier.
Spellcasting
When you reach level 3, you gain the ability to cast spells. Your spell level starts at novice and you begin with 5 magicka. Both your spell level and your magicka increases as you gain in levels. Choose 3 spells of your choice from the schools you are proficient in.
Learning Spells Novice Level and Higher
Each time you gain a new level in spellcasting, you learn 1 spell of your choice from a school you are proficient in. For example, at 9th level, you can choose 1 apprentice level or lower spell a school of magic you are proficient in.
You can learn additional spells by hiring a spell trainer, usually found in settlements throughout Tamriel.
Magical Ambush
By 9th level, when you have surprise, any creature you cast a spell on has disadvantage on any saving throw it makes against that spell.
Subtle Magic
Also at 9th level, you can cast spells subtly without them making any noise. Your sneak attack bonus damage can apply to this spell. The attack must match all other criteria for sneak attacks.
Shadowmelt
Starting at 13th level, you can use an action to hide in the shadows. If a shadow is present, you become a shadow and can move within the shadows up to twice your speed.
Spell Thief
At level 17, you gain the ability to magically steal the knowledge of how to cast a spell from another spell caster.
Immediately after a creature casts a spell on you, or if you are within it's area of affect, you can use your reaction to force the creature to make a saving throw with it's spell casting attribute check versus your Personality check. On a failed save, you negate the spell effect against you, and you steal the knowledge of the spell if its of a spell level you can cast. You know the spell for 8 hours and can cast it using one of your spell slots. The creature cannot use this spell again for 8 hours.
Once you successfully use this feature, you can not use it again until you finish a rest.
TACTICIAN
Treacherous Guile
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, forgery kit, and one gaming set of your choice.
Strategic Aid
Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.
Quick Thinking
At 9th level, your quick thinking in the heat of action allows you to add your Intelligence modifier to your initiative roll.
Semantic Subterfuge
Also at 9th level, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided you know the language.
Advanced Maneuvers
Beginning at 13th level, your nimble mind allows you to better place your attacks for maximum devastation. You are able to add your Intelligence modifier to your damage roll.
Eternal Deceit
Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Personality (Deception) check contested by the mind reader's Personality (Insight) check.
Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can't be compelled to tell the truth by magic.
Master Strategist
Also at 17th level, you can use a bonus action to direct one of your companions to strike. Choose a friendly creature that is within 60 feet of you that can see or hear you. That creature can make a melee or ranged attack with its reaction.