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Rogue Class Revisit

As time is spent in game, the various classes deficiencies become more apparent. The next class I've taken a look at is the Rogue.

Overall comments to the changes:


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.

Quick like a Thief but with the trained skill of a Warrior, Rogues are fleet of foot and use blades as sharp as their tongues. They prefer to rely on their wit and cunning rather than brute force alone.



The tactician feature Treacherous Guile and Poison Expertise have been combined to create a choice of how you wish to play your Rogue.


While removing Poison expertise, the D&D Rogue feature Expertise works perfectly to with the concept of the tactical mastermind and allows for great customisation.

Sneak Attack

This feature has been reworked to be identical to the D&D equivalent. This feature was originally a pared down version of D&D to create a base line for the Rogue and Thief classes.

Focused Strikes

With the changes to Sneak Attack, this feature is now redundant and has been removed.

Strategic Aid

This feature has been removed from the Tactician archetype and made as a baseline Rogue ability to keep with the concept of the quick thinking, calculating Rogue.


The Tactician archetype has been removed and has been generally been absorbed into the Rogue class to help reinforce the concept and help differentiate the Rogue and the Thief.

Extra Attack

Flurry has been renamed and reworded as the Extra Attack feature. The features were similar, but this change brings more consistency to conventional feature names.

Quick Thinking

From the Tactician's Archetype, Quick Thinking replaces Phantom Step to become the new 7th level feature. Phantom Step was a little gamey extremely situational, and mostly useless. It was intended to make the Rogue feel quick and nimble, but the wording included snares and disorients, which are not terribly common, and aren't typically referred to as snares or disorients, which makes the feature very confusing.

Advanced Maneuvers

Another feature from the Tactician Archetype, Advanced Maneuvers replaces Shiv as the 11th level feature. Shiv was comically powerful without having some form of saving throw or restriction. The idea of shiv would be better suited as a single use item.

Stroke of Luck

Shadow Warrior has been replaced with the D&D 20th level Rogue feature, Stroke of Luck. This fits really nicely into the perpetually lucky concept of Rogue, and really shouldn't be tampered with.

Roguish Archetypes



Tripwire has been removed and replaced with the previous 17th level feature Ambush. This move brings some much needed offensive power to a specialisation that is heavy with social interaction. Tripwire has been removed,

Semantic Subterfuge

Several of the Tactician features have been merged into the Agent archetype to further enhance their deception and charm.

Eternal Deceit

This feature has also been merged from the Tactician archetype.

Master Strategist

Another feature from the Tactician archetype.

Please take a look and leave any comments and questions below. This class will eventually replace the class that is listed on the Barbarian page. When that happens, I will include a "patch notes" page that will more accurately describe the changes.


ROGUE (Version 1.1)


As a Rogue, you gain the following features.


Hit Die: d8

Starting Hit points: 8 + your endurance modifier

At higher levels: 1d8 (or 5) + your endurance modifier


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: Pick 2 from poisoner's kit, forgery kit, disguise kit, thieves kit, one gaming set of your choice, one musical instrument of your choice.


At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency.

At 6th level, you can choose two more of your proficiencies (in skills or in thieves' tools) to gain this benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you ca deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on an attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels, as shown on the Sneak Attack column of the Rogue table.

Strategic Aid

Starting at 2nd 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.


At 3rd level you are able to choose one of 3 archetypes that you emulate in the exercise on your rogue abilities: Agent, Assassin, or Nightblade, 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.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Quick Thinking

At 7th level, your quick thinking in the heat of action allows you to also add your Intelligence modifier to your initiative roll.

Advanced Maneuvers

Beginning at 11th level, your nimble mind allows you to better place your attacks for maximum devastation. You are also able to add your Intelligence modifier to your damage roll.

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 15th level, 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 attack rolls.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or long rest.


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 3rd level, 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


At 3rd level, your Sneak Attacks are more effective. When you successfully deal Sneak Attack damage, you can add half the damage dealt to the total, rounding up.

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.

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.


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.

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 willing 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


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.


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 poison, ending the effect. 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.


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.


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 3rd level, you gain proficiency in the following schools of magic:

Destruction, Illusion, and Mysticism. You also gain proficiency in Shadow magic.

Armor Proficiency

Beginning at 3rd level, you become proficient in Unarmored. When not wearing armor, your AC is 12 + your Agility modifier.


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.


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.

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