Variant Rogue

When you choose this variant class, you no longer gain the following features presented in the Rogue

  • Thieves Cant
  • Uncanny Dodge
  • Evasion
  • Blindsight
  • Slippery Mind

Elusive

You instead gain features at the levels indicated in the Variant Rogue table.

Hide in Shadows

You know how to make yourself unseen if given the slightest advantage. You can attempt to hide even if you are only lightly obscured by dim light as long as you meet the other conditions for hiding.

Dirty Trick

At 5th level you can upend a fight with some dastardly maneuvers. You learn two of the following tricks. You gain another at 9th level and a fourth at 18th level. Whenever you gain a level in this class you can choose one of the tricks you know and replace it.

  • Backstab. Once a turn when you make a melee attack, you can give yourself advantage on that attack roll if there is at least one creature hostile to your target within 5 feet of it. Once you use this trick on a target, that creature cannot be affected by this trick for 8 hours.
  • Eye Gouge. If you hit a creature with a melee weapon attack and met the requirements for your Sneak Attack feature you can forgo dealing the additional damage and instead go for the eyes. The creature you hit is blinded until the end of its next turn. Once you use this trick on a target, that creature cannot be affected by it again for 8 hours.
  • Hamstring. If you hit a creature with a melee weapon attack and met the requirements for your Sneak Attack feature, you can choose to reduce that creature’s speed to 0 until the end of its next turn instead of dealing the extra damage. A creature can only be affected by this trick once every 8 hours.
  • Harassing Fire. When an enemy you can see attacks an ally that is at least 10 feet away from you, you can attempt to distract them with incoming missiles. As a reaction, make a ranged weapon attack with weapon you are holding. On a hit, you deal no damage, but that creature makes the triggering attack with disadvantage.
  • Joint Lock. If you hit a creature with a melee attack and met the requirements of your Sneak Attack feature, you can grab your foe at a weak point and severely hamper them. Instead of dealing additional damage you can choose to grapple the target of your attack. That creature has disadvantage on melee attacks while you are grappling it.
  • Juke Move. If an enemy forces you to make a Dexterity saving throw to avoid taking damage, you can reduce any potential damage you take from that enemy’s effect by an amount equal to your proficiency bonus.

Skirmisher’s Stealth. If you are hidden when you roll initiative, your first attack in combat doesn’t reveal your location if you otherwise meet the conditions to hide.

By 7th level your reflexes allow you to avoid harm. When you are hit with an attack from an attacker you can see or if you are subject to an effect that allows you to make a Dexterity saving throw to avoid taking damage, you can choose to use one of the following benefits as a reaction.

Level Feature
1st Hide in shadows
5th Dirty trick
7th Lighting reflexes
9th Dirty trick improvement
14th Roguish scheme
15th Wiley cunning
18th Lighting reflexes improvement, dirty trick improvement
  • If you are not wearing heavy armor, you can add your Dexterity modifier twice instead of once to your Armor Class, potentially turning a hit into a miss.
  • You can add double your proficiency bonus to a Dexterity saving throw, possibly turning a failure into a success.

At 18th level you can use your Lighting Reflexes even if you have already expended your reaction in the current round, but not more than once per turn.

Roguish Scheme

At 14th level your knowledge of the underworld and network of seedy contacts allows you to exert wide influence and reap the rewards. After spending 8 hours in an area populated by civilized humanoids such as a town or a fort, you can find someone to do you a favor.

This NPC is determined by your Gm and can provide you with a favor in the form of the benefit from any feature of your choosing granted by character backgrounds that could reasonably be fulfilled in the area. If you leave the area, harm the character providing you with the favor, or use this feature again, you lose the benefit that NPC provided.

Once you use this feature, you must wait 10 days before using it again as you build a new scheme.

Wiley Cunning

By 15th level you’ve seen every trick in the book and can avoid being bamboozled. You have advantage on ability checks to recognize illusions and advantage on saving throws to avoid being charmed or frightened.

Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

This is not the complete section 15 entry - see the full license for this page