Epic Rogue

Family: NPC

Small humanoid (lightfoot halfling), chaotic evil rogue (thief, assassin) 23

Armor Class 21 (+3 studded leather armor, ring of protection)
Hit Points 209 (23d8+92)
Speed 25 ft., fly 25 ft.

10 (+0) 20 (+5) 18 (+4) 12 (+1) 10 (+0) 18 (+4)

Saving Throws Str +1, Dex +13, Con +5, Int +9, Wis +8, Cha +5; Proficiency +7
Skills Athletics +7, Deception +18, Investigation +15, Perception +14, Sleight of Hand +12, Stealth +19; disguise kit +8, poisoner’s kit +8, thieves’ tools +12
Senses blindsense 10 ft., passive Perception 24
Languages Common, Halfling, Thieves’ Cant


  • Bags of Holding. The epic rogue carries 2 bags of holding (one of which no one else knows about).
  • Blindsense. If the epic rogue is able to hear, they are aware of the location of any hidden or invisible creature within 10 feet of them.
  • Bravery. The epic rogue has advantage on saving throws against fear.
  • Cunning Action (1/Turn). The epic rogue can use a bonus action to take the Dash, Disengage, Hide, or Use Object action, or make a Dexterity (Sleight of Hand) check, or use thieves’ tools to disarm a trap or open a lock.
  • Elusive. No attack roll has advantage against the epic rogue while they aren’t incapacitated.
  • Evasion. When the epic rogue is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.
  • Expert Impersonator. With 25 gold and 7 days the epic rogue can create a complete false identity for themself.
  • Halfling Nimbleness. The epic rogue can move through the space of any creature that is of a size larger than them.
  • Lucky. When the epic rogue rolls a 1 on the d20 for an attack roll, ability check, or saving throw, they can reroll the die and must use the new roll.
  • Naturally Stealthy. The epic rogue can attempt to hide even when they are obscured only by a creature that is at least one size larger than them.
  • Prestige. Commoners and other NPCs recognize the epic rogue or at the very least know their name, and they are treated as an equal (or nearly as much) by empresses, monarchs, and other heads of state. The epic rogue is the leader of a criminal organization or spy network with 7 lieutenants in settlements or locations throughout the world. The rogue’s agents communicate through Thieves’ Cant and couriers, though when there is a dire concern they can pay spellcasters to provide magical communication. Each settlement with one of the rogue’s agents produces 100 gold each month.
  • Reliable Talent. Whenever the epic rogue makes an ability check that lets them add their proficiency bonus, they can treat a d20 roll of 9 or lower as a 10.
  • Ring of Invisibility. The epic rogue can turn invisible as an action. Anything they are wearing or carrying is invisible with them. The epic rogue remains invisible until the ring is removed, until they attack or cast a spell, or until they use a bonus action to become visible again.
  • Second-Story Work. Climbing does not cost the epic rogue extra movement, and when they make a running jump, the distance they cover increases by 5 feet.
  • Slay. When the epic rogue attacks a creature that hasn’t yet taken a turn, they have advantage, and when they hit a surprised creature the epic rogue scores a critical hit.
  • Sneak Attack (1/Turn). The epic rogue deals an extra 41 (12d6) damage when they hit a target with a weapon attack and have advantage on the attack roll, or when the target is within 5 feet of an ally of the rogue’s that isn’t incapacitated and the epic rogue doesn’t have disadvantage on the attack roll.
  • Stroke of Luck (1/Short Rest). If the rogue’s attack misses a target within range, they can turn the miss into a hit. Alternatively, if the epic rogue fails an ability check, they can treat the d20 roll as a 20.
  • Supreme Sneak. The epic rogue has advantage on a Dexterity (Stealth) check if they move no more than half their speed on the same turn.
  • Thief’s Reflexes. The epic rogue can take two turns during the first round of any combat. They take their first turn at their normal initiative and their second turn at their initiative minus 10. The epic rogue can’t use this feature when they are surprised.
  • Use Magic Device. The epic rogue ignores all class, race, and level requirements on the use of magic items.
  • Vanish in Plain Sight. When the epic rogue sees a creature look in their direction, they can use their reaction to hide even if they have nothing to hide behind as long as they remain in the same square without moving or taking actions. Until the epic rogue moves or takes an action or a reaction, they are invisible to that creature. If the epic rogue is targeted by an effect that requires a Dexterity saving throw, they may choose to fail it to remain invisible to the creature.
  • Winged Boots. While the epic rogue wears these boots, they have a flying speed equal to their walking speed. They can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If the epic rogue is flying when the duration expires, they descend at a rate of 30 feet per round until they land. The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.


  • Two-Weapon Fighting. The epic rogue attacks once and may spend their bonus action to make an additional attack with their +3 dagger (which does not gain their +5 Dexterity bonus to damage).
  • +3 Shortsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 11 (1d6+8) magical piercing damage.
  • +3 Dagger. Melee or Ranged Weapon Attack: +15 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (1d4+8) magical piercing damage. When thrown, the dagger returns to the rogue’s hands immediately after it hits or misses the target.


  • Uncanny Dodge. When an attacker the epic rogue can see hits them with an attack, they can use their reaction to halve the attack’s damage against them.


There is no safety from the epic epic rogue. They can get anywhere, likely undetected, do as they will, and then escape with nary anyone being the wiser. The most dangerous dungeons, well-guarded castles, and holiest shrines have all proven insufficient at rebuffing them, and the epic rogue has had riches aplenty to show for their troubles. The world is there for the rogue’s taking-yet the taking is getting easy and where’s the thrill in that?

New Riches. The epic rogue has stolen whatever’s been worth stealing and traded it off to gain favors from acquaintances, make good on old debts, and for a few months of reckless abandon here or there. At this point pocket change pilfered from a few kingdom vaults won’t satisfy their greed, and the epic rogue instead seeks to thieve the finest treasures of distant realms instead.

New Schemes. Gold is good but the jealousy and awe of a crowd can be even more satisfying, and even the best told tall tale fails in comparison to the harrowing details of a truthful account. The epic rogue knows that to achieve their greatest exploits yet they’ll need commensurate challenges, and they’ll go wherever they might be.

New Secrets. Trading in high valued goods and sacred relics have taught the epic rogue that knowledge is what’s really worth having. The spellwork of mages is one thing-which the epic rogue recognizes the usefulness of-but secrets are more valuable. The more powerful the entity, organization, or government, the more power those have.

Section 15: Copyright Notice

Forgotten Crowns © 2022 Mike Myler, Authors Josh Gentry, Jocelyn Gray, Peter Martin, published under license by Legendary Games.

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