Alternate Rogue
- Hit Die
- 1d8
- Primary Ability
- Dexterity
- Saving Throw Proficiencies
- Dexterity, Intelligence
- Armor Proficiencies
- Light Armor
- Weapon Proficiencies
- Simple Weapons, blowguns, hand crossbows, scimitars, shortswords, rapiers, whips
- Skill Proficiencies
- Choose 4 from: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth
- Multiclassing Requirement
- Dexterity 13
- Source
- LLAR
Core Class Features
Expertise
You master a signature set of skills and abilities. At 1st level, choose any combination of two skill and tool proficiencies.
If you were not proficient, you gain proficiency. If you were already proficient, you add double your Proficiency Bonus to any ability checks you make with that skill or tool.
Sneak Attack
Also starting at 1st level, you ruthlessly exploit distractions or flaws when striking. Once per turn when you make a weapon attack against a creature while it has another hostile creature within 5 feet of it, you gain advantage on your attack roll.
Also, once per turn when you hit a target with a finesse or ranged weapon attack and have advantage on your attack roll, you deal a bonus 1d6 damage of your weapon's type on hit.
Thieves' Cant
Finally at 1st level, you learn to speak, understand, and leave messages in Thieves' Cant, the secret jargon of the criminal underworld. You can use this secret code to hide messages in normal conversation or leave secret markings on objects.
Alternately, you can forgo Thieves' Cant and instead learn to speak, read, and write two languages of your choice.
Cunning Action
Your sharp reflexes allow you quickly maneuver. Beginning at 2nd level, you can take either the Dash, Disengage, Hide, or Use an Object action as a bonus action on your turn.
At 11th level, you gain a second Cunning Action each turn, but you can only use each option once per turn.
Subclasses
Acrobat, Burglar, Ruffian, Gambler, Seeker, Avenger, Bloodknife, Mastermind, Arcane Trickster, Investigator, Assassin, Phantom, Skinchanger, Saboteur, Psiknife, Scout, Swashbuckler, Surgeon
Starting Equipment
- (a) a rapier, (b) a scimitar, or (c) a shortsword
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a burglar's pack or (b) a dungeoneer's pack
- Leather armor, two daggers, and a tool set of your choice