Rogue

Hit dice: 1d8  + con. bonus per level (archanist d6- see below)
full HP (8hp+ con. bonus) first level but roll for HP each level after first

  • Starting Weapon proficiencies: 1
  • Starting Non- Weapon Proficiencies: 3 + thievery & stealth
  • All Rogues are proficient with dagger & club
  • +1 attack with Dagger
  • Sneak Attack Ability (roll dex check, if successful advantage to hit, if not- normal attack roll) level one extra d6, level two: 2d6 damage, level three: 3d6 dmg)

Rogue Archetypes

  • DAILY can be used once per game session, they last for one attack/round unless specified (does not stack with other attacks)
  • Encounter can be used once per encounter(roughly needs 2 hr cool down)- these are bonus actions
  • Action Chains are bonus attack effects that can be used after a series of two successful actions (attacks or spells) on enemy. No limit to usage (two attacks hit, next round- player can use these special attacks, then resets until 2 more successful attacks: DAILIES count as one attack. 2 weapon fighters must hit on one attack per round, if they hit both- that still only counts as 1 successful attack toward successive attack skills)

Action Chains or daily actions count as a player’s attack for that round.

System Rules

 

Thief

Thief, Burglar, or Padfoot.  Call it what you will, these characters who specialize in ambush, fast hands, quick wits,  & deception can be a rather formidable foe.  They are deadly with their daggers.



Bonuses: +1 Dex
Weapons: Proficient with Club, Dagger, Short Sword, Scimitar, Rapier, Short bow, All Xbow
Light Armor Only (extra +1AC)
DAILY: DODGE: +d6 to AC and all saving throws, enemy has disadvantage to hit thief(3 round duration)

Level & Trait

  • 2    Weapon Specialist: Two weapon (no penalties):Two Daggers ONLY
  • 3    Action Chain: Mug: d6 dmg & chance to steal
  • 4    Successive Surge: Dancing Edge: 2 bonus dagger attacks (can not stack with other abilities)
  • 5    Hide (encounter): Enemy has disadvantage on thief for next round, thief gets advantage rolls on saving throws
  • 6    –
  • 7   

 

Assassin

Trained in guile, stealth, and how to kill, assassin’s can be a truly deadly foe.  They like to attack from the shadows with heavy xbows from afar or up close for a backstab.


Bonuses: +1 Dex
Weapons: Club, Dagger, Short Sword, Scimitar, Rapier, All Xbow
Light Armor
DAILY: BACKSTAB: auto advantage to hit, extra d8 dmg per levl (MAX 3d8 dmg, advantage effect stacks with sneak attack -up to 3 hit dice if sneak attack dex check is successful- player uses highest roll)

Level & Trait

  • 2    Weapon Specialist: all Xbows +2 att, +1 dmg
  • 3    Action Chain: Piercing Shot: Xbow attack, extra d4 dmg
  • 4    Action Surge: Eviscerate (melee attack):  +2 attack, d6 extra damage, & d4 bleeding until wound patched
  • 5    Skulk (encounter):  +2 AC (last rounds equal to level)
  • 6    –
  • 7   

 

Archanist

An Archanist uses Alchemy, Magic and science to create items that aid an archanist in a  fight.  Items include bombs, fire, acid and other weapons.  This knowledge and carrying incendiaries comes at a cost…


Bonuses: +1 Int
ARCHANIST GET d6 HP after first level
Weapons: shortsword, dagger, xbow, hand axe, no great weapons or polearms, no versatile weapons, add Intelligence bonus to some Special Archanist move set
Light Armor, Small Shield (if critted, archanist takes extra d8 dmg and loses DAILY ability)
DAILY (ONE PER SESSION): BRIDGE BURNER: small explosive device, d6 damage per level (MAX 6d6) + int bonus, leaves20′ smoky cloud: -1 att to all (except archanist)for 2 rounds unless smoke dispelled (wind)

Level & Trait

  • 2    Hornet’s Sting (encounter) cover weapon with chemical: normal attacks get+ int bonus dmg to next 2 rounds
  • 3    Action Chain: Ifrit’s Fury: firebomb 2d4 + int bonus fire damage to 5’ area
  • 4    Action Surge: Blast Shot: Firearm attack for 2d6 dmg (speed 8), enemies make save vs stun or stunned one round
  • 5    Smoke Screen (encounter):  +2 AC to Archanist, -1 initiative for next 2 rounds
  • 6    –
  • 7