Ladino



Ladinos existem em muitas formas, dos mercadores Brechtur aos assassinos Khinassi. São encontrados entre os piratas das costas do sul, e os raiders rjurik no norte. As fortes guildas mercantes dos Anuire escondem muitas organizações secretas lideradas por ladinos. Entre os khinassi, organizações de assassinos prestam serviços para toda Cerilia. As guildas mercantes dos brechtur dominam todo o comércio dos mares de Cerilia.


Rogue

Hit Points

  • Hit Dice: 1d8 por nível de Rogue
  • Hit Points (nível 1): 8 + mod. CON
  • Hit Points (nível 2+): 8 (ou 5) + mod. CON por nível de Rogue

Proficiências

  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Saving Throws: DEX, INT
  • Skills: 4 dentre Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion. Sleight of Hand, ou Stealth
  • Tools: Thieve's tools

Equipment

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
  • Leather armor, two daggers, and thieves' tools


Roguish Archetypes


Thief

Thief
(PH)

Assassin

Assassin
(PH variant)

Arcane Trickster

Arcane Trickster
(PH)

Mastermind

Mastermind
(XGE)

Swashbuckler

Swashbuckler
(XGE)

Scout

Scout
(XGE)

Phantom

Phantom
(TCE)

Gambler

Gambler



Thief (PH)

Thief
Level Features
3Fast Hands, Second-Story Work
9Supreme Sneak
13Use Magic Device
17Thief's Reflexes

Assassin (PH variant)

Assassin
Level Features
3Bonus Proficiencies, Assassinate
9Supreme Sneak
13Impostor
17Death Strike
  • Bonus Proficiencies. You gain proficiency with the disguise kit, the poisoner's kit and all martial weapons.
  • Assassinate. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, you double your sneak attack damage on any hit you score against a creature that hasn't taken a turn yet.
  • Supreme Sneak. (replaces Infiltration Expertise) Starting at 9th level, you have advantage on Dexterity (Stealth) checks if you move no more than half your speed on the same turn.
  • Death Strike. When you attack and hit a creature that hasn't taken a turn yet, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, it is reduced to O hit points.

Arcane Trickster (PH)

Arcane Trickster
Level Features
3Spellcasting, Mage Hand Legerdemain
9Magical Ambush
13Versatile Trickster
17Spell Thief

Mastermind (XGE)

Mastermind
Level Features
3Master of Intrigue, Master of Tactics
9Insightful Manipulator
13Misdirection
17Soul of Deceit

Master of Tactics (Variant) - Starting at 3rd level, you learn how to coordinate the actions of your allies. On each round you can use one of the following choices :

  • Help - 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 within 5 feet of you, if the target can see or hear you.
  • Command - When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do so, choose a friendly creature, That creature can immediately use its reaction to make one weapon attack.
  • Distract - As a bonus action you distract an enemy creature, when you do so, choose a friendly creature, that creature can immediately use its reaction to take the Dash, Disengage or Hide action.

Misdirection (Variant) - When you are targeted by an attack while a creature is within 5 feet of you, you can use your reaction to have the attack target that creature instead of you.


Swashbuckler (XGE)

Swashbuckler
Level Features
3Fancy Footwork, Rakish Audacity
9Panache
13Elegant Maneuver
17Master Duelist

Scout (XGE)

Scout
Level Features
3Skirmisher, Survivalist
9Superior Mobility
13Ambush Master
17Sudden Strike

Phantom (TCE)

Phantom
Level Features
3Whispers of the Dead, Wails from the Grave
9Tokens of the Departed
13Ghost Walk
17Death's Friend

Gambler (DDB - Bilgewater / Tarocchi)

Alguns praticam suas habilidades e precisão, outros aperfeiçoam a malícia de suas palavras, mas você, você sempre pode contar com um pouquinho de sorte. Você leva a vida nas mesas de jogo apostando alto. Armado de alguns truques e trapaças na manga, e também um pouco de sorte, você vive e morre por suas próprias regras, e nunca aceita que a mão do destino dê as cartas.


Gambler
Level Features
3Wild Cards, Tricks Up the Sleeve
9Loaded Dice
13Twist of Fate
17Joker Wild

  • Wild Cards: You have delved into the magic of the Brechtur Cartomancy. You have your own deck of enchanted cards, and can activate their magic with a flick of your wrist. Each card in your deck is imbued with magical energy. The player will use a real deck of regular cards for this feature. The initial hand is equal to 5 cards. As a bonus action on your turn, you can draw cards up to your hand size. To cast a spell, you play a card from your hand as an action. All cards can be used to cast cantrips, spells with levels can only be cast by using some combination of rank and suit, and the spell can never be higher than a level that an arcane trickster could cast at the same level as you. You can use a higher level card to cast a lesser spell (ex: you may use a Queen to cast a 1st level spell). You can discard cards from your hand at any time as a free action. Once a card is played or discarded, it is lost until you finish a long rest, at which point all cards return to your deck.
    Wild Cards
    RankSuitSpell level
    2-9♠♣♥♦cantrip
    10♠♣♥♦1st
    Jack♠♣♥♦2nd
    Queen♠♣♥♦3rd
    King♠♣♥♦4th
    Aces/Jokers♠♣♥♦Special
    You follow the arcane trickster table to determine the number of cantrips and spells you know at each level, but you don't use their spell slots, as long as you cards in your deck you can cast spells. Your cards count as spellcasting focus for your spells. You choose your spells from the Bard's spell list. Your spellcasting ability is CHA.
  • Tricks Up the Sleeve: If you have not yet used your Sneak Attack this turn, you can play one of your cards to attack a creature within 30 feet of you with it. The attack roll for this feature uses your Dexterity modifier, and on a hit, it deals slashing damage equal to half of the rank of the card (face cards and aces deal 6 damage) plus your Dexterity modifier, roll your Sneak Attack damage and add it to your razor card’s damage. If you use an Ace for these attack you gain an effect based on the suite of the card you use, as detailed in the Wild Card Suit table below.
    • ♠ - Spades - At the start of each of its next turns, the target takes additional damage equal to half the damage dealt by the attack. The effect lasts for a number of rounds equal to your Prof. Bonus or until the victim makes a succesful CON save against your spell DC at the end of its turn.
    • ♣ - Clubs - Until the start of your next turn, the target’s speed is halved. It can’t make more than one attack on its turn while its speed is reduced in this way. The effect lasts for a number of rounds equal to your Prof. Bonus or until the victim makes a succesful STR save against your spell DC at the end of its turn.
    • - Hearts - You immediately regain a number of hit points equal to half the damage dealt by the attack. Any excess hit points regains become temporary hit points.
    • - Diamonds - You gain advantage on a attack or save roll. This advantage must be used within a number of rounds equal to your Prof. Bonus or is lost.
  • Whenever you attack using this ability it counts as you have used your sneak attack in the turn.
  • Loaded Dice: You gain a pool of d6s equal to the number of d6s you roll for your Sneak Attack damage. When a creature targets you with an attack, you can use your reaction to spend one die from the pool and subtract the number rolled from the attack. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll hits or misses. If the attack still hits halve the attack's damage against you (Uncanny Dodge). Starting at 9th level you can spend up to two dice from the pool at once, and starting at 17th level you can spend up to three dice at once. You regain all expended dice from your loaded dice pool when you complete a short rest.
  • Twist of Fate: At 13th level, you may spent an action to search for a single specific card from your deck and add it to your hand (within your 5 card limit). After you take this action, shuffle your deck. You can use this feature a number of times equal to 1 + your CHA modifier. You regain all expended uses when you finish a long rest.
  • Joker Wild: At 17th level, your mastery over chance encompasses even your own form, allowing you to exist between potential realities. Whenever you play a Joker, you can take on an incorporeal form, during which you gain the following benefits:
    • Your movement speed is doubled.
    • You gain resistance to all damage, and are immune to the grappled, paralyzed, stunned, and restrained conditions.
    • You can move through objects and creatures as if they were difficult terrain. If you end your turn inside a creature, the creature takes 1d10 force damage and is shunted into an adjacent space within 5 feet of their original location.
    This incorporeal state lasts for one minute, or until you are incapacitated.



Rogue Features

New Cunning Action options

You gain additional ways to use your Cunning Action:

  • Aim

    As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use this action your speed is reduced to 0 until the end of the current turn.


  • Thief's Strike

    If you succeed on an attack, as a bonus action you can try to pickpocket (DEX Thievery) an item from the target that they are not holding.