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#rogue archetype
knightsickness · 9 months
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really really like how criston exhibits the medieval knightly virtues (generosity courtesy chastity fellowship and piety) more than almost any modern hero archetype and is unambiguously a bad person. he genuinely doesn’t believe he’s going to hell for killing a lot of people (that was for the greater good) he thinks it’s for having sex once
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visenyaism · 5 months
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 this is gonna be a deep cut but I do sincerely believe that astarion from baldur’s gate three does happen to have the exact personality suited to being one of those villainous sinister white boy point guards that duke university seems to debut a new one of every march madness he has that vibe 
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peachs-homebrew · 1 year
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Rogue subclasses are pretty simple and fun to make. One thing that I like about rogues is that they can be very versatile and unique from one another. They are more specialists than anything, and they don't have to be thieves or criminals.
This subclass if for a bounty hunter like character archetype, and adds a new weapon/damage mechanic: traps, which can do a variety of damage as well as status effects once activated. Additionally, the bounty hunter gets proficiency with nets and heavy crossbows.
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itsjustevil · 23 days
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You know, it's crazy how I've heard about this on here and from my discord friends, I never found anything that alluded to the main synopsis of Dungeon Meshi being "These bitches broke, so they're gonna cook up some delicious monsters."
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shivered-bones · 10 months
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more than a bit of a stretch, but i love rogue hawke and the completing of the triad of classes amongst the hawke siblings and how this represents each role they play.
carver is the warrior, a protector. he struggles with being under hawke's shadow. he wants to be noticed by his own achievements, he wants to protect people, and most importantly his family. and he's willing to take the hits. carver is impulsive, battle hungry. flashy, powerful, always at the forefront.
bethany is the mage, and she is a whirlwind. her appearance is decieving. it is easy to underestimate her, to mistake her sweetness as passivity, but truly she is fierce, even angry. and yet she is also the glue, the kindness to soothe, heal, the roughness of her family. she keeps them strong.
and hawke as the rogue, the handler of secrets. their main goal is to obfuscate, because the protection of their family can not be earned through brute force alone. their mind is quick, and their methods brutal. maybe they're charming, maybe they're not, either way they hide the hawkes in plain sight.
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Rogue: The Generalist (V0.2)
Alright, here's an updated version of the subclass. Thank you @homebrew-a-la-traumaverse for your feedback! I am also starting to reword somethings to fit typical subclass wordings, giving names for each feature, etc. I also have two potential revisions for the 17th level Magical Studies, with the other being at very bottom of the post, denoted by a *.
Flavor: It is to be expected for adventurers to learn and grow as they venture out into the world, but some rogues take this to the extreme. Generalist rogues are those who have dedicated themselves to learning various disciplines, though not necessarily mastering them. As such, they have learned to pick up on various skills through mere observation and putting them into practice with a combination of keen intuition and muscle memory.
There are various reasons a rogue would follow this path. They may be an exceptionally curious individual who wishes to learn all they can, not restricting themselves to a singular line of study. Or perhaps if they are a spy or charlatan, they follow this path in order to make their disguises even more convincing. After all, you can't make a convincing wizard if you are unable to cast even a single spell.
Quick Study (3rd Level): You gain a new action called Study. Using your action or bonus action while observing a creature use a skill or tool they are proficient in allows you to mimic said proficiency. An unwilling creature can make a Charisma (Deception) check against your Study DC (DC = 8 + proficiency bonus + Intelligence), with you failing to mimic the proficiency if they succeed. These mimicked proficiencies are imperfect, granting only half your proficiency bonus to checks made with said mimicked proficiency and cannot be increased by features such as Expertise. However, the bonus increases at certain levels, granting your proficiency bonus to mimicked proficiencies at 9th level and double your proficiency at 13th level.
You can have a number of these mimicked proficiencies equal to your amount of Sneak Attack die, with any new mimicked proficiency replacing one of your choice.
Keen Insight (3rd Level): You can use your Study action to instead observe a creature mannerisms, as long as you can see said creature. They make a Charisma (Deception) check against your Study DC. If they fail, you can automatically add your Sneak Attack to the next attack made against that creature without needing to meet Sneak Attack's usual requirements. You also gain the following benefits: you have advantage on Insight and Charisma checks made against this creature for the next minute and you learn if this creature has any resistances.
Preferred Subject (9th Level): You further your studies, either dipping into the study of magic or the use of martial weaponry. Choose one of the following:
Martial Studies: You gain proficiency in the Athletics skill, or double proficiency if you are already proficient. You can use your Study action to now mimic proficiency in a weapon or armor. Any melee weapon you mimic cannot have the two handed or heavy property and you can only mimic proficiency in medium armors or shields. Weapons you mimic proficiency in have the finesse property for you and any armor you mimic proficiency in do not cause you to roll at disadvantage for Stealth checks. You can have a number of martial proficiencies mimicked equal to half your Rogue level (rounded down).
Magical Studies: You gain proficiency in the Arcana skill, or double proficiency if you are already proficient. You can use your Study action to mimic the use of a spell. The spells you mimic are known to you and Intelligence is your spellcasting ability for these mimicked spells. You can mimic a total amount of spells equal to half your Rogue level (rounded down), where the base level of each spell counts towards this limit (ex. a 10th level Rogue can mimic one 3rd level spell and one 2nd level spell). Cantrips count as 1/2 a level. You also gain a pool of magical energy, known as Spell Points, that are used to cast these mimicked spells. The amount you have is equal to the amount of Sneak Attack die you have and they are regained on a long rest. The amount of points used to cast a spell determines the level of the spell cast, meaning you may up-cast a spell by using more points. Cantrips do not consume points.
Worldly Knowledge (13th Level): You have become exceptionally canny thanks to your travels. You gain proficiency in up to five of the following things: a language, a tool, or a skill.
You can also mimic how a language is spoken (if you hear it be spoken) and/or written (if you see it be written) if you observe a creature proficient in said language used in one of the previously stated ways for one minute. This proficiency is flimsy, only lasting for 10 minutes and only granting you the ability to get across basic concepts in the language.
Prying Eye (13th Level): You are able to deduce even more about someone through your observation. You gain additional benefits when using your Keen Insight feature: you learn if it has any immunities (damage or condition), the creature has disadvantage on attack rolls made against you until the end of your next turn, and you can confer the benefits of your study to another creature that can hear you immediately as a reaction.
True Polymath (17th Level): Your ability to learn has far exceeded expectations. You gain the other option you did not choose for your Preferred Subject feature and the one you did is enhanced in one of the following ways:
Martial Studies: You can now mimic proficiency in heavy and two handed melee weapons, as well as with heavy armors. You can also make a second attack when attacking with either a weapon you are normally proficient in or whos proficiency you mimicked.
Magical Studies: You can cast a spell you mimicked without using Spell Points once per day, for each of the spells you mimicked, as long as it is 5th level or lower. You also regain any expended spell points on a short rest.
*The other potential Magical Studies feature at 17th level would replace the free cast with: When you make a spell attack with a spell you mimicked, you can add half your Sneak Attack die (rounded down) to the damage of the spell, as if it was an attack made with a finesse or ranged weapon. This can be done as long as the attack follows the other requirements of the Sneak Attack feature.
Again, any feedback or suggestions are welcome! Thank you!
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dev-the-dm · 2 years
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Subclass: The Corvid
Some - but not all - rogues are indeed the murderous, greedy creatures generaly stereotyping make them out to be. But some would rather align themselves with the ebb and flow of life, using their ability to form this energy to their will to heal others or do good. This means they are also able to hit where it hurts, however, making rogues that follow the way of the Corvid doubly dangerous... and doubly useful.
For better, full-page high quality imagery, take a look at the Corvid at the Homebrewery here!
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dailycharacteroption · 5 months
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Gun Smuggler (Rogue Archetype)
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(art by FluorineSpark on DeviantArt)
Firearm technology has only just begun to appear in the world of Golarion, most notably in Alkenstar, but also in other lands far away where gunpowder has long been a technology that has been experimented with.
Naturally, given the near-exclusivity of the tech that these nations have, they have a keen interest in regulating their sale and spread, lest they lose that exclusivity as the technology is reverse-engineered, replicated, and possibly even improved upon.
And where you find trade regulations, you’ll find smugglers willing to circumvent them to make a pretty penny on the black market.
Enter the gun smuggler! These roguish sorts are indeed smugglers, but specialize in firearms in particular, not only buying and selling them, but also having a knack for using them as well, and having developed an array of contacts to keep them supplied and in the loop.
While Golarion has a perfect location to integrate these smugglers into the setting, you can use them in any setting where guns are either new tech or heavily regulated.
In any case, we’ll soon see how effective they can be both in a firefight and in the act of acquiring what they want.
These smugglers start out with a trusty firearm, and have the knowledge to repair and supply it. However, unlike a normal gunslinger, they tend to favor small or concealed firearms such as coat pistols, dagger pistols, and sword cane pistols.
Additionally, they are even more adept at hiding weaponry on their bodies, as well as concealing the true nature of disguised weaponry as well.
Their concealed firearms are their favorite weapon, which does mean that their ability to target a foe’s weak points is somewhat reduced when not using that favored implement.
Additionally, the many contacts of these merchants ensures that they can almost always rely on them to get a dead drop of ammunition. At first, these are just ammo, gunpowder, or cartridges, but later on they can ask for magical ammo as well, tailoring the exact enchantments to the situation. However, they cannot get so much ammunition from doing so as to make a profit, only gaining more each day as they expend bullets from previous supply.
So great is their skill with their signature firearm that these would-be gunslingers can maintain accuracy as surprising distance, and deal even more grievous wounds.
While not capable of the daring acts of the regular gunslinger, this archetype is a fun and well-integrated way to blend the rogue and gunplay together. Getting a small supply of free ammo once per day, which you can tailor to what foes you think you’ll be facing is also very useful indeed, even if it is a somewhat limited list of possible enchantments. As a smuggler, you should be maxing out your bluff, sleight of hand, and other deceptive skills, as well as taking rogue talents to improve this further so that you can get away scot-free when moving your goods, as a mix of gunplay and deception are your bread and butter here.
The sort of characters you can get out of smugglers is a pretty varied lot, though it is influenced by the legitimacy of the government forbidding the sale of their wares and what it is. Someone smuggling people over the border to escape an oppressive regime might be a kindly person who refuses to turn a blind eye, for example. A gun runner, however, well, that strikes me as having few scruples, since they are selling powerful weapons, though I suppose it depends on who they are selling them to.
Baalan Firetongue has been in the smuggling business longer than most, and he knows a bad deal when he sees one. The deep one hybrid clan that he agreed to sell an arsenal of weapons to have been acting suspicious ever since they received the first shipment, and he needs a group of well-armed mercenaries for backup when the deal inevitably goes south.
In order to cross the Blight undetected, the party has to sign on with a “merchant” vessel that “conveniently” has a smuggler’s hold. However, the Blight has more than just twisted sea life in it’s waters, for thick tangles of the corrupted sargassum also play host to abyssal vermin like vescavors, which the smuggler captain expects the party to help defend them against.
While no one can prove it, the merchant lord Obelgan is a notorious smuggler, selling cannons and firearms to willing buyers, providing any faction with weaponry in the many conflicts of the Shattered States, oftentimes to both sides. Only a fool would assume he’s defenseless, however. He’s shockingly quick with the pistol concealed in his cane.
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beregosts · 4 months
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i vibrate intensely every time i get to demolish another rogue stereotype w arlis
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floralpunkbarton · 3 months
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happy birthday dnd session i merced three enemies in three rounds of combat 😇😇 and two of those rounds i had full disadvantage 🤘🏻🤘🏻
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astral-dragons · 8 months
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Alright tumblr, help me out here:
I'm trying to name a Dhampir (originally shadar kai) (blood) cleric/(phantom) rogue, and I'm stuck between three names:
If you want some extra context, here it is:
[Name] (they/he) is from the Shadowfell originally, and a member of the Tenebrous Cabal-- a school/secret society that focuses on the study of nercomancy and shadow magic. However, this is in the far distant future of the Forgotten Realms setting (we're playing a cyberpunk flavored campaign), and the gods have all died. The Shadowfell is falling to pieces, Gloomwrought is a more volatile place to live than ever before, the Raven Queen's residual power being the only thing to keep the entire plane from being rent asunder. They were part of some kind of ritual which turned them into a dhampir and gave them a divine connection to the Raven Queen's power. He ended up leaving the Shadowfell to find a way to reanimate/revive the Raven Queen (or maybe become a god himself 👀)
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march-harrigan · 16 days
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Wow, thanks for making me realize the crazy barber from Courage would have been a tumblr sexy man if the show was live today 🙃
See, I wanna argue with you because I’m almost(ALMOST) never attracted to what makes it into the Pantheon of Tumblr Sexymen but I can’t because he does fit the archetype.
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peachs-homebrew · 1 year
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Rogue subclasses are pretty simple and fun to make. One thing that I like about rogues is that they can be very versatile and unique from one another. They are more specialists than anything, and they don't have to be thieves or criminals.
This subclass is for an acrobat character, focusing on mobility, movement, jumping, climbing, and reducing damage.
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willczek-art · 22 days
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I've heard about Rogue Swashbucklers, I want to play as one now 👀✨
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sith-shenanigans · 1 month
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The degree to which Ahene cares how she looks or doesn’t care how she looks seems really situational until you realize that she basically always cares how she looks, she just thinks it should be appropriate to the situation. She will definitely pretend she doesn’t care, though.
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Rogue: The Generalist (V 0.1)
Hello, this is my first homebrew post for D&D! To give an idea of what I'll be doing at this stage, for subclasses I will be posting about the general concept I want to follow with the concept and ideas for features. It is all very work in progress and any feedback would be greatly appreciated!
General Concept: For this subclass, I wanted to pursue the idea of a jack-of-all-trades sort of archetype, but separated from the inherent magic of the Bard. Rogue seemed like the best option, as it has the same skill monkey aspect the Bard shares. As for the overall fantasy and roleplaying aspect, this archetype is meant to encompass the kind of character that can learn exceptionally quickly and who have a strong urge to explore the world to learn even more.
3rd Level: You gain a new action called Study. Using this action while observing a creature use a skill or tool they are proficient in allows you to mimic said proficiency. An unwilling creature can make a Charisma (Deception) check against your Study DC (DC = 8 + proficiency bonus + Intelligence), with you failing to mimic the proficiency if they succeed. These mimicked proficiencies are imperfect, granting only half your proficiency bonus to checks made with said mimicked proficiency and cannot be increased by features such as Expertise. However, the bonus increases at certain levels, granting your proficiency bonus to mimicked proficiencies at 9th level and double your proficiency at 13th level. You can have a number of these mimicked proficiencies equal to your amount of Sneak Attack die, with any new mimicked proficiency replacing one of your choice.
3rd Level: You can use your Study action to instead observe a creature mannerisms, as long as you can see said creature. They make a Charisma (Deception) check against your Study DC. If they fail, you can automatically add your Sneak Attack to the next attack made against that creature without needing to meet Sneak Attack's usual requirements. You also gain the following benefits: you have advantage on Insight and Charisma checks made against this creature for the next minute, the creature has disadvantage on attacks against you until the end of your next turn, and you learn if this creature has any resistances.
9th Level: You further your studies, either dipping into the study of magic or the use of martial weaponry. Choose one of the following:
Martial Studies: You gain proficiency in the Athletics skill, or double proficiency if you are already proficient. You can use your Study action to now mimic proficiency in a weapon or armor. Any melee weapon you mimic cannot have the two handed or heavy property and you can only mimic proficiency in medium armors or shields. Weapons you mimic proficiency in have the finesse property for you and any armor you mimic proficiency in do not cause you to roll at disadvantage for Stealth checks. You can have a number of martial proficiencies mimicked equal to half your Rogue level (rounded down).
Magical Studies: You gain proficiency in the Arcana skill, or double proficiency if you are already proficient. You can use your Study action to mimic the use of a spell. The spells you mimic are known to you and Intelligence is your spellcasting ability for these mimicked spells. You can mimic a total amount of spells equal to half your Rogue level (rounded down), where the base level of each spell counts towards this limit (ex. a 10th level Rogue can mimic one 3rd level spell and one 2nd level spell). Cantrips count as 1/2 a level. You also gain a pool of magical energy, known as Spell Points, that are used to cast these mimicked spells. The amount you have is equal to the amount of Sneak Attack die you have and they are regained on a long rest. The amount of points used to cast a spell determines the level of the spell cast, meaning you may up-cast a spell by using more points. Cantrips do not consume points.
13th Level: You have become exceptionally canny thanks to your travels. You gain proficiency in up to five of the following things: a language, a tool, or a skill. You can also mimic how a language is spoken (if you hear it be spoken) and/or written (if you see it be written) if you observe a creature proficient in said language used in one of the previously stated ways for one minute. This proficiency is flimsy, only lasting for 10 minutes and only granting you the ability to get across basic concepts in the language. Additionally, your Study action can be used as a bonus action and grants additional benefits when used to observe a creatures mannerisms: you learn if it has any immunities (damage or condition) and you can confer the benefits of your study to another creature that can hear you immediately as a reaction.
17th Level: Your ability to learn has far exceeded expectations. You gain the other option you did not choose at 9th level and the one you did is enhanced in one of the following ways:
Martial Studies: You can now mimic proficiency in heavy and two handed melee weapons, as well as with heavy armors. You can also make a second attack when attacking with either a weapon you are normally proficient in or whos proficiency you mimicked.
Magical Studies: You can cast a spell you mimicked without using Spell Points once per day, for each of the spells you mimicked. You also regain any expended spell points on a short rest.
Again, feedback and criticism is welcome. This includes for stuff like wording or even suggestions for different features. Thank you!
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