🎲 D&D Companion

Rogue

๐ŸŸข 1.00 color View in Google Sheets

Rogues draw their power from their own skill and wit. They have a variety of talents, though they often abhor the glorious combat that Fighters and Barbarians crave. Their fighting style is more backhanded, as they generally do what it takes to win. They also prefer a more subtle approach, including bypassing defenses, charming and distracting foes, and avoiding damage overall. Rogues more often than not stick to dual-wielding or ranging, and focus more on Stealth above all else. Skilled rogues also favor Software and Survival, where some prefer to rely on Deception and Persuasion to get them through social situations.

Parser confidence notes

Gangster

cols A-C ยท levels 2-7 ยท 18 abilities
LvlCellAbilityCostRules
2A2Dagger TrainedPassivePassive. You gain +3 Bonus Light Attack while using daggers.
Upgrades:
  1. Dagger Trained + (L3) โ€” +3 Bonus Light Attack.
  2. Dagger Trained ++ (L4) โ€” You may take the higher of 2d20 Light Attack rolls while using a dagger.
2B2Cheap ShotXX actions. You attack a target within range, applying a random effect on them. Roll 1d6: 1-2: You deal 1W damage to the target, who cannot use more than 1 Move action per turn. Lasts 4 turns. 3-4: You blind the target. They cannot use their Reflex, and actions that require vision take a -10 penalty. Lasts 3 turns. 5-6: You steal the target's weapon. You may then choose to wield it as your own or toss it up to 2 spaces away. If you wield it, whatever weapon you were wielding previously instantly goes back into your inventory. Finesse Attack vs Fortitude.
2C2Apply PoisonPassivePassive. You gain +10 Bonus Weapons/Tools Crafting while applying poison to weapons. Weapons/Tools Crafting.
3A3Dagger ProwessPassivePassive. You deal +1d4 damage with daggers.
Upgrades:
  1. Dagger Prowess + (L4) โ€” +1d4 damage.
  2. Dagger Prowess ++ (L5) โ€” +2d4 damage.
3B3FlankPassivePassive. As long as a target is not focused on you, they have half Fortitude against your attacks.
Upgrades:
  1. Flank + (L4) โ€” They have no Fortitude against your attacks.
3C3Uncanny DodgeReactiveReaction. If an attack successfully hits you, you may choose to take half the damage (before applying Armor).
4A4ShadowbladePassivePassive. If you are in Stealth, and unsuccessfully attack with a dagger, you may remain in Stealth.
Upgrades:
  1. Shadowblade + (L5) โ€” If you attack with a dagger, and deal a total of 3 or less damage, you may remain in Stealth.
  2. Shadowblade ++ (L6) โ€” If you attack with a dagger, and deal a total of 6 or less damage, you may remain in Stealth.
4B4Interrupt3 act3 actions. Deal 1d4 damage to an adjacent target, who cannot cast spells for 4 turns. If the target is casting a spell, this can be used as a Reaction. Acrobatics vs Fortitude.
4C4AssassinateXX actions. Must be in Stealth. You use your weapon to finish off a target within reach. The d20 roll needed to pull off this move is (Enemy Current HP / 2) + (Enemy Fortitude). Weapon vs Fortitude.
5A5Flying DaggersPassivePassive. You may use your Light Attack instead of Ranged Attack to throw daggers, up to a range of 10 spaces. Light Attack vs Reflex.
5B5Sap3 act3 Actions. Must be in Stealth. You paralyze an adjacent target, preventing them from moving, speaking, or attacking for 8 turns. If the target is attacked while Sapped, the effect ends immediately. Using this ability will not take you out of Stealth. Finesse Attack vs Will.
5C5Surprise StrikeReactiveReaction. If youโ€™ve made a successful attack โ€“ or two successful attacks when dual-wielding โ€“ you can add an extra attack for 1W damage. Weapon vs Fortitude.
6A6CutthroatPassivePassive. Attacks with a dagger will always bypass 2 Armor.
Upgrades:
  1. Cutthroat + (L7) โ€” Attacks with a dagger will always bypass 5 Armor.
6B6Evade5 act5 Actions. You gain +7 to Reflex for 3 turns. Reflex.
6C6RetaliateReactiveReaction. Must be dual-wielding. You may add up to 4 of your Reflex to your Fortitude. If an attack misses you due to your Fortitude, you can retaliate for 1W damage. Weapon vs Fortitude.
7A7Dagger SupremacyPassivePassive. Attacks made with a dagger get a critical hit on a roll of 18-20.
Upgrades:
  1. Dagger Supremacy + (L8) โ€” Attacks made with a dagger get a critical hit on a roll of 16-20.
7B7Off GuardXX actions. This attack must surpass the target's Fortitude and Reflex. Deals 1W damage to a target next to you and removes their armor. The armor remains undamaged, but no longer benefits the target. Finesse Attack vs Fortitude + Reflex.
7C7Hit And RunXX actions. Deals 2W damage to a target within reach. If this attack kills that target, you are granted an extra turn and this ability is refreshed. The effect continues until your attack does not kill a target. Weapon vs Fortitude.

Burglar

cols E-F ยท levels 1-6 ยท 11 abilities
LvlCellAbilityCostRules
1E1Sneak AttackXX Actions. You attack a target within reach for 3W damage. Must be in Stealth. Weapon vs Fortitude.
2E2SneakPassivePassive. You gain +3 Bonus Stealth, as well as critical success on a roll of 19-20, when moving around enemies. Stealth vs Detection.
Upgrades:
  1. Sneak + (L3) โ€” +3 Bonus Stealth, and critical success on a roll of 18-20.
  2. Sneak ++ (L4) โ€” You may take the higher of 2d20 rolls when using Stealth.
2F2Master ThiefPassivePassive. When lockpicking, you gain +3 Bonus Hardware: Machinery, and get a critical success on a roll of 19-20.
Upgrades:
  1. Master Thief + (L3) โ€” +3 Bonus Hardware: Machinery, and a critical success on a roll of 18-20.
  2. Master Thief ++ (L4) โ€” You may take the higher of 2d20 rolls when lockpicking.
3E3Caltrops12 act12 actions. Creates 10 makeshift caltrops that you can use as traps. When stepped on, each caltrop deals 1d4 damage (bypassing armor) and is destroyed. Weapon/Tools Crafting vs Fortitude.
Upgrades:
  1. Caltrops + (L4) โ€” 1d8 damage.
  2. Caltrops ++ (L5) โ€” 1d12 damage.
3F3Sleight Of HandPassivePassive. You gain +3 Bonus Stealth, and a critical chance of 19-20, when pickpocketing a target next to you.
Upgrades:
  1. Sleight Of Hand + (L4) โ€” +3 Bonus Stealth and a critical chance of 18-20.
  2. Sleight Of Hand ++ (L5) โ€” You may take the higher of 2d20 rolls when pickpocketing.
4E4Disable TrapPassivePassive. When disabling traps, you gain +3 Bonus Hardware: Weaponry, and get a critical success on a roll of 19-20.
Upgrades:
  1. Disable Trap + (L5) โ€” +3 Bonus Hardware: Weaponry, and a critical success on a roll of 18-20.
  2. Disable Trap ++ (L6) โ€” You may take the higher of 2d20 rolls when disabling traps.
4F4HackerPassivePassive. When hacking into a device, You gain +3 Bonus Software, and get a critical success on a roll of 19-20.
Upgrades:
  1. Hacker + (L5) โ€” +3 Bonus Software, and a critical success on a roll of 18-20.
  2. Hacker ++ (L6) โ€” You may take the higher of 2d20 rolls when hacking.
5E5Trap SensePassivePassive. When searching for traps, You gain +3 Bonus Detection, and get a critical success on a roll of 19-20.
Upgrades:
  1. Trap Sense + (L6) โ€” +3 Bonus Detection, and a critical success on a roll of 18-20.
  2. Trap Sense ++ (L7) โ€” You may take the higher of 2d20 rolls when searching for traps.
5F5ShadowstepperPassivePassive. While you are in Stealth, you gain +2 Move actions.
Upgrades:
  1. Shadowstepper + (L6) โ€” +3 Move actions
6E6Vanish6 act6 actions. You become entirely undetectable, even by magical means. You are treated as out of combat, and nobody can see you during this time. If you move in any way, the effect ends immediately. Lasts until you move. Stealth vs Detection.
6F6Thief's MobilityPassivePassive. Your Climbing, Jumping, and Swimming speed is equal to 1/2 your Acrobatics roll (rounded down). Acrobatics.

Inveigler

cols H-I ยท levels 2-5 ยท 8 abilities
LvlCellAbilityCostRules
2H2Street TalkXX actions. Use your urban skills to send a secret message, get an audience with someone of a higher class, learn what the word on the street is, etc. Persuasion vs Will.
2I2Disengage4 act4 actions. Deal Deception damage to a target within 3 spaces and make them lose their focus on you. Lasts 1 turn. Deception vs Reflex.
Upgrades:
  1. Disengage + (L3) โ€” Affects all targets within 3 spaces.
3H3Magical LiteracyPassivePassive. You can use your Linguistics instead of Enchantments when using a magical device like sigils, scrolls or tomes.
3I3MisdirectionReactiveReaction. If an enemy attacks you, you may trick them into attacking one of your allies instead. That ally must also be within range of the attack. Deception vs Will.
4H4Disguise12 act12 actions. You disguise yourself as a new person, with looks, personality, and skills of your choice. You may add your Perform to your Deception rolls to uphold the disguise. The more different this new person is from your own character, the higher the difficulty of maintaining the disguise. Lasts until you are discovered. Perform vs Insight.
4I4Slippery MindPassivePassive. You may now use your Deception score instead of your Will.
5H5Bribe4 act4 actions. You lose a certain amount of money to an adjacent target. In return, the target will not attack you for the remainder of the battle. Amount of money lost depends on the target. This can only be used on a target that has an understanding of money. Persuasion vs Will.
5I5Make Your Own Luck5 act5 actions. Tips the odds in your favor for 5 turns. During this time, you and all your allies have +2 to all d20 rolls, and all enemies have -2 to all d20 rolls. Persuasion vs Will.