Tuesday, March 7, 2017

Rogue Discussion

Good Morning Game Fans, we’re back to continue our deeper investigation into the mysteries of Dungeons and Dragons, and how it shaped the larger roleplaying game community.  We’ve put a temporary hold on our discussion about races in fantasy roleplaying (We’ll pick back up with the races from Volo’s Guide to Monsters and the Elemental Evil Player’s Companion after this interlude).  We’re going to discuss the role of Classes in fantasy roleplaying games, and then we’ll take a look in turn at each of the character classes in the Player’s Handbook for Dungeons and Dragons, 5th Edition.


So what is a Character Class?  In Dungeons and Dragons (and many other roleplaying games) A Character Class represents a combination of special abilities, options and skills that make up a character’s occupation.  Your Character Class helps define what options you have to interact with the larger game world, and determines whether you’re a sneaky expert, or a bold warrior, or a crafty arcane magician.  


It also serves to indicate to other players what they can expect your character to be capable of doing.   In other words, it can serve as a keyword for you to identify a variety of factors.  It’s also the second most common descriptor used to identify a character after race.  For example, “He’s a human ranger, or she’s an elven wizard.”  in the same way that people can identify as a lawyer, or a doctor or a soldier, the fantasy adventurer identifies as a barbarian, or a ranger, or a wizard.  


Rogue:

A Rogue is an expert in a variety of skills that allow them to operate outside the lines of a normal, ordered society.  Experts at infiltration, retrieval, and a host of other highly specialized tasks, Rogues provides skill and expertise The same skills and expertises that allow them to take care of themselves in their native environments also make them remarkable assets to adventurers.


Rogues are quintessential intrusion specialists.  They’re capable of sneaking into a place, opening the doors, and disarming the traps that would imperil other members of the party.  They’re also excellent at catching others off guard and are more than capable of putting serious hurt on to someone/something that they can catch unaware.  


Creating a Rogue:

Why did you pick Rogue for this character?  Is your character a burglar who lives for the thrill of getting into places that are impregnable?  A clever pickpocket who makes their living stealing from the folk around them?  An expert trap finder who lives for the thrill of defeating traps left by ancient craftsmen?  Answering these questions can help you figure out where your Rogue came from and how you’re going to want to build your character.  


Rogues have one primary statistic, Dexterity, and then you have some choices for what you want to do with the rest of your stats.  If you’re planning for an arcane trickster build, you’re going to need Intelligence to power up your spellcasting.  If you’re aiming for more of a social interaction driven rogue, Charisma is your friend.  

Class Features

This section contains all of the mechanically and statistically relevant information that you will need as a player to build your character.  


Hit Points:

Hit points represent the amount of damage a character can take before being incapacitated and potentially dead.  Every class has a specific range of potential hit point totals, modified by the character’s Constitution modifier.


Hit Dice: Rogues use a D8 for their hit dice, and this means that the average Rogue  is going to be in the middle of the road on hit points.  Sorcerers and Wizards are going to have less hit points, whereas more martial characters are going to have more hit points.
Hit Points at 1st level: A 1st level Rogue will have 8 hit points plus an additional number of hit points equal to their constitution bonus.  
Hit Points at higher levels:  Every level after first, a Rogue gains an additional D8 hit die, which they can roll for hit point, or take the average value of 5.  They also get to add their Constitution modifier to whatever they roll.  The new Hit Die plus Con mod is added to their existing Maximum hit points, and they are off to the races.  


For example, a level 1 Rogue has just gained enough experience points to achieve level 2.  They roll a D8, and come up with a 7.  The player adds their Constitution bonus of +1, and this comes to an 8.  Added to the existing maximum Hit Point total of 9, the new 2nd level Rogue has 16 hit points.


Proficiencies:

Proficiencies represent specific training and competency levels with a variety of weapons, armor, saving throws, tools, and skills.  When using weapons and skills your character is proficient in, as well as making saving throws of types your character is proficient with, you get to add your proficiency bonus to the die roll.  


Armor:  Light Armor,
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools: Thieves Tools
Saving Throws:  Dexterity, Intelligence
Skills:  Choice of four from: Acrobatics, Athletics, Deception,  Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth.


Note: There are other ways to acquire certain proficiencies beyond the character class.  Certain races, backgrounds, and other options allow a character to pick up proficiencies outside their normal range, so if you see something you’re looking for, you might just find it in another section.  


Equipment:

Every character class has a recommended starting package of weapons and equipment.  This is an excellent way to save yourself time by grabbing a gear package and being ready to go.  All of the suggestions are laid out in a menu, and you as a player get to make one choice per bullet point for your character’s equipment.
  • (a) rapier or (b) shortsword
  • (a) shortbow and 20 arrows or (b) shortsword
  • (a) burglar’s pack or (b) a dungeoneer’s pack or (c) an explorer’s pack
  • leather armor, two daggers, and thieves tools



Class Abilities:

The majority of the remaining class description will feature a combination of special abilities and tricks that only members of this specific class have access to.  These are the other professional capabilities that define this class and separate it from the remaining ones.  They give the flavoring that make the bard play differently from the sorcerer.  They have a specific format that they’ll likely follow:


1st Level


Expertise
Every Rogue is a master of a certain set of skills.  The Expertise ability lets the Rogue select two skill proficiencies or one skill proficiency and the proficiency with thieves tools.  With the selected proficiencies, the Rogue gets to double his or her proficiency bonus for any checks made with the selected skills.  At 6th level, the Rogue can select two more skill proficiencies (or a skill proficiency and the thieves tool proficiency) to gain this benefit.  .  


Sneak Attack


The Rogue is an expert at finding and exploiting weaknesses in his or her foes.  Once per turn, the Rogue can deal an extra 1D6 hit points of damage to one creature that the Rogue has advantage on the attack roll against.  The attack must be made with a finesse weapon or a ranged weapon.  The Rogue doesn’t need advantage on the attack roll if the target has an enemy within five feet of it, but that enemy can’t be incapacitated.  THis also requires the Rogue to not have disadvantage on the attack roll.  This damage increases as the Rogue gains levels,  which you can find on page 95.


Thieves Cant


Rogues have a unique way of communicating with each other in both written and verbal forms.  There are a variety of ways and methods for this communication, but the most important aspect of it is that it allows them to communicate critical information without other folks being able to identify it.  This subtle communication takes significantly longer to pass messages and information back and forth, but anyone who isn’t another Rogue isn’t going to be able to figure out what’s going on.


2nd level


Cunning Action
A Rogue can use a combination of quick thinking and quick feet.  As a bonus action, the Rogue can take the Dodge, Disengage, or Hide action.


3rd Level


Roguish Archetype Ability 1
Depending on which Rogue Archetype you select, you’ll get one of three abilities.  I’ll cover these below when i cover the archetypes in greater detail.


4th Level


Ability Score Increase


You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.


5th Level


Uncanny Dodge


When a creature the Rogue can see hits it with an attack, the Rogue can spend its reaction to halve the attack’s damage.  


6th Level


Expertise improves at this level



7th Level


Evasion


The Rogue’s ability to avoid things is legendary.  When subjected to anything that requires a Dexterity Saving Throw to take half damage, a successful saving throw results in no damage instead.  A failed saving throw results in half damage instead of full.

8th Level

Ability Score Increase


You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.


9th Level


Roguish Archetype Ability 2
Depending on which Rogue Archetype you select, you’ll get one of three abilities.  I’ll cover these below when i cover the archetypes in greater detail.



10th Level


Ability Score Increase


You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.


11th Level


Reliable Talent


Years of practice with their chosen skills have given Rogues an amazing degree of reliability.  Whenever the Rogue makes an ability check that he or she can add his or her proficiency bonus to, they treat any die roll of 9 or less as being a 10.  Bonuses apply normally.  


12th Level


Ability Score Increase


You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.


13th Level


Roguish Archetype Ability 3
Depending on which Rogue Archetype you select, you’ll get one of three abilities.  I’ll cover these below when i cover the archetypes in greater detail.


14th Level


Blindsense


If the Rogue can hear, they are aware of the location of any hidden or  invisible creature within 10 feet of them.  


15th Level


Slippery Mind


The Rogue gains proficiency with Wisdom Saving Throws.  


16th Level


Ability Score Increase


You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.


17th Level


Roguish Archetype Ability 4
Depending on which Rogue Archetype you select, you’ll get one of three abilities.  I’ll cover these below when i cover the archetypes in greater detail.


18th Level


Elusive


Roguish cunning and preparation make getting the drop on the Rogue a tricky thing.  No attack roll gets advantage against a Rogue of this level unless said Rogue is incapacitated.  


19th Level


Ability Score Increase


You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.


20th Level


Stroke of Luck


The Rogue can bend the odds of a situation to his or her benefit.  If an attack misses, the Rogue can turn the attack into a hit.  Alternatively, if it’s an ability check, the Rogue can treat the D20 as a 20.  This ability recharges on a short or long rest.  


Thoughts and Ideas:

The Rogue feels like kind of an oddity to most players.  It’s role in the game is completely dependent on its skill selection and the role it chooses to take on the battlefield. Some Rogues are going to be intruders who get in and out of places without being noticed.  Others are sociable chaps who work their way through crises with a smile and a wink.  

The lack of a clearly defined role in the party isn’t a detriment.  Rather, I would encourage you to find your spot and make it your own.  The Rogue can do a lot of heavy lifting in a variety of roles and situations, and you can build your Rogue to do just about anything you want to.  Archetypes allow you to further refine your spot.  

Archetypes:

A character class is built to be as broadly encompassing as it can be.  There are many types of wizards in the world, and different types of fighters as well.  Each class has access to a selection of Archetypes that allow a player to further tighten up their concept and build the type of character they are specifically looking for.  Rogues have access to both thief and assassin, for example, and while they are both Rogues at heart, the abilities that each Archetype uses definitely change the way the class feels to play.  


The three Roguish Archetypes offered in the Player’s Handbook for the Rogue are the Thief, Assassin, and the Arcane Trickster.  Each one adds a group of abilities to the core Rogue, and they can shift the way you look at your character and the feats of awesome you might want to pull off.  


Thief

The Thief is the quintessential Rogue.  Nimble hands and quick wits allow the Thief to navigate the rigors of a daily life where the law is constantly looking out for the people who just can’t follow the rules.  The Thief is also well versed in turning these talents to a profit as a treasure finder in old tombs, and lost cities.  

Fast Hands

At 3rd level, the Thief can use their cunning action ability to make a Dexterity (Sleight of Hand) check, use their thieves tools to disarm a trap or open a lock, or Use an Object (as per the action).  

Second Story Work

At 3rd level, the Thief can climb at a much greater speed.  They no longer need to spend extra movement to move up or down while climbing.  In addition, when making a running jump, the Thief increases the distance covered by a number of feet equal to their dexterity modifier.  

Supreme Sneak

At 9th level, the Thief gains advantage on Dexterity (Stealth) Checks if the Thief has moved less than half of their normal movement.  

Use Magic Device

At 13th level, the Thief’s continued practice and experimentation with magic has an unexpected benefit.  The Thief ignores all class, race, and level requirements that specific magical items may have for using them.  

Thief’s Reflexes

At 17th level, the Thief’s reflexes are legendary.  The Thief can take two turns during the first round of any combat.  The first turn is at normal initiative, the second is at Initiative rolled -10.  The Thief can’t use this ability while surprised.  

Conclusions:

The Thief keys off of the Dexterity stat and just doesn’t stop.  It’s got a variety of interesting situational abilities (Fast Hands is amazing) and some tricks to get around the battlefield.  Use Magic Device means that the Thief can find something useful in any dungeon.  If you want to play a treasure hunting (dare i say Archeologist, perhaps) Thief is probably your best starting place.  

Assassin

The Assassin keys up another aspect of the Rogue, the stealthy intruder who kills people.  Focused around getting in and out of places, and putting things to death as quickly as possible are the two things that Assassins are known for.  If you’re interested in playing the ultimate intruder, then the Assassin might just be your cup of bloody tea.  

Bonus Proficiencies

At 3rd level, the Assassin gains proficiency with the Disguise kit and the Poisoner’s Kit.  

Assassinate

At 3rd level, the Assassin has advantage on attack rolls against creatures that haven’t taken a turn in the combat yet.  In addition, any hit scored against a surprised creature is a critical hit.  

Infiltration Expertise

At 9th level, the Assassin can create false identities to hide within while preparing for a “job.”  It costs 25 gp and 7 days of time to set up the fake identity, but once it’s created it’s a believable disguise and others will believe it until given a reason not to.  

Impostor

At 13th level, the Assassin can mimic another person’s defining characteristics including speech, writing, and behaviors.  It takes three hours of study to do this, but after that time has elapsed, The Assassin has advantage on Charisma (Deception) checks to avoid being detected.  

Death Strike

At 17th level, the assassin becomes an emissary of murder.  When the assassin hits a creature that is surprised, the creature hit must make a Constitution saving throw (DC 8 + Dexterity Modifier + Proficiency Bonus) or take double the damage normally inflicted by the attack.  

Conclusions:

The Assassin wants to attack from ambush and is capable of dealing a disproportionately high amount of damage.  When in its element, it punches over it’s weight, and can drop unexpectedly tough creatures in a short amount of time.  The other abilities allow the Assassin to expertly gain access and egress to a variety of locations, and you never know when you might need to break into that castle quietly.  


Arcane Trickster

The Arcane Trickster blends traditional Roguishness with arcane magic.  Not content to appearing to do the impossible, the Arcane Trickster gets a little help from real arcane power.  These Rogues are masters of Illusion and Enchantment, and use their talents to work mischief and trickery.  


Spellcasting

Using Arcane formulas and theories, the Arcane Trickster can create a variety of awesome magical effects with their spells..  Spellcasting is an incredibly dense topic that is covered in Chapter 10 of the PHB (Spellcasting) and Chapter 11 (The Spell Lists).  I’m going to cover the basics of how Spellcasting is affected by being all that is Arcane Trickster, but you should definitely check out both of those chapters before slinging spells.

Cantrips

The Arcane Trickster knows Mage Hand and two cantrips from the Wizard Spell list.  As the Arcane Trickster gains more experience, they learn more cantrips.

Spell Slots

The Arcane Trickster has a limited number of slots that they can use to cast magical spells.  There’s a big table on page 98 that will tell you how many spell slots of each level you have available.  In order to cast a spell, you need to have a spell slot of the appropriate level or higher available.  Casting the spell expends the spell slot.  All expended spell slots recover with a long rest.


Note 1:  Some spells work better when cast with higher level spell slots.

Spells Known of 1st Level and Higher

An Arcane Trickster knows three 1st level wizard spells of choice.  Two of them have to come from the enchantment or illusion schools of magic.  When the Arcane Trickster learns more spells as they level up, they must select spells from the enchantment or illusion schools except for spells learned at levels 8, 14, and 20.  The Arcane Trickster can also replace spells as they level up, trading previously known spells for new options.

Spellcasting Ability

Intelligence is the spellcasting attribute an Arcane Trickster uses.  The mastery of complex magical formula are what give the magic its power.  What this means in game terms is as follows:
  • Spell Save DC = 8 + Arcane Trickster’s Proficiency Bonus + Arcane Trickster’s Intelligence Modifier
  • Spell Attack Modifier= Arcane Trickster’s Proficiency Bonus  + Arcane Trickster’s Intelligence Modifier

Mage Hand Legerdemain

At 3rd level, the Arcane Trickster can use the Mage Hand cantrip in a couple of ways that it wasn’t intended.  The Trickster can perform these tasks without being noticed if they succeed at a Dexterity (sleight of hand) check contested by the creature’s Wisdom (perception) check.  In addition, the Arcane Trickster can use the bonus action from Cunning Action to control the Hand.


  • You can stow an object carried by the hand to a container carried or worn by another creature.
  • You can retrieve an object carried by the hand to a container carried or worn by another creature.
  • You can use the Mage Hand to manipulate thieves tools to pick locks and disarm traps.

Magical Ambush

At 9th level, the Arcane Trickster can force targets to make saving throws against their magical effects with disadvantage.  If the Arcane Trickster is hidden from the target of a spell he or she is casting, the target suffers disadvantage on the saving throw for that spell.

Versatile Trickster

At 13th level, the Arcane Trickster can use the Mage Hand cantrip to distract foes.  As a bonus action, the Arcane Trickster can designate a foe within 5 feet of the Mage Hand.  The Arcane Trickster has advantage on attack rolls against the designated target until the end of the turn.

Spell Thief

At 17th level, the Arcane Trickster can literally steal magic.  Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed. This ability recharges on a long rest.  


Conclusions:

The Arcane Trickster uses a combination of arcane practice to amplify their rogue abilities.  Being able to pick a lock across a room, or spring a trap from a safe distance is almost as cool as the ability to plant evidence on people or steal jewelry and other things.  The Arcane Trickster seems like a fun thing to bring along in a variety of capers where it can shine in a lot of roles.  


Thoughts on the Rogue

The Rogue is an interesting and essential part of the Fantasy RPG experience.  Some of the most interesting stories told involve burglars and rogues, and this class gives you the option of making a variety of interesting characters that can fill several roles.  While not as specialized as say the Ranger, the Rogue offers an amazing degree of reliable versatility.  


The Rogue is a character class that can excel in a variety of roles on the battlefield and in other aspects of the game, but the Rogue will never fight a fair battle if they can avoid it.  Their class abilities are tailored to a situation where they can pick the bones of a fair fight, or can operate from surprise.  The Rogue is an interesting option and archetype for a specialist character that can do lots of things.


That’s the Rogue, next week is Sorcerer.  Game on, Game Fans


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