When you first create your Rogue, you benefit from the following training.
Your key attribute is Agility; raise its score by 1.
At first and every level thereafter, increase your health by 6.
You are trained in a number of skills of your choice equal to 2 + your Reason.
Cleverness fuels your impossible tricks and daring stunts in combat. You have a core resource called Cunning, which you can spend to fuel spells and techniques.
↳ At the start of each encounter, you start with an amount of Cunning equal to your Inspiration.
↳ At the beginning of each round, your Cunning increases by 1d3.
↳ At the end of an encounter, you lose all Cunning.
Though you can't gain your resource outside of encounters, you can still use Cunning-based abilities. You may use each ability that costs Cunning once without spending any Cunning, treating them as if they had the endeavor trait instead.
You gain the benefits listed below when your Cunning reaches certain thresholds. You can use these features, so long as your Cunning reaches or exceeds the Cunning requirement
Swift Maneuver (3+ Cunning) You can spend your maneuver to Sneak, Step, or move up to your speed.
Dodge Roll (6+ Cunning) When a foe deals damage to you, you can use your reaction to Step twice and halve the triggering damage. During this movement, you can move through the spaces of other creatures.
You are quick to escape danger; you gain an edge on all counter rolls. Moreover, you gain the Dodge Roll reaction.
Trigger You are about to take damage.
Description The triggering damage is halved against you. Then Step twice, during which you can move through the space of other creatures.
You specialize in questionable practices for the challenges of your profession. Choose which outlaw outfit you belong to. All outfits are detailed here.
Quick Build: Assassin's Outfit
Battle arts are specialized collections of martial techniques, tactics, or spells that define your approach to combat. Your choice of outlaw outfit determines which battle art you begin with—usually selected from three distinct options.
Quick Build: Art of Subterfuge
Each battle art grants you one or two starting abilities, typically including a signature attack. When you gain your first battle art during character creation, you also gain two feats (see "Feats" below) from that art, chosen from those for which you meet the prerequisites.
If you begin play with multiple battle arts, choose one to count as your starting art—this is the art from which you gain feats at 1st level.
Quick Build: Choose the
Feats are powerful magic spells, martial techniques, or other useful features you can learn from your battle arts, and they typically require you to spend your core resource (see "Cunning" above) to activate them. After 1st level, you gain one feat option of your choice at every level.
During a rest, you may swap one of your known feats with another for which you meet the prerequisites.
Instead of choosing a new feat at 2nd level or later, you may gain a new battle art instead. If you do, you gain that art’s starting features, but no feats from it. Moving forward, you may select feats from any battle art you know.
You are skilled at hiding your motives. Choose one of the following options.
You become trained with the Conceal skill. Moreover, you can perfectly mimic another person’s speech, writing, and behavior. You must spend at least an hour studying these three components of the person’s behavior: listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, they take a burden on any Notice check made to see through your deception.
You become trained with the Intimidate skill. Moreover, when you Coerce a creature, observers don't know you made a threat, provided they fail an Instinct gate.
Raise two different attribute scores of your choice by 1. You can do so again at 6th and 9th level, to a maximum of 5.
Once per encounter, when a foe takes their turn, you can choose to impose and take your turn instead, before the triggering creature. That foe must take their turn afterwards.
You can avoid notice when you wish. Choose one of the following options.
Sneaking doesn't cost any extra movement for you.
You are particularly good at avoiding the most severe attacks. All gates forced upon you are lowered by 1.
You succeed on saving throws on a roll of 5 or higher.