Gallery of Rogues – More DnD Rogue Subclasses for 5e

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Hello again, Tangerines! We’ve been toiling behind the scenes on more Rogue Subclasses for Dungeons & Dragons 5e. Want to sneak a peek? Well, sneaking is what rogues are all about.


FOOTPAD

Writer’s Note: The Footpad is an attempt to add some more hand-to-hand Fighter elements. It includes skills that work with a higher skill, as well as things to pick up Dex, should it be lagging behind.

LevelFeatures
3rdBlunt Strike, Skilled Fighter
9thDouble Attack
13thReliable Talent
17thStunning Blow

Blunt Strike

Starting at 3rd level, you can make Sneak Attacks using non-finesse melee weapons, as well as with thrown weapons.

Skilled Fighter

Starting at 3rd level, you may choose a martial melee weapon; your rogue is proficient in that weapon. 

Double Attack

Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. (Reminder: you can only once Sneak Attack once per turn).

Reliable Form

Starting at 13th level, you may pick one: Strength Checks or Dexterity checks. You may use Reliable Talent on any non-skill ability checks. (Ie. You can treat a d20 roll of 9 or lower as a 10.)

Stunning Blow

Starting at 17th level, when you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, the creature is stunned until the end of your next turn.


HIGHWAYMAN

Writer’s note: the Highwayman is all about mounted combat. The addition of Steed Summoner is really to tackle the biggest problem with mounted characters; that it’s sometimes hard to bring a horse with you, so why not have a magic steed you can summon anywhere? The Cunning Disguise is just a flavorful twist that lets a rogue live a double life: as a rogue, and as an “honorable subject.”

LevelFeatures
3rdSteed Summoner, Born to the Saddle
9thCunning Disguise
13thMidnight Rider, Bonus Proficiency
17thStuff of Nightmares

Steed Summoner

Starting at 3rd level, you gain the spell Phantom Steed, which you may cast without spell slots. Once you use this feature, you can’t use it again (except to end the spell and dismiss) until you finish a short or long rest. If you own a steed already, if the GM allows, you may spend 10 minutes and bind your steed as a ritual, allowing you to dismiss and summon your steed instead; a real steed summoned this way doesn’t disappear after an hour or if it takes damage. 

Born to the Saddle

Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Steve’s Notes 05/17/2020: I haven’t looked but if there is a penalty for firing a bow while mounted I think we should add to the list that the Highwayman suffers no penalty for that

All the rules I’ve read for mounted don’t mention missiles or shooting at all, so I think we’re good. 

Cunning Disguise

Starting at 9th level, you may spend 20gc to purchase a highwayman disguise; this comprises a mask and other mundane items that obscure your face and shape, and can be worn over armor. Whenever you change out of the disguise, no one will recognize you in normal garb, or vice versa. Anyone investigating you will not suspect you more than others, and you have advantage on any Charisma (Deception) check you make to avoid detection. This does not apply if there are obvious facts to link the two together (ex. Someone finds the disguise in your bag; a colleague addresses in both guises by the same name; you ride a stolen horse past it’s owner). You may only create one highwayman persona at a time, but you may buy additional backup disguises at 20gc apiece (should you need to stash them).

Midnight Rider

Starting at 13th level, any mount in your control may take the Hide action (provided there’s suitably big enough cover). In addition, if you have sufficient cover (ex. Foliage, darkness), you may move at normal speed on foot or mounted and still move stealthily.

Bonus Proficiency

Starting at 13th level, you gain proficiency in one of the following skills of your choice: Animal Handling, Intimidation, or Persuasion. 

Stuff of Nightmares

Starting at 17th level, whenever you use Steed Summoner to cast Phantom Steed, you may instead summon a single Nightmare fiend, which is loyal to you. It does not disappear when attacked, and can be summoned for up to 3 days at a time before it must be resummoned.


SABOTEUR

Writer’s notes: ideally, the saboteur is a rogue that focuses less about stealing and more about deconstructing; laying bombs, taking machines apart.

LevelFeatures
3rdDisarm Trap, Deconstruct Opponents
9thBuild Explosive
13thUnderminer
17thDeconstruct Objects

Disarm Trap

Starting at 3rd level, if your character is aware of a trap that has not been triggered, they may choose one: to gain advantage on any Intelligence (Investigation) check to deduce how to disarm it OR may gain advantage on the Dexterity check using thieves tool to disarm it.

Deconstruct Opponents

Starting at 3rd level, whenever you make a Sneak attack against a creature that is a construct, you deal an extra +1D6 damage.

Build Explosive

Starting at 9th level, you gain proficiency with the alchemist’s supplies. In addition, if you have alchemist’s supplies on you, after finishing a long rest, you gain 2 Saboteur bomb; choose which type it deals from the following: acid, bludgeoning, fire, or thunder.

Saboteur bomb – weigh 1 lb

As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw, taking Xd6 damage of the chosen type on a failed save, or half as much damage on a successful one, where X is your proficiency bonus. 

The saboteur bomb can also be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the bomb. After the set number of rounds goes by, the bomb explodes on that initiative.

A rogue will not carry any more than 6 saboteur bombs on them at a time; any more than this is tempting fate.

Underminer

Starting at 13th level, you gain proficiency with Mason’s Tools, and also gain tremorsense of 30’. In addition, if you have a digging tool (shovel, miner’s pick), you gain burrow speed 10’ (does not allow you to dig through solid rock). 

Alt – once per turn, may gain burrowspeed on one move action; must end your above ground unless you have 

Alt – If you have a digging tool and are on loose ground (sand, dirt, mud), as an action, you can dig a 5’x5’ foxhole. Once dug, it provides 1/2 cover to any medium or smaller creature laying down on it, and can be used to justify hiding.

Deconstruct Objects

Starting at 17th level, whenever you attack an inanimate object with an appropriate weapon or tool (ex. A lock pick; an explosive; a miner’s pick), you may choose one: 

Add +X to your attack roll, where X is equal to your Sneak Attack dice

Deal extra damage to a successful hit, as if you had made a Sneak Attack. 

You can choose to use this feature before or after the roll, but before any effects of the roll are applied. As normal, you can only use Sneak Attack once per turn (which includes using it in this way)


GAMBLER

Writer notes – The concept is to use each gambling as inspiration:
The Deck player focuses more or social interaction
The 3 Card player is about illusion and misdirection (mostly defensive)

The Dice player is about attacking and dice manipulation

LevelFeatures
3rdLying Face, Game of Choice Ability I
9thGame of Choice Ability II
13thVersatile Gamer
17thGame of Choice Ability III

Lying Face

Starting at 3rd level, you can cast the cantrip Prestidigitation; however, you can only use this to change the marking of a card, die, or similar gaming piece, and only to make it match a marking you are familiar with (i.e. appear as a different card or die roll). You can only do this with an object you can touch.

Game of Choice Ability I

Starting at 3rd level, pick one of the following tools: Playing Card set, Three Card Ante, or Dice set. You gain proficiency in that tool. In addition, that tool becomes your Game of Choice. Depending on which you choose, you will gain a special ability at 3rd level, 9th level, and 17th level. You will be able to pick a second Game of Choice at level 13. You must have the tool on you in order to use the ability.

  • Three Card Ante – Find the Object – You gain the ability to cast the cantrip Minor Illusion; however, when you do, you can only create image illusions of objects (i.e. not sound), and only by copying an object you can see. When you use this, you create not one but 2 illusion copies of that object.
  • Playing Card Set – Read the Player – When you gain this ability, pick one: ever you’re in a social situation with a humanoid, you gain advantage when using Insight (Wis) OR any opposing creature attempting to use Insight you is at a disadvantage.
  • Die Set – Lucky Strike – Whenever you have advantage on an attack roll and roll a double on the two d20s, if the attack hits, you may deal an extra 1d6 damage.

Game of Choice Ability II

Starting at 9th level, you gain an additional ability based on your Game of Choice.

  • Three Card Ante – Mirror image – You cast the spell Mirror Image at the lowest level without requiring spell slots or spell components. When you cast this, you only create two duplicates instead of three. Once you use their ability, you may not use it again until you have taken a short or long rest.
  • Deck of Cards – Sore Winner, Sore Lower –  After you have won or lost wager with another humanoid, if the wager is something of moderate value (ex. 5gc or more; a small favor), you may influence up to X targets who wager against you, where X is your proficiency bonus. Each of those targets must make a Wisdom saving throw or be influenced in one of the following ways:
    • You lost the wager: The target is charmed by you for 1 hour or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. 
    • You won the wager: You compel the target into a duel. It has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this ability doesn’t restrict the target’s movement for that turn. This effect ends after 1 minute, if you attack any non-compelled creature, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
  • Dice Set – Reckless Gambit – When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee or thrown weapons attack rolls during this turn, but attack rolls against you have advantage until your next turn.

Versatile Gamer

Starting at 13th level, you gain a second Game of Choice (i.e. you get all access to all Game of Choice Abilities for that specialty, if you are at the appropriate level).

Game of Choice Ability III

Starting at 17th level, you gain an additional ability based on your Games of Choice.

  • Three Card Ante – Major Image – You may cast the Major Image at the lowest level without requiring spell slots or spell components. When you cast this, you only create two duplicates instead of one. Once you use their ability, you may not use it again until you have taken a short or long rest. 
  • Deck of Playing Cards – Deck of Illusions – You may treat any deck of cards as if it were the magic item, Deck of Illusions. You may only reveal one card this way at a time. Once you successfully use this ability, you may not use it again until you have taken a short or long rest.
  • Dice Set – Double Trouble – Whenever you have advantage on a roll, and roll double 1, 2, 3, 4, 5, 6, 7, 8, or 9, you may add the results together.  

That’s it for the prototype Subclasses.

Steal This Tome: A Book of Scams, Alibis, Tells, Knaves, and Hidey Holes

As a quick reminder, Tangent Artists has a system agnostic Guild Guide book for Rogues: “Steal This Tome.” This humorous guide includes confidence scams, disguises, common poisons, hideouts, and a d20 table to generate alibis. The link above leads to the ebook, or you can buy a physical copy on Storeenvy

What are your thoughts? Are of them seem too weak, too strong, or just right? Which one excites you?

As always, thanks for reading, and Game On!

-Dave Joria

Additional Material from Steve Moyer

WHISPERS IN THE DOORSTEP OF THE MOUNTAIN OF MADNESS – A Dark Comedy MicroRPG

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WHISPERS IN THE DOORSTEP OF THE MOUNTAIN OF MADNESS

A Cosmic Horror Dark Comedy Micro RPG for 3-11 players

By Dave Seidman Joria

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RPGs are funny; even though players know they are playing fictional characters, and thus are not at risk themselves, they will still act cautiously. There is a strange paradox of embodying adventurous characters who live dangerous lives, yet they still want to shelter them and be cautious.

So I had a strange idea: what if player death wasn’t something to be avoided, but embraced.

Thus, I’ve made a MicroRPG using a new, untested system:


The Inevitable Doom System

Material

1d6s, paper, writing utensils. (The setting below also requires lots of slips of paper).

Characters

The players should collectively create a team of 5-10 playable characters. A small group of players (2-4) are encouraged to create 2 or 3 pcs each, while a large group of players (6-10) will only create one character each.

Each player creates a character with a name (don’t get too attached; they’ll be dead soon enough). They get to pick one stat to specialize in; this is the Specialty.

Examples: Mind, Body, Soul, Gut; Quick, Clever, Forceful, Flashy, Careful

Also, pick a Personality Flaw: ex. Vain; Too Curious; Never Back Down from a Fight

Equipment: Each player has two packs:

A basic pack, with generic things.

A specialty pack: filled with any special items related to their specialty.

Players don’t need to declare their items beforehand; they just naturally have them unless they are used up or lost.

Play

The game consists of multiple Encounters; each encounter includes some obstacle or threat facing the team. At each Encounter, the GM will ask: What does your character do?

Each player will pick at least one of their characters that they control. They will decide how they react, and share it; this may be said aloud, or written down and then said aloud, depending on the scenario (see below).

The GM decides the order of actions (use common sense) and asks the player to roll a specific number of one-sided dice (d6s).

  • If the action matches their specialty, they roll 1d6.
  • If the action does not match their specialty, they roll 2d6.
  • If the action is particularly dangerous (ex. Jumping off a cliff; Punching an Elder God), the GM may ask them to roll 3 or more d6.

Results:

  • No 6s: If a roll consists only of dice with the values 1-5 (no 6s), the character survives. Depending on how they roll (low good, high bad) or the difficulty of the action, the GM can decide if they succeed effortlessly, or at some cost (ex. Costs include: they use up their rations; they lose all specialty items; they’re injured; they trigger a random encounter).
  • At least one 6 is rolled: If the character rolls at least one natural 6, the character meets their Inevitable Doom.

If more than one character rolls a 6 in the same encounter, the PC that rolled highest dies. In case of a tie, they both die! Horribly. Or suffer something worse than death (let the player pick).

The player is encouraged to come up how the character dies; if a cause of death is not clear, the GM is encouraged to help. (If a good reason isn’t obvious, see “Stupid Deaths” below).

Sidebar – The “Me First” Rule! – If another player INSISTS their character die instead (as it fits they story better), they can volunteer to die instead.

If there’s at least one surviving member of the party, they managed to overcome or sidestep the obstacle of the Encounter and move on to the next Encounter.

Continue going through all encounters until all characters are dead. Bonus: Players pick the favorite death (not including their own).

Sidebar – Spread the Love – In some scenarios, a player with no surviving PCs may have nothing to do. If so, players with 2+ characters are encouraged to share their survivors. (This is not the case in the following scenario, where players without characters are still involved as Whispers).


SCENARIO – WHISPERS IN THE DOORSTEP OF THE MOUNTAIN OF MADNESS

The following scenario is half “man-vs-nature” struggle in the Antarctic, and half cosmic horror. It’s also a parody of Lovecraft (with hopefully none of the racism).

Material – 1d6s, slips of paper (or 1/2 or index cards)

Pre-game

Pass around the random question chart.

Each player rolls, picks that question, and writes a brief (1-2 word) answer.

  1. What’s a word that makes you squeamish?
  2. Name an animal whose name starts with the same letter as your last name?
  3. What’s the dirtiest word you would say in front of your grandmother?
  4. What did you eat for lunch?
  5. What is your favorite color?
  6. What’s something you feared as a child?

The GM keeps these slips and sets them aside, these the Back-up Suggestions.

Plot

Decades ago, a strange pyramid was reported in the Antarctic, hidden inside a mountainous crater. A team went to find it, and never came back. It was assumed to be an optical illusion and a fool’s errand.

But now, the year is 1980. New reports of the pyramid are circulating, captured by spy planes and fuzzy satellite pictures. It could be a natural phenomenon. It could be the breakthrough of the century. It could be your doom.

You are the team sent to find out if the pyramid is real. Oh, and by the end of the game, every one of you will die.

Character Creation

Players will create characters as above. Suggested Specialties for this scenario:

STANDARD EXTRA
Science! Wilderness
Action! Cowardice
Occult Greed
Heart Handiness

A basic pack: generic items for surviving the Antarctic: rations, flashlight, rope, radios, etc.

A specialty pack: filled with any special items related to their specialty (ex. Science has instruments and satellite phone; Action has a rifle and dynamite; Occult has dowsing rods and wards; Heart has med kits and pictures of family, etc.).

Play

1st Encounter

Sidebar – For suggestions on the Scenario, see the Suggested Encounters Table

During the first encounter, the GM will ask players to react to the Encounter. However, the players will write their reactions on slips of paper; these are called “Reaction Slips.” After everyone is done writing, the players reveal what they wrote and roll.

After the end of the first encounter, the GM collects all Reaction Slips to the side, but does NOT discard them.

2nd Encounter

Starting with the 2nd encounter, the teammates start hearing unearthly voices in their head.
The GM will describe the 2nd encounter as they did the 1st. The players will write their responses and keep them hidden.

The GM, however, will also submit a suggestion slip; this is called a Whisper. A Whisper can come from a discarded Reaction Slip, from a Backup Slip, or from the GM themselves.

The GM then picks a random player; they give that player the slip. The player shuffles their Reaction with the Whisper, picks one at random, and follows the action on it. If it is the Whisper, the PC must attempt to do the substituted action, rolling like normal. Once a “Whisper” has been used by a player, discard it completely.

If the PC’s action did not kill the PC but did not clear the obstacle, the GM may ask that the PC complete their original intended action, rolling as normal. Alternatively, the GM may just decide that the obstacle is cleared (ex. Another pc might have resolved it during their action).

Using the Backup Slips: A GM may give a Backup slip as a whisper. These are vaguer than normal; when these are revealed, the PC treats it as a dangerous threat, rolling 3d6. Using the slip as inspiration, the player and GM should work together describing the dangerous, compulsive action the PC took (if they survived), or the bizarre threat that killed them (if they died).

Ex. The PC reveals a Whisper Backup Slip that says “Red.”

If they live:

  • The player may decide that their character became enraged and ran off on their own.

If they died:

  • They might explain how they exploded (at some badly cooked shoggoth?)
  • They hallucinate the color red, causing them to walk into a chasm
  • They get crushed from a falling red Chevy Corvette (nothing’s too weird for this game.)

3rd + Encounters

The GM continues with the adventure. They may give out an increasing number of Whisper slips (i.e. 2, 3, 4) with each encounter until at least 1 player is dead. The GM should do their best to give out whispers evenly, avoiding hitting the same person multiple times in a row.

Special Scenario Rules – Voices from the Dead

When a player dies, they are not out of the game; just like the GM, they are now passing Whisper slips on to the players. They can do one of the following:

  1. Pass out a used Reaction Slip. (This can be a slip that was written by any PC; if it is from their dead character, it is quite flavorful).
  2. Roll a D6: on a roll of 1-3, they write a harmful action, inspired by the dark forces of the mountain. On 4-6, they write a helpful action (at least, what their dead character would think of as “a good action”)

The GM and dead players should distribute the slips as evenly as possible between the living players.

Suggested Encounters

The following are inspired by Lovecraft’s Mountains of Madness; however, do not be afraid to stray all you want.

  1. Lost in the Artic snowstorm – Your transport breaks down partway to the mountain.
  2. Climbing the mountain – Scaling the frozen icy mountain to the peak.
  3. Opening the Cyclopean Door – Before you stands a massive door, too large to be made by humans. It is covered in eldritch language. How do you open it? SHOULD you open it?
  4. Albino Cave Penguins – You encounter giant, flesh eating Albino Cave Penguins, with electric tentacles.
  5. Falling Stalactites – Your encounter with the penguins has loosened the ceiling, and you must run to avoid being impaled by falling icicles.
  6. Cave In – There’s a cave in, and the way before you and behind are blocked by rock and ice.
  7. Don’t Wake the Sleeping Elder Thing – You find a lair of sleeping elder beings, which looks like frilled cucumbers.
  8. Shoggoth Attack – A giant, indestructible Shoggoth, the slug-like rebel servant of the Elder Things
  9. Mental Barrage – You come to the realization that humans were crafted by Elder Ones to serve as a food stock for their Shoggoth workers. Everything you know is a lie!
  10. Albino Cave Penguin Cult – Turns out the Cave Penguins were secretly cultists all along! They are not happy you interrupted their summoning.
  11. Elder God Awakens Returns – An Old One has returned, risen from the frozen wastes! (Pick one: might be Yog-Sothoh, or Cthulhu; maybe both, and they’re having a slap fight. If any PCs aren’t dead by now, have them roll a fist full of d6s).

Random Encounters (To Throw in when Flavorful)

  • The Group is Split – How will you find each other?
  • Dark, Cold and Hunger – You have lost your rations and are starting to grow hungry and cold
  • Sudden but Inevitable Betrayal – One of you is Secretly a Mi-Go, come to collect your brains.
  • Lost Something Vital – You lose something vital to the mission (ex. A key, a map, your satellite phone to signal the rescue team). How will you recover it?
  • Injured – Someone’s leg is badly hurt. Can you save them?

 

Stupid Deaths

Need a Stupid Death that can be used anywhere? Here are a few:

  • Alien Possession – Your mind and body functions are taken over by a Yith. Sadly, the Yith doesn’t realize that you need to breath, and you suffocate to death.
  • Ghouls – A pit opens beneath your feet, and you fall into a cavern of ravenous ghouls. (I hate when that happens).
  • Existential Crisis – You suddenly remembered that you don’t exist. You instantly cease to be.
  • Glowing Rock from Out of Space – You are crushed by colorful meteor that happened to land on your exact location. You are dead (or, worse still, become mutated into a half-dead monstrosity that serves as the next Encounter).
  • Finally Caught You – The grizzly, ghoulish hound that has been tracking you for years finally catches up with you, tracking you all the way to Antarctica. It tears you apart in seconds. Guess you shouldn’t have stolen that Jade Amulet from that grave all those years ago!
  • Light Reading – You pull out your “Necronomicon – Pocket Edition” and read a few pages before your mind dissolves.
  • Grizzly End – By some strange compulsion, you pick a fight with a polar bear. You lose badly. How the polar bear wound up at the SOUTH pole shall remain a mystery.

Got a chance to try it out? Any feedback? Please let us know. Until then, Game on!

-Dave Seidman Joria