Rogues

Adept at skills of persuasion, coercion and feats of dexterity, Rogues are often quite quiet, private people. They are good at managing situations and even better at making their escape. In all the lands of Mithrym there are four types of Rogue …

Assassins

An Assassin has spent their life building their body into a strong athletic specimen. While they are not as built as a Fighter, they are strong, fast and able to move silently. They use these skills to quietly and promptly kill. A job for which they are very well paid.

Thieves

A Thief is usually quite wiry and very quick with their hands. They are adept at finding ways into places and especially good at taking things without being seen.

Diplomats

A Diplomat has spent their life learning the art of persuasion. They are popular for use in negotiations between companies and always present for any treaty being made between nations.

Hunters

A Hunter is a solitary Rogue that has chosen to live away from civilisation. They are adept at tracking and very good with animals.

All rogues have a hit dice of: d8

Class Bonuses

Level Bonus
1 DASHING FIGHTER: You may swap your strength modifier for your dexterity modifier on melee attacks.
3 CAREFUL AIM: As a bonus action, you give yourself advantage on your ranged attack that round.
5 UNCANNY DODGE: As a reaction to an attack you may divide incoming ranged damage in half.

Sub-Class Bonuses

Level Type Bonus
1 Assassins DISGUISE: Assassins are adept at utilising objects and items nearby to create convincing disguises to avoid detection. An Assassin must state what object they are using but may then use it to get a temporary bonus of 2 to their Stealth. Disguise must be initiated in one round and is then in place for all future rounds until the Disguise has been shed.
1 Thieves MAGIC HAND: Thieves, through long practice of their art, have developed an attunement to the magic of the world. As such they can conjure into being a spectral hand to appear up to 10 m away from them lasting for a maximum of 1 minute. The hand can be used to manipulate an object, open an unlocked door or container, stow or retrieve an item. The hand cannot attack, activate magic items, or carry more than 5 kg.
1 Diplomats AUTHORITY: All Diplomats are issued with documents of authority which they may use when identifying themselves to a non-player character in order to receive advantage on all Charisma and Persuasion rolls during that encounter. If the non-player character is illiterate however, the Diplomat must first succeed on a Normal Persuasion Check for this Bonus to apply.
1 Hunters ROUGH LIVING: 2 extra levels in Nature.
3 Assassins QUICK EXIT: To enable quick escape from a kill, an experienced Assassin may drop from a height of up to 15 m without taking fall damage.
3 Thieves ARSONIST: An experienced Thief has deepened their practice of natural magic and can create sparks by a flick of their wrist or a click of their fingers. As an action, these sparks can be used to ignite already flammable objects.
3 Diplomats SALARY: An experienced Diplomat is rewarded with a stipend of 10gp per week. They must be able to attend their town of employment to recieve this however.
3 Hunters LONG STRIDE: Experienced Hunters can double their movement for one round without dashing but must move normally for the following round.
5 Assassins TRUE AIM: Very experienced Assassins automatically hit with ranged weapon attacks if they have not yet been seen by the target.
5 Thieves SHADE AWAY: Very experienced Thieves, with a deep connection to natural magic, may move through dim light as if it were complete darkness.
5 Diplomats HERALD: Proven diplomats are given a non-combatant assistant to go ahead and announce them (all ability scores are 10, they have no skill levels, their AC is 10 and they have 12 HP, they cannot participate in combat but can perform tasks, carry messages and look after items).
5 Hunters TRACKER: Very experienced Hunters may follow the trail of person or creature made within the last day without the need for a skill check.

Sub-Class Abilities

Level Type Ability
1 Assassins SILENT KILL: When attacking, if the Assassin has not yet been seen by an enemy they may make a Normal Stealth check which, if successful, results in a successful attack with double damage. If the enemy is still alive after the attack or if the check fails then combat begins as usual.
1 Thieves PICK POCKET: 2 extra levels in Finesse.
1 Diplomats PERSUASIVE ARGUMENT: 2 extra levels in Persuasion.
1 Hunters ANIMAL FRIEND: Hunters know animals well, especially the animals of the continent they are from. They receive 1 extra level in Nature and get advantage on any rolls related to animals of the same continent they are from.

Proficiency

Proficiency in a weapon adds +1 to attack rolls made using that weapon. Skill proficiencies give +1 to the chosen ability (Academia, Brawm, etc). Craft proficiencies give +1 to any check involving that craft. A full list of crafts can be found here.

These numbers represent the total number of each proficiency at a given level, not the number of new proficiencies at that level.

Level Weapons Skills Crafts
1 0 0 0
2 2 4 1
3 2 4 2
4 4 8 3
5 4 8 4
6 6 10 5