The Rogue is an opportunistic skirmisher who can safely pick off enemies at range or outmaneuver them in close-quarters combat.
Role: Combat Striker
Difficulty Rating: ★★☆
Health: 9
Armor: 4
Speed: 4
Melee Attack: 1d6 to hit, 1d6 to damage, Range 1
Ranged Attack: 1d6 to hit, 1d6 to damage, Range 3
When making your Melee and Ranged attacks, you may re-roll any dice that land on a 1 for rolls to hit and damage.
Once per round, you may use one of your Rogue’s Trainings.
You learn one Rogue's Training of your choice from the list below when you get this ability.
Some Trainings require you to be a higher level to learn them.
Each time you gain a level, you may trade one of the Rogue's Trainings you know for a different one.
These are the Rogue’s Trainings you may learn.
Evasion: For 1 round, any attack against you must be rolled twice and the lower result used.
Sneak Attack: The next attack you make this turn deals +2 dice of damage.
Preparation: Choose an enemy within 3 spaces of you. On your next turn, the next Melee or Ranged attack you make against that enemy has +1 die to hit and damage.
This ability requires you to be at least level 3 to learn.
Heart Shot: If the next attack you make this turn hits, the target gains 2 Bleeds.
This ability requires you to be at least level 6 to learn.
Choose one of the specializations listed below - Assassin, Bard, or Ranger.
At this level, and some later levels, you gain abilities based on the specialization you choose.
You learn one Rogue's Training of your choice from any list available to you.
Your Health increases by 5.
You gain a point in a Skill of your choice.
You learn one Rogue's Training of your choice from any list available to you.
Your Health increases by 4.
You gain a point in a Skill of your choice.
You learn one Rogue's Training of your choice from any list available to you.
Choose one of the following:
Your attacks deal +1 die of damage
Gain a point in a Skill of your choice
Your Health increases by 3
Your Speed increases by 1
The Assassin is a vicious fighter who takes advantage of a victim’s weak spots to cripple and kill them in an instant.
Role: Combat Striker
Difficulty Rating: ★★☆
Whenever you are next to an enemy, and one of your allies is also next to that enemy, you are Flanking that enemy. This affects your Assassin abilities against that enemy.
Once per turn, while you are Flanking an enemy, you use a Rogue’s Training ability without it counting against your limit for the turn.
The list of Assassin's Trainings below is added to your list of available Rogue’s Trainings.
You learn one Rogue's Training of your choice from any list available to you.
These are the Rogue’s Trainings you may learn as an Assassin.
Expose Armor: This turn, the next Melee Attack you make against an enemy you're Flanking treats the target as though their Armor were 1 lower.
Shadowstep: Shift to an empty space next to an enemy within 2 spaces of you. Then, if you are Flanking them, your Armor is increased by 1 against their attacks until your next turn.
Cull the Weak: This turn, the next Melee Attack you make against an enemy you're Flanking is also made against any other enemies next to both of you. These extra attacks only deal 1 damage on a hit.
This ability requires you to be at least level 5 to learn.
Go for the Throat: This turn, the next Melee Attack you make against an enemy you're Flanking gains +1 die to hit.
This ability requires you to be at least level 8 to learn.
Instead, twice per turn while you are Flanking an enemy, you use a Rogue’s Training ability without it counting against your limit for the turn. Or, you may forgo both uses and instead make a Melee Attack against that enemy as a Bonus Action.
Melee Attacks you make while Flanking deal +1 die of damage.
The Bard is a whimsical friend to their party, provoking foes into missteps and cheering allies to victory.
Role: Support Controller
Difficulty Rating: ★★★
Your Armor is reduced by 1 (to a base of 3).
Your Health increases by 2.
The first time each round that an enemy or ally within 5 spaces of you rolls a 1 to hit with an attack roll, gain a Blunder die.
Whenever you gain a Blunder die, roll 1d6 and note the result. Any time an enemy or (willing) ally within 5 spaces of you would make an attack roll to hit or deal damage, before they make the roll, you may spend one of your Blunder dice and have them use that result instead of rolling. This includes dice that would be re-rolled, but must be done before they are rolled again.
At the end of combat, you lose all your Blunder dice.
Bard’s Training
The list of Bard’s Trainings below is added to your list of available Rogue’s Trainings.
You learn one Rogue's Training of your choice from any list available to you.
These are the Rogue’s Trainings you may learn as a Bard.
Song of Mockery: You may either gain 1 Blunder die or re-roll 2 of your Blunder dice.
Song of Vigor: You or an ally within 3 spaces heals 1 Health. You may spend a Blunder die, and if you do instead pick a number of targets up to the die's value.
Song of Shuffling: You or an ally within 3 spaces gains +3 Speed for 1 round. You may spend a Blunder die, and if you do instead pick a number of targets up to the die's value.
Song of Precision: An ally within 3 spaces gains your Rogue's Precision ability for 1 round. You may spend a Blunder die, and if you do instead pick a number of targets up to the die's value.
This ability requires you to be at least level 5 to learn.
Song of Steeling: You or an ally within 3 spaces gains +1 AC for 1 round. You may spend a Blunder die, and if you do instead pick a number of targets up to the die's value.
This ability requires you to be at least level 8 to learn.
Your Health increases by 1.
At the start of your turn, you may re-roll any of your Blunder dice.
Whenever your Rogue's Precision lets you re-roll a die, gain 1 Blunder die.
Your Health increases by 1.
At the start of combat, you gain 3 Blunder dice.
The Ranger is a careful and tactical fighter who keeps their enemies at bay and uses a variety of woodland tricks to help their allies.
Role: Combat Controller
Difficulty Rating: ★★☆
Your Ranged attack’s Range increases by 2 (to a base of 5).
Trick Shot
For the first Ranged Attack you make on your turn, you may choose one of the following:
If the attack hits, push that creature up to 2 spaces away from you
If the attack hits, that creature’s Speed is reduced by 2 for a round
If the attack hits, for 1 round that creature must roll any attacks twice and keep the lower result
The attack deals +1 die of damage
Ranger’s Training
The list of Ranger’s Trainings below is added to your list of available Rogue’s Trainings.
You learn one Rogue's Training of your choice from any list available to you.
These are the Rogue’s Cunning abilities you may learn as a Ranger.
Aimed Shot: The next Ranged attack you make this turn gains +1 die to hit.
Net Trap: Choose 3 spaces, in a straight line, all within 5 spaces of you; those spaces are filled with a net wall for the rest of the fight. The wall occupies those spaces and nobody can move into or through it, but everyone can see through it and ranged attacks can go through it. The wall has 2 Armor and 1 Health, and once its Health runs out the entire wall is removed.
Skirmish: Shift up to 3 spaces.
This ability requires you to be at least level 5 to learn.
Exploding Trap: You place a trap in a space within 3 spaces from you, which is very obvious. At the start of your next turn, all creatures (even allies) within 1 space of it each gain a Bleed.
This ability requires you to be at least level 8 to learn.
Trick Shot
You may choose two different Marksmanship options for the first Ranged Attack you make on your turn.
Trick Shot
Your Ranged attack gains +1 die to hit.