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Your Scout has developed lightning-fast speed and timing. Whenever attacking during your turn, you can make another attack as a bonus action. If dealing damage from a distance is fun for you, this is a good choice. Soul Knives are highly sought after as spies by government agencies and organized crime syndicates.

Their mix of stealth and psychic power makes them ideal for a range of cloak-and-dagger activities. This can make for some interesting backstories. This became associated with spies and assassins, who in trying to get close to high-profile targets, would have to lay their sword aside.

Soul Knives use a pool of psionic energy d6 to bolster their abilities. Your Psi-Bolstered Knack allows you to roll one d6 from your pool and add the score to a failed ability check. This is a fun mechanic and works well with a psychically gifted character like this. When it comes to how to handle dice pool abilities like Psi-Bolstered Knack, DMs will vary in their approach.

It can be inconvenient if, for example, the DM wants to keep information from the party for narrative purposes but the Soul Blade wants to use their ability to retry a failed ability check. The rules help deal with this situation by only taking a die on the successful use of Psi-Bolstered Knack. Psionic energy is the force which bolsters your abilities and sets you apart from other rogues.

From level 3, you can expend a die to create a telepathic link with an ally or reroll a failed ability check. Your Psychic Blades are another manifestation of this energy, dealing psychic damage to your enemies. Invisibility, mind-reading, and further development of psionic-based attacks await you as a higher level Soul Knife. At 3rd level, your abilities begin to manifest themselves in a way that you can control for the first time. This is represented by your pool of Psionic Energy dice — each a d6.

The number of these dice available to you is twice that of your proficiency bonus. Many of your powers expend a die when you use them. These dice are regained after a long rest and a single die can be regained as a bonus action once per rest.

The size of your Psionic Energy dice increases with levels — d8 at level 5, d10 at level 11, d12 at level This ability can be used once after a long rest with expending a die. Any subsequent uses cost one Psionic Energy dice to be depleted. Your powers manifest themselves in combat as blades of psychic energy. When you attack, you can make these blades appear in your free hand and strike enemies with them. This ability deals 1d6 psychic damage plus your ability modifier and leaves no visible mark on your opponent.

After this first attack, you can make a second set of blades appear in your other hand and make another ranged or melee attack as a bonus action. This second attack deals 1d4 damage instead of 1d6. At level 9, you unlock further ways to use your Psionic Energy and increase the power of your Psychic Blades.

With a veil of psychic energy, you make yourself and everything you wear or carry invisible for one hour or until you dismiss the ability.

The effect ends immediately if you attack a creature or force it to make a saving throw. You get one use of Psychic Veil per long rest. To use this ability again, you must expend one of your Psionic Energy dice. On a failed saving throw , the creature is stunned for one minute.

At the end of this time, it makes the saving throw again, only ending the stunned status on a successful roll. Once you use this ability, you must complete a long rest or expend three Psionic Energy dice to use it again. This is a powerful archetype with lots of options for battlefield control, tactics, and cooperative gameplay. Part-duelist , part-dancer , and full-time performer , the Swashbuckler depends on charisma, speed, and grace in near-equal measure.

Many people use their Swashbuckler to dart in and out, attacking the enemies protected by the front line without getting hit. The charismatic Swashbuckler is fun to play and supported by well-executed mechanics and abilities. At level 3, this ability allows you to land a strike and get out of the way before your opponent gets an Opportunity Attack.

Your confidence is powerful enough to aid you in battle. You get a bonus to your initiative rolls equal to your Charisma modifier. You also no longer need advantage to use Sneak Attack on a creature within 5 feet as long as there are no other creatures within 5 feet of you.

For this to work, the creature must be able to hear you and you must share a common language. This effect lasts for one minute or until one of your party attacks the creature or targets it with a spell. It also ends if you and the targeted creature are more than 60 feet apart. During this time, the creature will treat you as a friendly acquaintance. The effect ends if you or your party target the creature with anything hostile.

Your uncanny speed and skill allow you to use a bonus action to gain advantage on the next Dexterity Acrobatics or Strength Athletics check you make during that turn. Your skill at one-on-one fighting is so great that you can potentially turn a failure into a success.

If you miss an attack roll, you can now roll it again with advantage. This can only be used once per long rest. The Swashbuckler is fun, user-friendly, and a useful member of any adventuring party.

Pretty much a roguish staple since the birth of gaming, the Thief is a classic for a reason. Consider some of the many homebrew solutions to this. When you make a running jump, the distance it covers increases by the number of feet equal to your Dexterity modifier. From Level 9, you have advantage on Dexterity Stealth checks while moving at half your speed.

Your career has taught you enough about magical items that you can ignore all class , race , and level requirements on the use of magical items. You are so much faster than the enemy that you can take two turns at the start of any combat encounter. The first turn is taken at whatever initiative you rolled and the second at this score minus The Thief is an iconic and valuable subclass in most types of adventure. They are a fun, versatile subclass to roleplay and useful in exploration and combat.

Also, this is Dungeons and Dragons — play a thief for the purity of it. This is classic, Bilbo-inspired, heritage-gaming at its finest! We are cautious about ranking the subclasses in a tier but for an excellent video doing just that, check out the link below from Dungeon Dudes:. This is a classic archetype with a lot of room for unique touches. Portions of the materials used are property of Wizards of the Coast. Donal Keating Last update: July 27, Be the first to comment!

Table of Contents. Read our in-depth subclass guides : The Rogue Arcane Trickster The Rogue Mastermind How to Use This Guide Everything in this guide has an emoji, ranking how useful a given ability or feature is to playing this class effectively. What We Like It feels great when you carefully coordinate with your party, using assassinate to take out the main threat with a single hit.

Subclass Takeaways Assassins are fun to play and make a logical rogue subclass. What We Like There are few classes to match the Inquisitive ability to notice things and pick out detail in the game world. Subclass Takeaways The Inquisitive is a strong concept that is slightly let down by some underwhelming abilities outside of noticing things.

What We Like This is a versatile subclass and one whose versatility is well-supported by the mechanics and surrounding lore. What To Watch Out For? Phantom Class Progression From level 3, the Phantom can borrow skills and proficiencies from the dead and even call on their aid in battle.

The spirit will answer quickly in a language it knew in life. The spirits of the dead are drawn to you as you sleep Subclass Takeaways This is a worthy addition to the rogue. What We Like When your huge arsenal of skills and proficiencies mesh with some of your later abilities like Insightful Manipulator, the Mastermind shines. Mastermind Class Progression Helping your allies in battle and infiltrating enemy strongholds to collect inteligence are your bread and butter as a Mastermind.

Subclass Takeaways The Mastermind will immediately appeal to a certain kind of player. What We Like The skills , proficiencies , and abilities with this subclass all raise interesting questions about character backstory. What We Like Soul Knives use a pool of psionic energy d6 to bolster their abilities. Soul Knife Class Progression Psionic energy is the force which bolsters your abilities and sets you apart from other rogues. Random Monster Generator Generate random monsters and stats.

Random Dungeon Generator Generate a dungeon with monsters and traps. Random Encounter Generator Select monsters based on encounter level, climate, and terrain. Random Treasure Generator Coins, gems, art objects, and magic items.

Quick Reference crobi's reference of actions, conditions, and environmental effects. Spell Sheet List spells by class, level, school, etc. Monster List List monsters by size, type, tags, alignment, etc.

Magic Items List magic items by type, rarity, etc. Encounter Size Calculator Calculate encounter size based on party size and level. Random Encounter Generator Select monsters based on encounter level and environment.

Weird Name Generator Generate random names for characters, eldritch things, tomes, etc. Design to port the game to the Apple Macintosh and Commodore Amiga upon which Epyx would take over distribution and marketing. Toy obtained an Macintosh and took the lead in marketing the game to that system. Both Toy and Lane recognized that they could implement improved graphics with the Macintosh version, but neither had art skills to make the icons.

Toy reached out Wichman to help with these graphics. Wichman was initially cautious due to the fact that his credit for Rogue in the PC version had been cast as a "contribution" equal to the UCSC playtesters rather than as equal to Toy, Arnold, or Lane. However, he agreed to help and joined A.

Following this, Epyx requested that Wichman lead the development of the Atari ST version, with the company providing Wichman a system to work on. This work occurred alongside Toy's work on the Amiga version. Epyx would also fund A. Design to port the game to other systems including the TRS Color. Borch recognized the difficulty in marketing Rogue through traditional methods compared to other games on the market at that time, and opted to push the title through software catalogs rather than retail channels.

Though it sold well initially, Rogue's sales quickly declined and was considered a commercial flop. Besides the competition from more graphically-interesting games, Wichman attributed the failure to the fact that the commercial version of Rogue was essentially the same game previously offered for free via BSD and did not pose a new challenge.

Epyx eventually went bankrupt in , and A. Design disbanded. None of Toy, Wichman, Arnold, or Lane profited greatly from Rogue though became renowned in the industry for their participation on the game. Reviewer: Hughkills - favorite favorite favorite favorite - March 30, Subject: Faithful to a fault I spent many an hour on this game back in the day Reviewer: slinberg - favorite favorite favorite favorite favorite - April 18, Subject: Greatest game ever made.

I lost my life to this game. And I lost it again when it was no longer possible to run it. No, I never won it. Nobody has ever won it. Twice, I did manage to get my hands on the Amulet of Yendor, but died on the way back up.

If you had RedEdit, you could hack the C strings in the original game to tweak the weapons damage. Damage was stored in the format "XdX", as in "3d6".



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