[Base] d20 Rogue Class Variant

These rule changes are for the d20 System™ as represented in the Basic Rules presented in full as The ©Players Handbook.

     ONLY Applicable to the Incarna d20 Variant      

Universal for all classes: Starting Equipment and Money = By campaign setting – DO NOT USE THE ©PLAYERS HANDBOOK.

Primary Aptitude(s): Kinetic

Authorities may pester and harass a character for evincing behaviors deemed bad (per Rogue class capabilities) in an lawful, ordered society. Of course, less scrupulous types may think of such characters fondly when needing such work done for their enterprises and provide income and/or patronage. Getting caught breaking the law often makes companions guilty by association – forcing them into decisions they would normally avoid. A reputation for following deception, thievery and/or murder may result in an increased cost in goods and services.

Changes to the PHB Rogue

  1. Tasha’s Cauldron: NOTHING; Xanathars: Mastermind, Scout

Rogue – Assassin

Specializing in dealing death (as opposed to a fighters general physicality and blunt approach on conflict) reflects a certain lack of concern for the well being of others. If death (the sneak attack) is the focus and they are seen using it, a character will likely be judged and have a reputation as someone not to be trusted and to be avoided. Cases of ambush and murder may be attributed to the character, inaccurate or not.

Rogue – Thief

Stealing someone’s goods is never considered lawful or good. Penalties for this keep the population of thieves in check; Leveraging the same abilities as a troubleshooter – an expert in identifying security weaknesses, or as a spy or saboteur is considered effective espionage and defense.

Rogue – Arcane Trickster

Magic/Spell Changes: By default, all ‘spell casting’ follows the Empowered Magic rules that remove the “each round” aspect of most spell saves. The use of magic to augment the rogue is a unique path. One must have the aptitude and occult training or divine connections for such a thing. As a rogue, those who tutor magical apprentices may find it not worth their time and in fact a liability to have someone with the mindset of a thief a trusted party. This leaves self-taught (primer), Bargain, or divine inspiration the most common methods. The combination of capabilities is usually rare. And rarity creates mystery and distrust.

  • Magehand: Will require an Attack roll or use a Saving Throw (default) to place or take something on a conscious entity. All actions, depending on level of detail required, may require the target to be within 5′ and the details must be visible to the eye. Failed attempts make the hand visible.

This pathway uses Spell type castings for determining Casting Constraints.

Scope of Spells It is recommended that the scope of spells be limited to sneaky spells – this is the core of the archetype is to combine surprise and concealment ability and arcane.

Time and Study: Characters taking this pathway of development must account for learning their magical abilities.
Means of shortening this: