[Base] d20 Rogue Class Variant

These materials represent the Incarna i20™ approach based on d20 use.

ONLY Applicable to the i20 Variant

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.

Story Emphasis: It is strongly suggested that all characters have some story for the important elements of their characters.

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

Primary Aptitude(s): Kinetic

LEVEL-UP: The GM rewards a character a level based on Merit. By default, i20™ assumes by campaign milestone and limited by Experiences using Improvement Limits. Multiclassing follows i20 multi-class parameters in addition to the base requirements. Sanity increases by 1 every 4 character levels.

Changes to the PHB Rogue Class

  1. Tasha’s Cauldron: NOTHING; Xanathars: Paths – [All paths require some story explaining their assumption.] Mastermind, Scout

Rogue – Assassin Path

[All paths require some story explaining their assumption.] 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, or even a psychopathic malevolence. 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. Their reputation may cause them to be prioritized as a target.

This reflects an aspect of the negative creeds. Generally, this make it difficult to follow any precepts of the positive ones: Benevolent, Good, or Virtuous. Additionally, gaining rewards for association with a group reputation and group concord may be reduced by assuming this mantle of death.

Rogue – Thief Path

[All paths require some story explaining their assumption.] 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 Path

[All paths require some story explaining their assumption.]

Magic/Spell Changes


Mystic Tradition: 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. [All paths require some story explaining their assumption.]

  • 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.

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: