Apothecary Rogue
Bartender Rogue
Clover Rogue
Coinmonger Rogue
Covert Operative Rogue
Divine Hand Rogue
Divine Sniper Rogue
Duskwalker Rogue
Eldritch Scoundrel Rogue
Enforcer Rogue
Escapist Rogue
Fell Infiltrator Rogue
Gambler Rogue
Graverobber Rogue
Herald of the Ebon Star Rogue
Magician Rogue
Magpie Rogue
Ninja Rogue
Quickdraw Rogue
Reaper Rogue
Ruffian Rogue
Secret Service Rogue
Shadow Rogue
Shadow Stitched Rogue
Slider Rogue
Stray Rogue
Surgeon Rogue
Thousand Faces Rogue
Titan Slayer Rogue
Veil Warden Rogue
Vigilante Rogue
Witchblade Rogue
Wormwood Specter Rogue
You have trained in the science of chemistry and learned to make a variety of concoctions that heal and harm. You may specialize in cruel poisons and admixtures that debilitate your enemy, restoratives and drugs that empower your allies, or dabble in both. Apothecaries often learn their craft under a mentor or at an academic institution, but it’s also possible to learn this science through books and experimentation.
As a Bartender Rogue, you serve cocktails just as quickly as you do death. This Charisma based archetype focuses on supporting the party as well as influencing the people within your living world.
Clovers are rogues with supernatural fortune. You might believe your luck to be the blessing of the gods, the favour of your ancestors, or simply your birthright. Alternatively, many clovers are highly superstitious; you might think your luck is owed to simple, ritualistic habits.
While cities like Sharn, Waterdeep, Kaldeerra, Oseron, and Silkville host the most trade in accross the plane, it is nothing before the immeasurable Crooked Market. Within the intermediate pocket planes in Carnides, the creatures of the planes gather to speak, trade, and exchange. Coinmongers can be found there by the dozens, channeling planar magic into mundane coins to alter reality around them, and some bring this knowledge back to the Material Plane. As a Coinmonger, you play a dangerous game, as the solars of Old Carnides will respond swiftly to anyone whose actions may disrupt the Market’s stability.
Covert operatives are the multi-tools of the underworld. With an array of magical gadgets at their disposal, they are prepared for whatever trouble comes their way (or whatever trouble they stir up). Foes rarely recognize a covert operative before it’s too late, as an explosive array of concealed tricks fly from their sleeves.
Covert operatives are typically spies and undercover agents in the employ of the Planes’ many factions. These rogues are resourceful experts in concealing and creating equipment to address any contingency. This capacity for flexibility makes covert operatives ideally suited for delicate or dangerous situations. Rogues who pursue this archetype demonstrate great intelligence regarding problemsolving and the rapid-fire dexterity necessary to pull off such intricate schemes.
As a Divine Hand, you focus your training on the arts of death and execution. However, unlike an assassin you do not employ yourself in the service of mortals. You have a higher calling, and have devoted yourself into the service of a deity. With this deity you have formed a personal connection—they speak with you directly, ordering you to dispose of their enemies and giving you other such tasks. To assist you in your endeavors, your deity has granted you divine powers. These powers can help you slay any foe, but are especially effective against the enemies of your deity.
Divine Hands are often members of a clergy, working directly for the church of their deity. But others work outside of any organization, and perform their duties independently—working only for themselves and their deity.
Armed with arrows made of pure faith and light, the Divine Sniper specializes in getting in, eliminating their target, and getting out. Empowered by light that shines forth from their very soul, their arrows can light the blackest night.
This tradition is common in Maridur and other fortresses of the Silver Flame, as its lay worshippers are encouraged to practice archery. The Argentum actively recruits Divine Snipers, both for their potent archery skills and their roguish abilities.
The shulassakar of the Loghtfan also share deep ties to the Silver Flame, and Divine Snipers are counted among their number. The Deathguard of Markora holds both deathless and mortal Divine Snipers, empowered by the light of Irian. Kalashtar refer to Divine Snipers as Soulbows, according them great respect.
Many witches go through lengthy rituals to call forth specific spirits through the veil and into our world, but Duskwalkers have no time for such frippery. Their covens focus on speed and versatility, learning to adapt to situations as quickly as possible. Their practice allows them to summon the help of spirits almost instantly, without the use of lengthy and carefully cast spells, but this comes at a cost: a duskwalker’s abilities depend entirely on whether they are bathed in light or in darkness. When standing in a brightly lit room, they can channel spirits that give them formidable defensive abilities and draw truth from lies and fabrication; when standing in darkness, they can meld with it, becoming one with the shadows as they wait to strike at the perfect time.
This dichotomy inherent in their specific practice of witchcraft defines them. Not only their arcane abilities but their entire beings are influenced by light and dark. As different spirits are called to their aid, by the whims of the light and the dark rather than their own choices, many of them experience subtle changes in their demeanor. Some witches of this practice even report feeling as if their body is occupied by two completely different people, who each take control depending on the light.
Duskwalker witches constantly walk the crepuscular line between darkness and light. Some become defenders, advisors, and seekers of truth, but just as many become infiltrators, spies, and assassins. One must wonder if the choice of where they stand is really theirs to make, or if their agency in this is just a trick of the light.
Some spell casters have approached (or perhaps been preyed upon by) a patron of great power. These patrons radiate arcane energy and they are able to bestow their gifts on creatures of their choosing. An Eldritch Scoundrel, however, makes no pact, instead subtly stealing this power from these demi-gods.
The backbones of any good Thieves’ Guild, enforcers are ruthless thugs skilled at intimidation and violence. Usually charged with running protection rackets for the Guild, enforcers also handle internal problems of the Guild, ensuring that no Guild member snitches to the authorities or takes more than his or her own share.
Sometimes, running away is the best choice, and no one knows this better than an escapist. These rogues aid its natural stealth and swiftness with conjuration magic that they use to create portals to move safely and undetected through their extraplanar hideout. They carefully plan their infiltrations and escapes inscribing portals in advance, allowing them to disappear and hide, to then attack their targets from the shadows before leaving again. Although incredibly useful as messengers, spies or thieves, some of these rogues are known to be quite paranoid, always running away from some invisible or potential threat.
These are not demons. Few people put themselves in more danger than the Fell Infiltrators. They cloak in shadow and sulfur, walking past the edge of creation to curb profane influence. These daring demon hunters are on a paladin’s quest, but take the back door to fulfilling it. They are spies among fiends, waiting in realms of treachery until just the right moment, then give the universe a most precious gift: another dead demon. While their mask of evil is unnerving and even frightening, a Fell Infiltrator fights the influence of the creatures they imitate. Whether this is to destroy their power or to steal it, however… That depends on the individual.
There is no rogue that hasn't fallen under both the favor and the spite of Lady Luck. To a Gambler, however, the thrill of a risk, calculated or otherwise, brings greater meaning. Gamblers enjoy high stakes, often putting everything on the line to claim that sweet victory. One thing, however, is of certainty; a Gambler's sharp eyes and quick wits are a great boon to have on your side.. at least when they 're not the instigators of great troubles.
Whether out of greed, desperation, or simple curiosity--you stole something you shouldn't have. The dead must be respected and left to rest in peace, and your violation of this principle beset you with a terrible curse. But instead of running from this dark shadow, you accepted it. You took the malignant nature of this curse and turned it into a gift. And now, you are a force to be reckoned with. Graverobbers are rogues who have imbued themselves with eldritch power via desecrating a grave.
Through a mixture of training and personal experience, you have mastered the art of killing not only vampires but any undead who fear the sun’s light. Some heralds of the ebon star see themselves as righteous freedom fighters, battling to receive what they feel is their due, but just as many are simple thugs and thrill seekers, vying to pit themselves against worthy foes. Regardless of their motivations, they are largely viewed as heretics by their own people and with tentative suspicion by most others.
These non-magical tricksters delight in bamboozling their dim-witted opponents and pride themselves on how many times an actual spellcaster has tried (and failed) to counterspell them.
There are many ways a creature can gain some small piece of nature's power. For some it is a gift freely given, whilst others must toil in search of understanding, and from time-to-time nature it self may choose a champion. But for the clever this bounty is free for the taking, if they can only figure out how.
Ninjas often act as assassins or spies for organizations or clans. They are usually sent to complete missions for their benefactors, although sometimes their services to nobility or anyone wealthy and influential enough to afford it. Ninjas are masters of shadow and deceit, utilizing acrobatics and illusions to hunt down their quarries.
Rogues of this archetype are master gunslingers and smooth-talking outlaws who always shoot first. They react with incredible speed, relying on their instincts and skills to shoot down any threat before it can even make a move.
A Reaper is a rogue that is under the employ of a deity of death. When a creature is on death’s door, or if they have outlived their prescribed life in the threads of fate, these rogues will enact the will of their god to end their target’s life with extreme prejudice. As such, rogues of this archetype are primed for killing and nothing more.
You’ve learnt to fight dirty whenever you can, and that villainy - for better or worse - can open more doors than it closes. Yours is a walk of life shared by Thieves’ Guild enforcers, untrained brawlers, highwaymen, crooked mercenaries, and anyone incorrigible or desperate enough to think that enemy groins are ideal targets for assault. Quick thinking, versatility in action, and utter ruthlessness help you to shine in a skirmish, as well as corral strangers in the social world.
Every government worth their salt has uses for people who do the dirty damning deeds that should never come to light. These individuals– whether trained for their job professionally or just happened to be the one person for the job– can charm, stab, or sneak their way into and out of different situations as a true jack of all trades - or by seeming like jacks of all trades.
Some rogues choose to delve into the intricacies of shadow magic, using its unique powers to enhance their skills in stealth and deception. These rogues are a very diverse subset, from simple thieves to hired killers to highly trained bounty hunters. By learning how to separate their shadow from their body, shadow rogues become difficult to catch and even harder to kill.
Rogues exposed to the multiverse quickly grasp the vast panoply of riches that could be theirs. And not just material goods. To those with the proper training or connection, a wealth of spiritual treasure is available in the form of creatures from other realities. These rogues learn how to summon these creatures’ essences by reaching through the dimensions. Once called, an extraplanar being can be quickly “stitched” to the rogue’s own shadow, giving the rogue new abilities drawn from across the multiverse.
A handful of spellcasters know the secret of dimensional travel. In return for service or another recompense, they may teach a rogue how to stitch the potential of an extraplanar entity to their souls. Newly Shadow-Stitched rogues are free to pursue their own interests, unless their patron requires a boon at some later date.
There are many names for this particular set of skills, but those in the know refer to its practitioners as Sliders. Graced with supernatural power from their lineage or through a ritual passed down between fellow Sliders, they are able to ignore the friction generated by almost any surfaces and contort their body with inhuman flexibility, their elegance and speed allow them to perform twisted maneuvers across the battlefield, or access places they probably shouldn't. A marvel to behold, and a devil to catch. At their peak, they are a whirlwind of trouble that leave their foes lying humiliated in their dust.
Down the misty ally ways of the iron city an abandoned child has been taken in by a family of black cats warming them from the fresh snowfall. This child will eventually learn the powers of the trickster shifting their form and collecting secrets.
A different cut entirely, a surgeon is a rogue that has come from the bloodiest walk of life possible... that of medic. Few things phase a rogue that has spent time seeing the worst that the battle field has to offer - roper bites, dragon burns, acid sprays and worse - and their in depth knowledge of anatomy can cut both ways on the battlefield. Unwise would be the one that underestimates the deadly precision of surgeon, for cutting things open was never the hard part of their job.
Surgeons tend to be fastidious and educated, but where their moral compass points can vary widely on what brought them to their calling.
You possess the skills and talents necessary to imitate others. After some practice, you can even wear others’ faces. You master the very fundamentals of being someone, and later being no one, when your art reaches its peak. As a Rogue of a Thousand Faces, you can be an excellent spy or a skilled thief of life. You can be an assassin that nightmares are made of, as well, since you not only take lives, but also steal them from your victims. In many realms, guilds or organizations that are tied to Thousand Faces are well-hidden communities. Thus, the origins of the Thousand Faces’ supernatural gifts are unknown to most.
Though titan slayers often adopt larger-thanlife names and perform immense feats, they are universally little folk, such as halflings and gnomes, which excel at battling foes larger than themselves.
As a titan slayer, you have learned a number of techniques to dumbfound larger creatures so that you can target their vital areas and bring them down swiftly. You use your foe’s size against them, weaving between their limbs and striking when they least expect it. No challenge, no foe is too large for you, for as they say, “The bigger they are, the harder they fall.”
In the oppressive shadows of the city's underbelly, silence is the currency of the powerful. Those who harbor the world's darkest truths wield a power far beyond mere knowledge, bearing burdens that could shatter weaker souls. Behind grimy facades and in the echoing chambers of forgotten crypts, initiates of time-forgotten orders, whispered cults, and clandestine sorcerers either stand as the last bulwark against these eldritch truths or scheme to thrust their malevolence upon the unsuspecting world.
Most Vigilantes are investigators, bounty hunters, and local heroes. They work to punish crime and they value justice above practically anything else. Most vigilantes are villains and criminals in the eyes of those who prefer law over justice. It is common for a vigilante to work with people who share the same perspective about justice as they do, and it is also common for a vigilante to act as a judge, a jury, and an executioner all at once.
The order of the witchblades teaches its members to brew a wide variety of hellbroths, deadly poisons, corrosive acids, and other such concoctions and decoctions. Armed with coated blades and explosive vials of both chemical and alchemical mixtures, they are prepared for any situation. No matter how much wealth a noble accrues, or how big and strong a monster grows, they are nothing compared to the merciless touch of nature - and you are its vessel.
These debilitating, mind-numbing effects are produced by secret recipes, which are often only bequeathed from parent to child, or mentor to mentee. This oral tradition usually goes back to a particularly creative, and conveniently amoral alchemist, a back-alley apothecary, a trained physician, or even a disgruntled gardener.
Whichever the case might be, you know your way around both a dagger and a cauldron. In the hands of a witchblade like you, a couple droplets can change the course of history.
The Wormwood Specter is a thief, a shadow, an assassin with supernatural traits. They have undergone a significant and painful change in and of their bodies, soaking up an unnatural poison known as wormwood. This substance, which they learn to control, confers on them new abilities and powers, making them into something more than merely human.