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# Rogue

# Ability Scores

Rogues gain a +2 class bonus to Dexterity or Charisma, as long as it isn’t the same ability you increase with your +2 species bonus.

# Skills

Rogues get 2 skill points in any Dexterity or Charisma skill like Acrobatics, Stealth, and Streetwise.

# Gear

At 1st level, rogues start with the clothes on their back and the dice in their pockets. They also start with various bladed weapons and some armor. Plus various oddments suggested by their background.

# Gold Pieces

Rogues start with 25gp.

# Armor

Armor Type Base AC Atk Penalty
None 11
Light 12
Heavy 13 –2
Shield +1 -2

# Melee Weapons

Weapon Type One-Handed Two-Handed
Small LEVELd8 dagger LEVELd6 club
Light or Simple LEVELd8 shortsword, wicked knife LEVELd8 spear
Heavy or Martial LEVELd8 (-2 atk) longsword, scimitar LEVELd10 (-2 atk) greatsword

# Ranged Weapons

Weapon Type Thrown Crossbow Bow
Small LEVELd4 dagger LEVELd4 hand crossbow
Light or Simple LEVELd6 javelin, axe LEVELd6 light crossbow LEVELd6 shortbow
Heavy or Martial LEVELd8 (–1 atk) heavy crossbow LEVELd8 (-2 atk) longbow

# Level Progression

Rogue Level Total Hit Points Total Feats Powers Known (H) Power Pool Available (H) Level-up Ability Bonuses Damage Bonus From Ability Score
Level 1 Hybrid (Avg. of both classes) x 3 1 adv 4 1st level Not affected ability modifier
Level 1 (6 + CON mod) x 3 1 adv 4 1st level   ability modifier
Level 2 (6 + CON mod) x 4 2 adv 5 1st level   ability modifier
Level 3 (6 + CON mod) x 5 3 adv 5 3rd level   ability modifier
Level 4 (6 + CON mod) x 6 4 adv 6 3rd level +1 to 3 abilities ability modifier
Level 5 (6 + CON mod) x 8 4 adv; 1 champ 6 5th level   2 x ability modifier
Level 6 (6 + CON mod) x 10 4 adv; 2 champ 7 5th level   2 x ability modifier
Level 7 (6 + CON mod) x 12 4 adv; 3 champ 7 7th level +1 to 3 abilities 2 x ability modifier
Level 8 (6 + CON mod) x 16 4 adv; 3 champ; 1 epic 8 7th level   4 x ability modifier
Level 9 (6 + CON mod) x 20 4 adv; 3 champ; 2 epic 8 9th level   4 x ability modifier
Level 10 (6 + CON mod) x 24 4 adv; 3 champ; 3 epic 9 9th level +1 to 3 abilities 4 x ability modifier

Note: Although not listed on the table, this class gets three talents. It does not gain more at higher levels.

(H): Indicates columns in which hybrid characters lag one level behind.

# Stats at 1st Level

Ability Bonus +2 Dexterity or Charisma (different from species bonus)
Initiative Dex mod + Level
Armor Class (light armor) 12 + middle mod of Con/Dex/Wis + Level
Physical Defense 12 + middle mod of Str/Con/Dex + Level
Mental Defense 10 + middle mod of Int/Wis/Cha + Level
Hit Points (6 + Con mod) x Level modifier
Recoveries 10
Recovery Dice (1d6 x Level) + Con mod
Skills 2, max 5 in any one skill
Relationships 3 points
Talents 3
Feats 1 per Level

# Basic Attacks

# Melee attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage

Miss: Damage equal to your level


# Ranged attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage

Miss: Damage equal to your level


# Class Features

All rogues fight better when they gain momentum, are good at stabbing enemies in the back, and have a knack for avoiding the traps that their clueless allies would stumble into.

# Momentum

Many of the rogue’s powers function only when the rogue has momentum.

You gain momentum by hitting an enemy with an attack.

You lose momentum when you are hit by an attack.

The default is that you can use momentum powers without losing momentum, but a few powers specify that you must spend your momentum to use them. You don’t have to use attacks that require momentum against the foe you hit to gain that momentum.

Momentum powers that do not require you to spend your momentum are generally classified as interrupt actions. You can only use one interrupt action a round, which keeps your momentum powers from dominating the battle.


# Sneak Attack

Once per round when you make a rogue melee weapon attack against an enemy engaged with one or more of your allies, you can deal extra damage if your attack hits.

Rogue Level Extra Damage
1 +1d4
2 +1d6
4 +2d6
6 +3d6
8 +5d6
10 +7d6

# Adventurer Feat

Your Sneak Attack feature also works the first round of combat against enemies with a lower initiative than you.

# Champion Feat

Your Sneak Attack feature also works against enemies who are confused, dazed, stunned, vulnerable to your attack, or weakened.

# Epic Feat

Once per battle when you miss with an attack that would have allowed you to deal Sneak Attack damage, replace the normal miss damage with your full Sneak Attack damage.


# Trap Sense

Even rogues whose backgrounds don’t have anything to do with noticing, avoiding, or disarming traps have a unique knack for dealing with traps.

If a rogue’s skill check involving a trap is a natural even failure, the rogue can reroll the skill check once. If a trap’s attack roll against a rogue is a natural odd roll, the rogue can force the trap to reroll the attack once.

# Adventurer Feat

The trap attack reroll can also apply to a nearby ally of the rogue as the rogue shouts a warning or acts to prevent the trap from hitting.

# Champion Feat

You gain a +3 bonus to skill check rerolls you make against traps.

# Epic Feat

You only take half damage from trap attacks.


# Class Talents

Choose three of the following class talents.

# An Offer You Can’t Refuse

In a situation using social skills where violence is a potential outcome (such as a back alley negotiation or an argument over treasure), get a +3 bonus on the relevant social skill check. If you fail, all enemies attacking you get a +3 bonus to all attacks in the first round of combat.


# Arcane Trickster

You gain a bard, sorcerer, or wizard spell as a bonus power. If it’s a melee attack spell, you can sneak attack with it. Starting from 3rd level, you can replace a rogue power with a spell from the same class, at two levels lower.

# Adventurer Feat

You gain three cantrips from the wizard list, which you can cast like a wizard.

# Champion Feat

You can use a melee weapon as an arcane implement for the spell. If you choose a ranged spell, you no longer provoke opportunity attacks with it.

# Epic Feat

When you are missed by a spell or magical effect, make a hard save (16+). If you succeed, you can use this spell yourself once during the same scene or battle. Use your Charisma modifier for any attack rolls with it.


# Artifact Fence

Buying and selling magic items is a risky business—not just because they are often stolen or outright illegal, but also because it takes a strong-willed individual to carry around that much magical paraphernalia without flat-out going insane. Your prior experience with fencing magical goods allows you to carry and use a number of magic items equal to your level + 1 without suffering item quirks.

Special: If you also take the Thievery talent, you may begin play with one Adventurer-tier magic item which you could normally use (although your specific choice of item is subject to GM approval). This item was stolen, either by you or by whoever gave or sold it to you; whether you’re aware of this information or not is your choice to make. As a result, you also begin play with an additional 1-point negative relationship associated with the person from whom the item was stolen, and you can only receive complicated advantages from that relationship.

# Adventurer Feat

When you activate a rune to enhance an item, you can roll twice for the random enhancement effect and apply your choice of the two.

# Champion Feat

If, while using a number of magic items less than your level + 1, you choose to act upon a magic item’s quirks to the detriment of yourself or your fellow adventurers (or both!), you can improve the benefit granted by that item by 1 tier of efficacy for the duration of your next combat. The GM has final say on what constitutes detrimental, but generally speaking it should be something that makes them chuckle evilly.

# Epic Feat

When using a number of magic items above the limit of your level + 1, you can ignore quirks from item pairs with fundamentally opposing personalities


# Babyface

Whenever you try to play innocent or get away with something, you can reroll a natural even failure on the skill check once. On the other hand, if you try to appear dangerous or intimidate people, you have disadvantage, as people just don‘t take you seriously enough (unless you do something extremely drastic or violent).

# Adventurer Feat

Your knack with people borders on the supernatural. You gain the Charm Person spell as a bonus power. (You can choose either the bard or the wizard version)

# Champion Feat

You no longer have disadvantage to intimidate.

# Epic Feat

You have mastered the switch from innocent to scary. Once per full recovery, you can create a fear aura like a monster of your level, for a number of rounds equal to your Charisma modifier.


# Black Rose Agent

You gain a spell from the necromancer list. You can use Charisma instead of Intelligence for attack and damage with the spell, and you can use a melee weapon as an implement.

# Adventurer Feat

If an ally is engaged with the target, you can Sneak Attack with the spell. If you choose a ranged spell, you no longer provoke opportunity attacks with it.

# Champion Feat

You can switch out a rogue power to gain an additional necromancer spell, at a -2 level penalty.


# Catch Them Unprepared

In the first round of a battle, your attacks have advantage against any opponent that has not acted yet in the initiative order. If there is an ambush or surprise, the surprise round is considered the first round of combat for this talent.

# Adventurer Feat

Gain a free move action in the first round of battle.

# Champion Feat

If both attack rolls hit, the attack is a critical hit.

# Epic Feat

In the first round of combat, your attacks have advantage, even if the target has acted already.


# Clear the Decks

Whenever you have momentum, gain +1 AC equal to the number of engaged enemy combatants −1. Bonus applies only to attacks from engaged melee enemies.

# Adventurer Feat

Bonus now also applies to attacks from engaged ranged enemies.

# Champion Feat

You now also gain +1 PD equal to the number of engaged enemy combatants −1.

# Epic Feat

You now also gain +1 MD equal to the number of engaged enemy combatants –1.


# Cunning

You can use your Intelligence in place of your Charisma for any rogue attacks, talents, or powers that use Charisma (e.g. shadow walk and slick feint). You also gain two extra skill points to spend on intelligence skills and gain a +2 bonus to skill checks involving traps.

# Adventurer Feat

You gain a +1 bonus to Mental Defense.

# Champion Feat

Once per battle, reroll a save against an effect from an attack that originally hit your Mental Defense.

# Epic Feat

Your once-per-battle save reroll is now once per save.


# Espionage

You have a 5-point skill in spying. Activities covered by this skill include: disguise, double talk, mimicking languages, the art of seduction.

# Champion Feat

Regardless of level, you gain harmless misdirection as a bonus power in addition to your normal number of powers.

# Epic Feat

Your Harmless Misdirection now prevents the enemy from attacking you during its next round, whether there’s an engaged ally or not.


# Friendly Fire

Enemy melee attacks that fumble trigger rerolls against the attacker’s engaged allies.

# Adventurer Feat

Enemies on ranged attacks trigger the “shooting into melee” reroll on misses, not the fumbles.

# Champion Feat

Once per full recovery, the reroll automatically hits the enemy.

# Epic Feat

Once per battle, reroll automatically hits the enemy.


# Improved Evasion

You take no damage or effects from missed attacks against your AC and PD.

# Adventurer Feat

Enemies cannot gain advantage on attack rolls against you, or roll more than one die and take the better result.

# Champion Feat

Enemies cannot benefit from increased critical threat range against you. They can only score a critical hit on a natural 20.

# Epic Feat

When you are hit by an attack against AC or PD that also targets other creatures than you, you take half damage.


# Improved Sneak Attack

Your Sneak Attack damage is better than other rogues. Use the following Sneak Attack bonus damage progression instead.

Rogue Level Extra Damage
1 +1d6
2 +1d7
4 +2d8
6 +3d8
8 +5d8
10 +7d8

# Adventurer Feat

Once per full recovery as a free action, you can add your Sneak Attack damage to any hit against one target that would not otherwise have qualified for the damage.

# Champion Feat

Once per full recovery, roll d20s for your Sneak Attack damage instead of d8s.

# Epic Feat

One battle per full recovery, ignore the limitation that you can use Sneak Attack damage only once per round.


# Intrusion Expert

You have an uncanny ability to get where you are not supposed to be. Once per full recovery, you can slip, sneak, bumble, or bamboozle your way into a forbidden place such as a treasure vault, a cloister or an invitation-only festival. (If the GM decides that getting to the goal is especially difficult, they can rule this will cost a recovery, to represent exhaustion or small injuries.) If you used this talent to get into a place, you can generally also get out again, but it doesn’t help you get out of a place when you are confined. It’s for intrusion, not escape.

# Adventurer Feat

You can reroll a natural even failure on a skill check once, when it involves unlocking doors, climbing walls of a built structure, or sneaking around inside buildings.

# Champion Feat

Subconsciously, you are always looking for an entry and exit point. If you have visited a place once, you can recall details such as guard placements, unsecured doors, climbable walls, and so on. You can reroll a natural even failure once on skill checks to remember such details about a location.

# Epic Feat

Your keen sense for architecture can tell you immediately where to find what in a building, even if you enter it for the first time, and even against attempts to hide or obfuscate features such as hidden stairs or wall safes.


# Knife Thrower

Increase your damage dice with small thrown weapons to d8. You can use your Sneak Attack class feature with thrown weapon attacks, as long as the target is nearby and engaged with an ally.

You also gain 3 skill points towards a skill in knife-throwing and knife-juggling performance arts.

# Adventurer Feat

You can use any melee attack rogue power as a thrown weapon ranged attack, as long as it could logically work. For example, you could use Thief‘s Strike with a thrown dagger, but you wouldn’t be able to grab an item with it, when not engaged, only let if fall on the floor.

# Champion Feat

When using a small thrown weapon, you can reroll a natural 2 on the attack roll.

# Epic Feat

Once per battle, when the escalation die is 3+, make a ranged basic attack with a thrown weapon as a quick action. The attack uses a d4 as the damage die.


# Murderous

Against staggered enemies, your crit range with rogue attacks expands by 2.

# Adventurer Feat

You gain a +2 attack bonus against staggered enemies.

# Champion Feat

Your crit range against staggered enemies expands by 2 (now +4).

# Epic Feat

Whenever a staggered enemy misses you with a melee attack, it’s vulnerable to your attacks for the rest of the battle.


# Patient Assassin

You can study a target over an extended period of time to spot its weaknesses. Each hour you spend observing the target, you gain a +1 bonus to skill checks against it, up to a maximum of +3. You can build up a bonus against one target per level. If you study more targets than that, you lose the bonus against the target where the longest time passed since you studied it.

# Adventurer Feat

In a battle against a target you studied, you gain the bonus to initiative and to the critical threat range of attacks against it.

# Champion Feat

You now gain the bonus for each 10 minutes spent studying the target.

# Epic Feat

If you manage to surprise the target at the start of a battle, and you are the one chosen to start the ambush, set the escalation die to 1.


# Poison Master

You gain the venomous strike bonus power. You also gain a +2 bonus to saves against ongoing poison damage.

# Venomous Strike

Melee Attack

At-Will

Target: One enemy who is not suffering ongoing poison damage.

Attack: Dexterity + level vs AC

Hit: WEAPON + Dexterity damage.

Natural Even Hit: The target takes ongoing poison damage equal to your Constitution modifier (save ends), ongoing poison damage is now double your Constitution modifier at champion tier, and triple at epic tier.

Miss: Damage equal to your level.

# Adventurer Feat

You can spend your momentum to use this attack against a creature that is already suffering ongoing poison damage. If you do so, you inflict ongoing poison damage on a successful hit, regardless of whether it’s odd or even.

# Champion Feat

If an enemy you’re engaged makes a successful saving throw against your ongoing damage, you may spend your momentum to make a venomous strike attack as an interrupt action.


# Ready to Roll

You start each battle with momentum.

# Adventurer Feat

When you are hit by an attack, you retain your momentum if the enemy‘s attack roll was a natural 12 or less.

# Champion Feat

You no longer lose your momentum when you are hit by an attack.

# Epic Feat

You gain momentum when you rally.


# Scout Ahead

When you move in front in the party marching order or start scouting ahead, roll a d6 exploration die and keep the result. When making a skill check to interact with the environment, such as when determining directions or searching for traps, you may add the exploration die. You can also add the die to a defense against attacks outside of combat, such as a trap or a surprise attack. After you use the bonus, reduce it by one, until it reaches zero. You regain the die after the next quick rest.

# Adventurer Feat

When you add the die to a perception check (a Wisdom-based skill check), don’t reduce it.

# Champion Feat

Roll two d6 for your exploration die and keep the higher one.

# Epic Feat

If you have an exploration die when combat starts, add it to your first attack roll.


# Second Identity

You have several other identities that you have cultivated over the years, to the point that you might be better known under your cover name than your real name. Create one such persona per point of Charisma modifier and specify for each one in which circles the persona is known.

Like the Trap Sense class feature, you can reroll a natural even failure on a skill check once when creating a disguise or lying about your identity. Since it takes a con man to spot one, you can also reroll a natural even failure on skill checks to notice other people in disguise, or lying about their identity. This includes disguises created by magic, such as the Disguise Self spell, and innate powers such as from a doppelgänger.

# Adventurer Feat

You gain a 2-point skill for each of your created personas, which represents knowledge and skill sets that you gained when playing that role.

# Champion Feat

You gain a bonus relationship, and you can decide for each relationship whether it refers to your real self or the persona you have created.

# Epic Feat

Your ability to spot fake identities has evolved to a supernatural level. You have the equivalent of True Sight for spotting illusions.


# Shadow Adept

Once per battle or scene, you can use an expended power with the Shadow keyword a second time. If you choose a full recovery Shadow power, you cannot use this talent again until the next full heal-up.

# Adventurer Feat

When you use a Shadow power, gain temporary hit points equal to your level + Charisma modifier, twice at champion tier, and thrice at epic tier. For powers with an ongoing effect, you only gain the temporary hit points when you activate it. (Shadow Walk is considered a Shadow power for this feat)

# Champion Feat

Once per battle, you can attack the target’s PD instead of AC with a Shadow power. This includes powers like Shadow Poison that give a benefit to other attacks.

# Epic Feat

When you attack with a Shadow power, ignore any resistance the target may have.


# Shadow Walk

You gain the shadow walk at-will power:

As a move action before you have used your standard action this turn, if you are not engaged, you can make the following “attack” against all nearby enemies, targeting the enemy among them with the highest Mental Defense.

Attack: Charisma + Level vs. MD

Hit: Remove yourself from play. At the start of your next turn, return anywhere nearby that you could have moved to normally during your turn, and deal double damage with your first rogue attack that turn.

Miss: No effect. You can’t attempt to shadow walk again until your next turn, but you still have your standard action this turn.

# Adventurer Feat

On a miss, you can still use your move action normally (but still can’t shadow walk this turn).

# Champion Feat

Twice per full recovery, you can reroll the rogue attack that follows your successful use of shadow walk.

# Epic Feat

Twice per full recovery, you can reappear from your shadow walk in a nearby location you wouldn’t have been able to reach unimpeded physically, for instance, on the other side of a portcullis or door, or high up a wall.


# Skirmisher

You can use your Sneak Attack class feature with a melee attack against a target that you were not engaged with at the start of your turn, even if that target is not engaged with an ally.

# Adventurer Feat

Enemies must succeed on a save to intercept you.

# Champion Feat

If you disengage or pop free from an enemy during your turn, you gain a +1 bonus to AC until the start of your next turn.

# Epic Feat

When you are intercepted by an enemy while you move, make a Dexterity + Level attack roll against their MD. If you succeed, the intercept fails.


# Smooth Talk

Once per full recovery, convince your GM with an amazing line of patter while you are using social skills to speak or interact with NPCs associated with a particular relationship. If the GM is convinced by your patter, roll a normal save (11+). If you succeed, for the rest of the full recovery you can function as if you have a 2-point positive relationship with the relationship who seems to be in play. Thanks to your amazing gift of gab, for a short time, it’s more or less true. (Note that these points replace any points you normally have with the relationship rather than adding to them.)

Failure on the Smooth Talk save generally arouses suspicions.

# Adventurer Feat

Add your Charisma modifier to your Smooth Talk save rolls.

# Champion Feat

Success with your Smooth Talk talent gives you a 3-point positive relationship instead.

# Epic Feat

Even if you fail your Smooth Talk save, you still get the 2-point advantages with the relationship because the people you’re speaking with can’t be sure.


# Sniper

You take no attack penalty with bows and crossbows. You can use your Sneak Attack class feature with bow and crossbow attacks, as long as the target is nearby and engaged with an ally.

# Adventurer Feat

You can use any rogue power with ranged attacks, as long as you can explain it logically. For example, you can shoot an arrow at a target’s pockets with Thief’s Strike, but the contents would fall to the floor if you’re not engaged with it.

# Champion Feat

If you spend a move action to aim, you can target PD instead of AC with your next ranged attack that turn.

# Epic Feat

If you spend a move action to aim, you always get your Sneak Attack with ranged attacks, even if there is no ally engaged with the target.


# Swashbuckle

Once per battle as a quick action, you can spend your momentum to pull off a daring stunt the likes of which others could scarcely conceive. You may make an attack as part of the stunt, but you’ll need to roll normally for the attack. This is an improvisational talent.

As a swashbuckler, you do not need a difficult skill check to pull the stunt off.


# Thievery

You have 5 skill points in sleight of hand, without having to spend your normal skill points on it.

# Adventurer Feat

Regardless of your level, you gain the bonus power thief’s strike in addition to your normal number of powers.

# Champion Feat

Once per full recovery, you can deal full damage with thief’s strike instead of half damage.

# Epic Feat

Twice per level, you can steal something with a successful thief’s strike that you would not be able to steal ordinarily, but that would require a bit of magic, e.g. a dream, a spell, someone’s hope, a memory. The theft won’t be permanent. Every full recovery, roll a hard save to determine whether you can keep what you stole for that full recovery. Also, you can never steal the same thing twice.


# Tumble

You gain a +5 bonus to disengage checks. In addition, while you are moving, if an enemy moves to intercept you, you can make one disengage roll per intercepting enemy as a free action to avoid that enemy, but you must stop the first time you fail any of those disengage checks.

# Adventurer Feat

You ignore the penalty for disengaging from more than one enemy at a time.

# Champion Feat

One battle per full recovery as a free action, you can declare that you’re a tumbling fool and automatically succeed on your first disengage check each turn.

# Epic Feat

Whenever you take critical hit damage, roll a hard save (16+). If you succeed, you somehow tumbled out of the way of whatever was about to hit you, and instead only take damage equal to the attacker’s level.


# Unstoppable Momentum

When you gain momentum and didn’t have it already, you also gain a +2 bonus to AC until the end of your next turn.

# Adventurer Feat

You gain the bonus to all defenses.

# Champion Feat

You can use two interrupt actions between your turns, as long as you use both for rogue momentum powers.

# Epic Feat

While you have momentum, you can rally as a quick action.


# Vampiric Drain

When you deal Sneak Attack damage to a living target, i.e. not a construct or undead, you heal hit points equal to the Sneak Attack damage.

# Adventurer Feat

When you score a critical hit against a living target with a Sneak Attack, that target is also dazed (save ends).

# Champion Feat

The target is now weakened instead.


# 1st Level Powers

# Clothesline

Momentum Power

At-Will (once per round)

Interrupt Action

Trigger: You intercept a creature.

Effect: You can make a basic melee attack against the intercepted creature. If your roll is a hit on natural 18+, the target creature is also dazed until the end of its next turn.

# Adventurer Feat

You now daze the enemy on a natural hit roll of 16+.

# Champion Feat

The intercepted enemy is now weakened until the end of its next turn on a natural hit of 12+.

# Epic Feat

The intercepted enemy is now stunned until the end of its next turn.


# Dark Shroud

Close-quarters attack

Once per battle

Quick Action

Shadow

Target: One nearby enemy

Attack: Charisma + Level vs. MD

Hit: The target has disadvantage on their next attack roll. If you make a melee or ranged weapon attack against the target this turn, you can use your Sneak Attack, even if it is not engaged with an ally.

Miss:

# Adventurer Feat

When you deal Sneak Attack damage to the target on the same turn, reroll natural 1s and 2s on the Sneak Attack damage dice.

# Champion Feat

If the target rolls a natural 1 on their next attack, the shroud persists for another turn.


# Deadly Thrust

Melee attack

At-Will

Target: One staggered non-mook enemy

Attack: Dexterity + Strength + Level vs. AC

Hit: WEAPON + Dexterity damage.

Miss: Damage equal to your level.

# Adventurer Feat

Add your Strength modifier to the miss damage.

# Champion Feat

You can now target mooks with deadly thrust.

# Epic Feat

If you don’t add your Sneak Attack damage to the attack, you also deal damage equal to five times your Strength modifier to your deadly thrust target when you hit.


# Evasive Strike

Melee attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage, and you can pop free from the target.

Miss: Damage equal to your level.

# Adventurer Feat

If you drop the target with your evasive strike attack, you can pop free from all enemies instead.

# Champion Feat

If you hit with evasive strike and the natural attack roll was even, you gain a +2 bonus to AC and PD against the next attack that targets you this battle (no joy if it’s an attack vs. MD).

# Epic Feat

Ok. Thanks to your slippery mind, the champion feat benefit also provides a +2 bonus to MD.


# Exploitation Strike

Melee attack

At-will

Target: One enemy

Attack: Dexterity + Level vs. MD

Hit: WEAPON + Dexterity damage, and if your attack drops a non-mook to 0 hp, you can repeat the attack against another enemy you’re engaged with. This repeated attack doesn’t trigger further exploitation strikes.

Miss: Damage equal to your level.

# Adventurer Feat

Your repeated attacks now trigger further exploitation strikes.

# Champion Feat

If dropping the enemy leaves you unengaged, you can repeat the attack against any nearby enemy

# Epic Feat

Exploitation strike triggers whenever you stagger an enemy as well as whenever you drop a non-mook enemy.


# Feint Throw

Ranged attack

At-will

Special: You must use a small thrown weapon for this attack.

Attack: Dexterity + Level vs. MD

Hit: WEAPON + Dexterity damage

Miss: The next attack by the target against you attacks your lowest defense.

# Adventurer Feat

The target is vulnerable to the attack.


# Flashing Blade

Melee or Ranged attack

At-will

Special: You must use a small bladed weapon with this attack, but you do not need to be wielding the weapon when you declare the attack, because flashing blade includes the action to draw the weapon (otherwise a quick action).

Target: One enemy if melee, or one nearby enemy if ranged

Attack: Dexterity + Level vs. MD

Hit: WEAPON + Dexterity damage

Miss: Damage equal to your level.

# Adventurer Feat

You can take another quick action after resolving the attack to draw another small bladed weapon (if you made a ranged attack) or sheathe the weapon you used (if you made a

# Champion Feat

Your enemy must succeed at a difficult save (16+) to know with certainty who attacked it. This isn’t much help if you’re the only other one in the room, but in a crowded marketplace, it’s a different story.

# Epic Feat

You can make two attacks with flashing blade, garnering a quick action to draw a new weapon each time.


# Flying Blade

Ranged attack

At-Will

Special: You must use a small bladed weapon with this attack.

Target: One nearby creature

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage, and if your natural attack roll is even and one of your allies is engaged with the target, you can use your Sneak Attack damage for the round.

Miss: Damage equal to your level.

# Adventurer Feat

If you score a critical hit with flying blade, the target is also dazed (–4 attack) until the end of your next turn.

# Champion Feat

As long as one of your allies is engaged with the target, your flying blade attack rolls no longer need to be even to add your Sneak Attack damage.

# Epic Feat

You can use flying blade with any ranged weapon.


# Grave Under Pressure

Momentum Power

At-Will (once per round)

Interrupt Action

Trigger: You become engaged by two or more creatures.

Effect: Add the escalation die to your AC until the end of your next turn; however, you lose the escalation die bonus to your attacks for that same duration.

# Adventurer Feat

You also add the escalation die to your PD for the duration of this power’s duration.

# Champion Feat

You no longer lose the escalation die bonus to your attacks when using this power.

# Epic Feat

You retain the bonus to AC and PD for as long as you remain engaged with at least one of the triggering enemies and have momentum, even if you lose it and then regain it.


# Humiliate

Melee attack

Once per battle

Attack: Charisma + Level vs. MD

Hit: 1d8 per level + Charisma psychic damage. The target cannot benefit from the escalation die (hard save 16+ ends).

Miss: You pop free from the target.

# Champion Feat

The target is also vulnerable to your attacks (save ends both).

# Epic Feat

You can use this power as a ranged attack.


# Roll With It

Momentum Power

At-Will (once per round)

Interrupt Action

Trigger: A melee attack that targets AC hits you.

Effect: You take half damage from that attack.

# Adventurer Feat

The power also triggers on an attack against PD.

# Champion Feat

The power also triggers on a ranged attack.

# Epic Feat

Once per full recovery, you can use roll with it to take damage equal to the attacker’s level instead of half damage.


# Shadow Glove

Close-quarters Power

Quick Action

Full Recovery

Shadow

Effect: You summon a gloved, floating hand of shadow matter. As a quick action, you can order the hand to carry and manipulate objects or extinguish torches. As a standard action, it can choke or punch people. It uses your Dexterity for attack and damage, has a d4 damage die, and deals necrotic damage. The hand stays until the end of the battle or scene. The hand has your defenses, and hit points equal to twice your level. It ignores any damage except force and radiant damage.

# Champion Feat

You can attack with the hand as a quick action once per battle.


# Shadow Poison

Close-quarters Power

Free Action

Once per battle

Shadow

Trigger: You hit with a melee or ranged weapon attack

Effect: Deal 1d10 extra poison damage.

Higher Level Effect
3rd 2d10 damage
5th 3d10 damage
7th 4d10 damage
9th 5d10 damage

# Champion Feat

If your next melee attack this battle is a natural even hit, add the poison damage again.

# Epic Feat

Add another 2d10 damage.


# Shadow Stalker

Close-quarters Power

Full Recovery

Shadow

Effect: Your shadow detaches from your body and starts following a person or creature you designate for 5 minutes per level of the power. While the shadow is following the target, you have a sense of the direction they are in.

# Champion Feat

You can hear what the shadow hears, and you can close your eyes to see what it sees.


# Stay Sharp

Momentum Power

At-will (once per round)

Interrupt Action

Trigger: You are hit by an attack that imposes a “save ends” condition.

Effect: Immediately roll a save against the condition.

# Adventurer Feat

Add your Charisma modifier to the save roll.


# Stifled Sounds

Close-quarters Power

Full Recovery

Shadow

Effect: You and one nearby ally per Charisma modifier have advantage on checks to move silently for the next 5 minutes per level of this power.


# Sure Cut

Momentum Power

Melee attack

At-Will

Special: You must be able to deal your Sneak Attack damage to the target if you hit.

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage.

Miss: Deal your Sneak Attack damage + damage equal to your level.

# Champion Feat

Missing with sure cut no longer counts as a use of Sneak Attack for the round.


# Trickster’s Cut

Melee attack

At-will

Attack: Charisma + Level vs. MD

Hit: WEAPON + Dexterity damage

Miss: Damage equal to your level

# Adventurer Feat

Add your Charisma modifier to miss damage.

# Champion Feat

On a natural 16+, you can swap places with a nearby ally after the attack.

# Epic Feat

You gain a +2 bonus to attack against dazed or stunned enemies.


# Tumbling Strike

Melee attack

At-Will

Always: You gain a +5 bonus to all disengage checks you attempt this turn. You can also move to engage an enemy, make this attack against it, and then use a quick action to attempt to disengage from it (the quick action disengage lets you move again if you succeed).

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage.

Miss: Damage equal to your level.


# Vicious Strike

Special: Usable only when staggered.

Melee attack

At Will

Attack: Strength + Dexterity + Level vs. AC

Hit: WEAPON + Strength + Dexterity damage, and ongoing damage equal to the escalation die value; normal save (11+) ends. However, you also suffer damage equal to your Strength modifier + the escalation die value.

Miss: Damage equal to your level + the escalation die value. However, you also suffer damage equal to the escalation die value.

# Adventurer Feat

The save to end the ongoing damage is now hard (16+).

# Champion Feat

You may now use vicious strike when you are not staggered, but doing so doubles the escalation die value when calculating the damage you take.

# Epic Feat

Double the escalation die value to all damage dealt to enemies by vicious strike (including miss damage). When you hit with a vicious strike, enemies nearby your target must make a normal save (11+) or suffer from fear until the end of your next turn.


# 3rd Level Powers

# Assassin’s Shot

Ranged attack

Once per battle

Shadow

Target: One nearby enemy

Attack: Dexterity + Level + 2 vs. AC

Hit: WEAPON + Dexterity damage. You can use your Sneak Attack even if the target is not engaged to an ally.

Miss: Damage equal to your level

# Adventurer Feat

If you spend a quick action to survey the target before using this power, increase the attack bonus to +4.


# Black Veil

Momentum Power

Once per battle

Interrupt Action

Shadow

Trigger: An enemy hits you with an attack.

Effect: You take half damage from the attack, and make the following attack against the target.

Attack: Charisma + Level vs. PD

Hit: Necrotic damage equal to the damage of the target’s attack, plus your Charisma modifier, twice at champion tier, and thrice at epic tier.

# Adventurer Feat

If the attack had more than one target, halve the damage to all targets.


# Bleeding Strike

Melee attack

At-Will

Target: One enemy who is not taking ongoing damage

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage, and if your natural attack roll was even, the target takes ongoing damage equal to 1d4 times your level.

Miss: Damage equal to your level.

# Adventurer Feat

The ongoing damage against large or huge targets increases to 1d6 times your level.

# Champion Feat

A natural even miss also deals ongoing damage equal to your level.

# Epic Feat

You can now use bleeding strike against enemies taking ongoing damage.


# Cheeky Distraction

Momentum Power

At-will

Interrupt Action

Trigger: An enemy you are engaged with makes an attack against you or an ally.

Attack: Charisma + Level vs. MD

Hit: The enemy has disadvantage on the attack roll.

Critical hit: The attack fails and has no effect.

Miss:

# Champion Feat

If you hit, you can pop free from the target after it made the attack.


# Cold-Hearted Strike

Melee attack

Cyclic (Once per battle OR at-will when the escalation die is even)

Attack: Dexterity + Level + 2 vs. AC

Hit: WEAPON + Dexterity damage

Miss:

# Champion Feat

This power ignores any penalty to attack you may have, such as from the dazed condition. You can use it even when hampered.


# Deflection

Momentum Power

At-Will (once per round)

Interrupt Action

Special: You spend your momentum when you use this power.

Trigger: A melee attack misses you.

Effect: The attack hits a different enemy you are engaged with instead, but deals only half damage.

# Adventurer Feat

The power also triggers on a ranged attack against AC.

# Champion Feat

The deflected attack now deals full damage instead of half damage.

# Epic Feat

Using deflection no longer spends your momentum.


# Dirty Trick

Special: Opponents wise up to dirty tricks pretty quickly—you can only use this power on each enemy once during any battle. Additionally, If you have the Swashbuckle talent, you can use dirty trick in place of an attack during a stunt.

Melee attack

At-will

Trigger: One enemy.

Attack: Charisma + Level vs. PD

Hit: WEAPON + Charisma damage, and the targeted enemy gains your choice of one of the following conditions until the end of your next turn: dazed, hampered, or vulnerable.

Miss: Damage equal to your level.

# Adventurer Feat

Once per battle, you can perform a dirty trick to inflict the confused, stuck, or weakened condition.

# Champion Feat

Once per full recovery, you can perform a dirty trick to inflict the stunned condition.

# Epic Feat

Once per full recovery, you can perform a dirty trick to inflict the helpless condition.


# Disarming Strike

Momentum Power

Melee attack

At-will

Standard Action on your turn

Special: You spend your momentum when you use this power.

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage, and if your natural attack roll was even, the enemy drops any object it was wielding in one hand (your choice if it has different things in each hand). You do not regain momentum after this hit.

Miss: Damage equal to your level.

# Adventurer Feat

On a natural even roll, you can disarm enemies wielding two-handed weapons.

# Champion Feat

Attempt a save (11+) after you resolve the attack; on a success, you regain momentum.

# Epic Feat

If you have a free hand, you can snatch the disarmed object out of midair and take it for yourself.


# Gloomy Ricochet

Ranged attack

Once per battle

Shadow

Target: Two nearby enemies

Attack: Dexterity + Level vs. AC

First Hit: WEAPON + Dexterity damage

Second Hit: Half damage of the first hit

Miss:

# Adventurer Feat

Deal extra damage equal to your Charisma modifier, twice at champion tier, and thrice at epic tier.

# Champion Feat

If you miss one or both of the targets, make a third attack against a different nearby enemy.

# Epic Feat

Keep attacking until you either score two hits, or you have attacked every nearby enemy once.


# Improvised Weapon

Special: You can make this attack while wielding anything that could plausibly be construed as a weapon.

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: 1d4 + Dexterity damage

Miss: Damage equal to your level, and the object you attacked with is ruined and unusable as a weapon thereafter.

# Adventurer Feat

Your weapon choice is surprising enough that the first time you use it in a battle, you get sneak attack damage against your enemy, even if that enemy is not engaged with an ally.

# Champion Feat

Your improvised weapons don’t break on a miss; they become even deadlier because you’ve exposed a jagged edge, broken glass, or a similar hazard. They become d8s after the first break, though a second break renders them useless.

# Epic Feat

You can make ranged attacks with this power, though misses simply leave the object nearby on the far side of the enemy unless it’s patently obvious that throwing something across the room would break it.


# Mask of the Masses

Close-quarters Power

Full Recovery

Shadow

Effect: For the next 5 minutes per level of this power, your face is so generic that any eye witness will be unable to remember any details of it later.

Higher Level Effect
5th You can grant the effect to yourself and one nearby ally per Charisma modifier.

# Merciless Gang-Up

Melee attack

At-will

Attack: Dexterity + Level vs. AC; gain a +1 bonus to the attack roll for each ally engaged with the target.

Hit: WEAPON + Dexterity damage

Miss: Damage equal to your level

# Champion Feat

On a hit, deal one extra WEAPON damage die for each ally engaged with the target.


# Slick Feint

Melee attack

At-Will

First Target: One enemy engaged with you

Attack: Charisma + Level vs. MD

Hit: The target is dazed until the end of your next turn, and you can make an improved attack against a second target.

Miss (First Target): Your attack action is over; the feint was a screw-up.

Second Target: A different enemy from the first target that is engaged with you

Attack: Dexterity + Level +2 vs. AC

Hit: WEAPON + Dexterity damage.

Miss (Second Target): Damage equal to your level.


# Star Mantle

Close-quarters Power

Once per battle

Quick Action

Shadow

Effect: Until the end of your next turn, natural odd attack rolls against you miss.

# Adventurer Feat

Gain momentum when you use this power.


# Thief’s Strike

Note: This is a bonus 3rd-level power for rogues with the Thievery talent. Other rogues can choose it if they like.

Melee attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. PD

Hit: Half of WEAPON + Dexterity damage (including Sneak Attack damage if any), and roll a normal save. If you succeed, you can pickpocket an item from the target that they are not holding. (If you roll 16+, the target doesn’t realize you pickpocketed them.)

Miss:


# 5th Level Powers

# Blade Salvo

Ranged attack

At-will

Special: You must use small bladed weapons with this attack

Target: Two nearby creatures

Attack: Dexterity + Level vs. AC against each creature

Hit: WEAPON + Dexterity damage

Miss: Damage equal to your level.

# Champion Feat

You can throw both blades at the same creature if you wish.

# Epic Feat

You can throw three blades, drawing the third one as part of the attack action.


# Bullseye

Melee OR Ranged Attack

Full Recovery

Target: One nearby enemy

Attack: Dexterity + Level vs. PD

Hit: WEAPON + Dexterity + 5 x escalation die damage

Miss: You regain this power.

Higher Level Effect
7th 10 x escalation die
9th 20 x escalation die

# Epic Feat

Increase your critical threat range with this power by +2.


# Charging Shadow

Melee attack

Once per battle

Shadow

Target: One nearby or far away enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity + Charisma damage

Miss: Damage equal to your level

# Champion Feat

After the attack, you can teleport to engage the enemy.


# Crescendo of Violence

Melee attack

At-will

Target: One engaged enemy

Attack: Dexterity + Level vs. AC against each creature

Hit: WEAPON + Dexterity damage, and you can make an additional attack against an engaged second target with a –2 penalty, but +2 damage if it hits. If that attack hits, keep going until you miss, increasing the attack penalty and damage bonus by 2 each time.

Miss: Damage equal to your level.

# Champion Feat

Your additional attacks can target any nearby enemy, and your movement to engage them is part of the attack action.

# Epic Feat

You can continue the attacks on a miss (and deal the miss damage normally) if you rolled a natural even on the attack roll, but you can’t cover a miss this way more than once per turn.


# Death Strike

Melee attack

Once per battle

Shadow

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage and 10 ongoing necrotic damage

Miss: Half damage

Higher Level Effect
7th 15 ongoing damage
9th 25 ongoing damage

# Champion Feat

When the target fails a save against the ongoing damage, increase it by the initial amount (10 / 15 /25).

# Epic Feat

The first save is a hard save (16+).


# Fan of Knives

Ranged attack

Once per battle

Special: You must use a small thrown weapon with this attack.

Target: One nearby enemy per point of Dexterity modifier

Attack: Dexterity + Level vs. AC

Hit: WEAPON damage

Miss:

Adventurer Feat Gain a +4 bonus to your critical threat range against mooks with this power.


# Guileful Twist

Momentum Power

At-Will (once per round)

Interrupt

Trigger: You hit an enemy with a rogue power or basic attack (whether melee or ranged).

Effect: Add your Charisma (or your Intelligence, if you have the Cunning talent) to your damage roll.


# Hamstring Strike

Melee attack

At-will

Target: One enemy. While this attack is called hamstring strike, the intent is that it’s usable on any enemy that could plausibly have its movement hampered, whether or not it’s got leg muscles (or legs, for that matter).

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage, and your enemy is stuck until the start of your next turn.

Miss: Damage equal to your level.

# Champion Feat

Your enemy is stuck until it succeeds at a save (11+).

# Epic Feat

If your natural attack was even, your enemy is also in excruciating pain, suffering a –2 penalty on attacks, saves, and checks. The pain penalty lasts as long as the stuck condition does.


# Harmless Misdirection

Momentum Power

At-Will (once per round)

Interrupt Action

Trigger: You miss with a melee attack while an ally is engaged with the target.

Effect: You can pop free from the target, and the target can’t attack you during its next turn as long as your ally remains engaged with it.


# Hip Shot

Momentum Power

Ranged attack

Once per battle

Quick Action

Special: You must be using a hand crossbow or other small ranged weapon. You spend your momentum when you use this power.

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage. You don’t gain momentum.

Miss: Damage equal to your level

# Champion Feat

You can deal Sneak Attack damage with this power, even if the target is not engaged with an ally.


# Knife Drop

Special: You must be fighting with two weapons and wielding one-handed weapon in your off-hand.

Full Recovery

Quick Action

Special: You must be using a hand crossbow or other small ranged weapon.

Target: One enemy that you miss with a melee attack.

Effect: The missed attack deals half damage instead of your normal miss damage, and you gain momentum.

# Champion Feat

Knife drop is now usable once per combat rather than full recovery.

# Epic Feat

The target enemy also suffers ongoing damage equal to double the escalation die value; a hard save (16+) ends this ongoing damage.


# Really Sneaky Attack

Momentum Power

Melee attack

Full Recovery

Interrupt Action

Special: You spend your momentum when you use this power.

Trigger: Any

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage. You don’t regain momentum. You can use your Sneak attack with this power even if no ally is engaged with the target. This does not count against your limit of one sneak attack per round.

Miss: Damage equal to your level

# Epic Feat

This power is now Recharge 11+.


# Shadow Trap

Ranged Power

Full Recovery

Shadow

Target: An object, a doorway, or a section of the floor or wall

Effect: You enchant the target area, so that the next person or creature to touch it springs the trap and is targeted by the following attack. You can set a condition to include or exclude targets, such as “anyone but me,” “anything larger than a cat,” or “any orc.” The trap lasts for up to one full recovery.

Attack: Dexterity + Level vs. PD

Hit: 15 ongoing necrotic damage and the target is stuck (save ends both).

Miss:

Higher Level Effect
7th 25 ongoing damage
9th 40 ongoing damage

# Champion Feat

The trap has a number of charges equal to your Charisma modifier.

# Epic Feat

The save against the effect is a hard save (16+).


# Spiky Bastard

Full Recovery

Quick Action

Effect: You go all-out to hurt anyone who tries to get a piece of you. For the rest of the battle, while you’re conscious, using at least one bladed weapon, and are not staggered or stunned, you deal 10 damage to each enemy that makes a melee attack against you and rolls a natural odd attack roll. The damage hits the enemy before their attack damages you.

# Champion Feat

Spiky bastard damage now applies when you are staggered, though obviously not while you are unconscious.

# Epic Feat

If the escalation die is 3+, the damage increases to 15 instead of 10.


# Swift Dodge

Momentum Power

At-Will (once per round)

Interrupt Action

Trigger: You are hit by an attack against AC.

Effect: The attacker must reroll the attack.

# Champion Feat

The power also triggers on an attack against PD.

# Epic Feat

The attack reroll takes a –2 penalty.


# Thoughtsteal

Close-quarters Power

Full Recovery

Shadow

Target: A person you have eye contact with

Attack: Charisma + Level vs. MD

Hit: You can read the target’s surface thoughts for about a minute.

Miss:

Natural odd miss: The target notices your intrusion into their mind.


# 7th Level Powers

# Assassin’s Gambit

Melee attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: Half of WEAPON + Dexterity damage (including Sneak Attack damage if any), and if you drop a non-mook target to 0 hp, you can take another standard action this turn.

Miss: Damage equal to your level.

# Epic Feat

Once a turn, you can get the extra standard action when this attack drops a mook target.


# Avalanche of Daggers

Ranged attack

Full Recovery

Target: A group of mooks

Attack: Dexterity + Level vs. the highest AC in the group

Hit: You kill 1d6 mooks of the group.

Miss: The group of mooks cannot attack until the end of your next turn.

# Champion Feat

Kill 2d4 mooks.


# Backhand Spin

Momentum Power

At-will

Free

Special: You spend your momentum when you use this power.

Trigger: You miss with a Rogue melee attack.

Effect: Reroll the attack.

# Champion Feat

If the reroll is also a miss, you gain a +4 bonus to AC until the end of your next turn.


# Be Prepared

Full Recovery

Move Action

Target: One nearby enemy

Effect: You gain a bonus to all of your defenses equal to half your level on the next attack the targeted enemy makes against you.

# Champion Feat

You retain the bonus to one of your defenses (your choice) against the target enemy for the remainder of the battle.

# Epic Feat

If the enemy misses you with its next attack, you can make a basic attack (melee or ranged) against it as an interrupt action.


# Meat Shield

Momentum Power

At-will

Interrupt Action

Special: You spend your momentum when you use this power.

Trigger: An enemy targets you with a close-quarters or ranged attack.

Effect: Make a Dexterity-based skill check with the attack roll as the DC. If you equal or beat the DC, that attack targets a nearby enemy instead.

# Champion Feat

If your skill roll is a natural 16+, you deal Sneak Attack damage to the new target.


# Painful Slash

Melee attack

Full Recovery

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage, and one nearby ally gains triple the escalation die value to all of their attacks against that enemy until.

Miss: Damage equal to your level.

# Champion Feat

Add your Strength to any damage dealt by this power, even on a miss.

# Epic Feat

If your affected ally scores a crit on the targeted enemy before this power’s duration expires, they retain the attack bonus for another round (i.e., it lasts until the end of your next turn again).


# Perfect Execution

Momentum Power

Melee attack

Full Recovery

Effect: 50 damage

Higher Level Damage
9th 75 damage

# Champion Feat

You can use your Sneak Attack with this power.

# Epic Feat

This power is now Recharge 16+ after battle.


# Send Them Sprawling

Melee attack

At-will (Once per round)

Interrupt Action

Trigger: An enemy moves to engage you.

Effect: The enemy is hampered until the end of your next turn.

# Champion Feat

You can choose to daze, rather than hamper, your enemy if you wish.

# Epic Feat

The hamper or daze condition lasts until the enemy succeeds at a save (11+).


# Shadow Fusion

Close-quarters Power

Once per battle

Free Action

Shadow

Trigger: You hit a target with a melee attack.

Effect: Until the end of your next turn, whenever you take damage, the target takes half of that damage instead of you, and vice versa.

# Champion Feat

Reduce the damage you take from attacks against the target by twice your Charisma modifier (thrice at 8th level).


# Shadow Rift

Close-quarters Power

Full Recovery

Quick Action

Shadow

Effect: Until the end of the battle, your melee attacks that target AC target the enemy’s PD instead.

# Epic Feat

Enemy attacks that target your PD target your AC instead.


# Shadow Twin

Close-quarters Power

Full Recovery

Quick Action

Shadow

Effect: You animate your shadow to aid you in battle. The shadow does not fight on its own. Instead, it flanks whoever you are attacking, which allows you to use your Sneak Attack. The shadow persists until the end of the battle, or until you are knocked unconscious.

# Epic Feat

When an enemy makes an attack against you, you can spend your momentum (before you would lose it from getting hit) as an interrupt action to have the shadow twin make a basic melee attack against that enemy. Use the same stats as if you had attacked yourself.


# Smoke Bomb

Quick Action

Full Recovery

Target: You

Special: This power relies on some esoteric alchemical knowledge you’ve picked up during your career as a rogue, so it relies on you having a few small vials of strange reagents secreted on your person. It’s also worth noting that this power is one of the few rogue powers that doesn’t include an attack, so if you take it, you’ll have one fewer power-based attack than others. In exchange, you’re getting an effect usually reserved for outright magic

Effect: Until the end of the battle (or five minutes out of combat if you don’t stray too far), you become invisible until you attack or move to a location that isn’t nearby. Others see the smoke, but only you can remain unseen within it.

# Champion Feat

Smoke bomb is no longer full recovery, and it’s recharge 16+ after battle.

# Epic Feat

You can hurl your smoke bomb at a nearby ally so they get the benefit instead of you.


# Swift Riposte

Momentum Power

At-Will (once per round)

Interrupt Action

Special: You spend your momentum when you use this power.

Trigger: An enemy targets you with a melee attack.

Effect: You can make a basic attack against your attacker. If your natural attack roll equals or beats your attacker’s roll, resolve your basic attack against that enemy first. If your attack roll is lower, your attack has no effect, regardless of whether it hits or misses.

Special: You can’t gain momentum from hitting with swift riposte.

# Champion Feat

If your swift riposte attack is a critical hit, the enemy’s attack misses.

# Epic Feat

You gain a +2 attack bonus with swift riposte attacks.


# Well-Timed Strike

Melee attack

Once per battle

Special: The target is vulnerable to the attack.

Attack: Dexterity + Level vs. the lowest defense of the target

Hit: WEAPON + Dexterity damage

Miss: Half damage

# Epic Feat

Deal triple damage on a critical hit.


# 9th Level Powers

# Death’s Twin

Momentum Power

At-Will

Standard Action on your turn

Special: You spend your momentum when you use this power.

Effect: You can make two basic attacks at any point during your turn, each against a different target. You only regain momentum if your second attack hits.

# Epic Feat

If your attack against your first death’s twin target is a natural 18+, you can make your second basic attack against that same target.


# Disrupting Dash

Momentum Power

At-Will (once per round)

Move Action on your turn

Target: One nearby enemy per point of Charisma modifier or escalation die (whichever is higher)

Effect: You engage an enemy that is currently engaged with an ally. That ally can immediately pop free from that enemy, even if they’re grabbed or stuck.

# Epic Feat

Once you’ve popped them free, the affected ally can move as an interrupt action without provoking opportunity attacks (as if they had successfully disengaged).


# Flickering Shadow

Melee attack

Full Recovery

Shadow

Target: One nearby enemy per point of Charisma modifier or escalation die (whichever is higher)

Attack: Dexterity + Level vs. PD

Hit: WEAPON + Dexterity damage

Miss:

# Epic Feat

You can use your Sneak Attack against any target that is staggered.


# Killing Blow

Melee attack

Full Recovery

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage. If the target has 250 hit points or less left after the attack, it starts making last gasp saves of 16+. After the fourth failed save, it dies. If the target has more than 250 hit points, you can choose to either deal 100 extra damage or cause the target to lose its next standard action.

Miss: You have advantage on your next attack against the target.

# Epic Feat

You now force enemies with 400 hit points or less to make last gasp saves.


# Mass Murder

Melee attack

Recharge 11+ after battle

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity + escalation die damage.

Miss: Damage equal to your level + escalation die damage.

Effect: For the rest of the battle, you add the escalation die to all your damage rolls and miss damage whenever you have momentum. Note that you don’t have to have momentum to use this power in the first place, just to get the damage bonus on subsequent rounds.

# Epic Feat

Double the damage bonus from the escalation die.


# Shadow Garrotte

Close-quarters Power

Full Recovery

Free Action

Shadow

Trigger: You deal Sneak Attack damage to an enemy with a melee attack.

Target: The same enemy

Attack: Dexterity OR Charisma + Level vs. PD

Hit: 50 ongoing necrotic damage, and the target is hampered (save ends).

Miss: You regain this power at the end of your next turn.


# True Targeting

Momentum Power

At-Will

Interrupt Action OR free action on your turn

Special: You spend your momentum when you use this power.

Trigger: An invisible or otherwise hidden enemy attacks you, or you try to attack an invisible or hidden enemy.

Effect: The attacker’s invisibility isn’t going to work on you. It might work against your allies, but you see through it and can tell where the creature is well enough to target it normally or be aware of its imminent attack.

# Epic Feat

If the enemy’s attack misses, you regain momentum.