Rogue "old school" variant (5e Class)
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"Old School" Rogue
I saw the "old school" Fighter homebrew and thought to myself: "that's both the simplest and coolest class I've ever seen, I should make some classes like that." The "old school" rogue isn't exactly an old school class per se, however it does much the same things as the "old school" fighter which includes simple builds, few big mechanics, and no magic at all (great for low fantasy/low magic campaigns). The idea basically comes down to making this class as simple and refined as the aforementioned fighter variant.
Creating an old school rogue
Dexterity should be your highest ability score followed by Charisma and Strength.
As a Rogue you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Simple and martial Melee weapons, Simple Ranged Weapons
Saving Throws: Dexterity, Charisma
Skills: Stealth, Deception
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor or (b) 10 darts
- (a) two shortswords or (b) a rapier and a dagger
- (a) short bow and 20 arrows or (b) two daggers
- (a) Adventurer's pack or (b) Dungeoneer's pack
|Sneak Attack Bonus||Features|
|2nd||+2||1d4||Careful Sneak (+1)|
|3rd||+2||1d4||Weapon Damage Bonus (+2)|
|4th||+2||1d6||Ability Score Improvement|
|5th||+3||1d6||Precision Attack (19-20)|
|7th||+3||2d4||Surprise Attack (x3)|
|8th||+3||2d4||Ability Score Improvement|
|9th||+4||2d4||Careful Sneak (+2)|
|11th||+4||2d6||Precision Attack (18-20)|
|12th||+4||2d6||Ability Score Improvement|
|13th||+5||2d8||Weapon Damage Bonus (+4)|
|14th||+5||2d8||Surprise Attack (x4)|
|16th||+5||2d10||Ability Score Improvement|
|18th||+6||2d10||Careful Sneak (+3)|
|19th||+6||4d6||Ability Score Improvement|
|20th||+6||4d6||Precision Attack (17-20)|
Starting at 1st level, the first attack you make in combat while hidden has a bonus to its damage roll.
From 2nd level onwards, when you make an attack while hidden, you gain a +1 to the attack roll, this bonus affects the natural roll meaning it can determine whether the attack critically strikes or fails.
This bonus increases to +2 when you reach 9th level in this class, and to +3 when you reach 18th level in this class.
Weapon Damage Bonus
Starting at 3rd level, you gain a +2 bonus to damage rolls while hidden. This bonus increases to +4 at 13th level.
Beginning at 5th level, your melee attacks critically strike on a natural 19 as well as 20
The chance to critically strike increases to 18-20 when you reach 11th level in this class, and to 17-20 when you reach 20th level in this class.
At 6th level and again at 15th and 17th level, you can choose to gain one of the following:
- +10 ft. speed while hidden
- proficiency in one skill
- +1 in to either DEX, CHR, or STR
At 7th level, attacks you make while hidden that critically strike deal three times as much damage rather than twice. At 14th level, attacks you make while hidden that critically strike deal four times as much damage instead.
From 10th level onwards, when you kill an enemy with an attack while hidden, you can use your bonus action to enter stealth again as long as you are not in line of sight of an enemy and move up to 15 feet.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Prerequisites. To qualify for multiclassing into the "old school" rogue class, you must meet these prerequisites: 13 DEX and 13 CHR
Proficiencies. When you multiclass into the "old school" rogue class, you gain the following proficiencies: Simple and martial melee weapons; light armor