Rogue (Berserk Supplement)

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Rogue[edit]

Medium humanoid (any race), any alignment


Armor Class 13 (leather armor)
Hit Points 14 (4d8 - 4)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 8 (-1) 10 (+0) 12 (+1) 12 (+1)

Saving Throws Dex +4, Wis +3
Skills Acrobatics +4, Animal Handling +3, Perception +3
Senses passive Perception 13
Languages any one language
Challenge 1 (200 XP)


Cunning Action. On each of its turns, the rogue can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The rogue deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the rogue that isn't incapacitated and the rogue doesn't have disadvantage on the attack roll.

Ammunition. The rogue has 6 daggers, and may draw two daggers on each of their turns. The rogue must have one dagger in each of their hands to use the Multiattack action.

ACTIONS

Multiattack. The rogue makes two dagger attacks.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) slashing damage.


Judeau_Horseback_hq.png
[Source].

More agile than most front-line fighters, rogues represent a higher weapon cost, but lower overall initial equipment cost to their commanders. While injury in combat is much less common when compared to other units of similar deployment, those that do happen are often lethal. Due to the requirements and risks, most rogues are younger than their hartier counterparts.


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