Rogue Stat Blocks! #NPCNovember

Methodology

I used the same set of starting ability scores for my rogues that I used for my fighters (10,10,10,13,14,15) and I assigned them in the way I felt made the most sense for a rogue. Also like the fighters, I had intended to do first, third, fifth, and tenth level rogues, but unfortunately I ran out of time and so the tenth level rogue is missing.

A note about Challenge Ratings

Assigning Challenge Ratings to creatures is essentially a two-part process. You figure out a defensive challenge rating based on hit points and armor class and an offensive rating based on damage output and bonus to hit, and then you average the two together. Damage output calculations for rogues are tricky, because a rogues damage output varies greatly depending on if he has the element of surprise and if he is accompanied by allies. The challenge ratings I have assigned assume that the thief will have the element of surprise and be able to use his sneak attack each round. This is why the 3rd level rogue ended up with a challenge rating of 1 rather than ½ like I predicted (if he hits a surprised foe with both weapons his average damage output from that attack is a whopping 29 points of damage). Keep that in mind when designing encounters, and realize that without the element of surprise an encounter may be easier than the listed challenge rating indicates.

Also, keep in mind that adding poison to the equation can have a significant impact on the challenge, potentially raising the challenge rating by one or even two notches depending on the type of poison used.

Ok, I’m done rambling. Here are my rogues:

Human Rogue, 1st level
Armor Class 14 (Leather, Dex)

Hit points 5 (1d8)

Speed 30 ft.

STR

11 (+0)

DEX

16 (+3)

CON

11 (+0)

INT

11 (+0)

WIS

14 (+2)

CHA

15 (+2)

Skills – Acrobatics (+7), Deception (+4), Sleight of Hand (+5), Stealth (+7), plus choose 2 (+2 proficiency bonus)

Proficiencies – Thieves Tools

Saves – Dexterity (+5), Intelligence (+2)

Challenge – 1/4 (50 XP)

Expertise – Double proficiency bonus for two skills (Acrobatics and Stealth, reflected above)

Sneak Attack – Deal d6 extra damage to one creature hit with a finesse weapon. Must have advantage on the                          attack or another enemy of the target must be within 5 feet of the target.

ACTIONS

Two-Weapon Fighting. May attack with two light weapons each round. No Dex bonus to damage from 2nd attack.

 

Shortsword. Melee Attack: +5 to hit. Hit: 6 (1d6 + 3) piercing.

Dagger. Melee Attack: +5 to hit. Hit: 5 (1d4 + 3) or 2 (1d4) if 2nd weapon (see Two-Weapon Fighting) piercing.

 

Shortbow. Ranged Attack: +5 to hit. Hit. 6 (1d6+3)

 

Human Rogue, 3rd level (Assassin)
Armor Class 15 (Studded Leather, Dex)

Hit points 15 (3d8)

Speed 30 ft.

STR

11 (+0)

DEX

16 (+3)

CON

11 (+0)

INT

11 (+0)

WIS

14 (+2)

CHA

15 (+2)

Skills – Acrobatics (+7), Deception (+4), Sleight of Hand (+5), Stealth (+7), plus choose 2 (+2 proficiency bonus)

Proficiencies – Thieves Tools, Disguise Kit, Poisoner Kit

Saves – Dexterity (+5), Intelligence (+2)

Challenge – 1 (200 XP)

Expertise – Double proficiency bonus for two skills (Acrobatics and Stealth, reflected above)

Sneak Attack – Once per turn, deal 2d6 extra damage to one creature hit with a finesse weapon. Must have advantage on the attack or another enemy of the target must be within 5 feet of the target.

Cunning Action – Can take a bonus action each turn to take the Dash, Disengage, or Hide action.

Assassinate – Advantage on attacks versus any creature that has not acted yet this combat. In addition, any hit scored against a creature that is surprised is a critical hit.

ACTIONS

Two-Weapon Fighting. May attack with two light weapons each round. No Dex bonus to damage from 2nd attack.

 

Shortsword. Melee Attack: +5 to hit. Hit: 6 (1d6 + 3) piercing.

Dagger. Melee Attack: +5 to hit. Hit: 5 (1d4 + 3) or 2 (1d4) if 2nd weapon (see Two-Weapon Fighting) piercing.

 

Shortbow. Ranged Attack: +5 to hit. Hit. 6 (1d6+3)

 

Human Rogue, 5th level (Assassin)
Armor Class 17 (Studded Leather, Dex, Cloak of Protection)

Hit points 25 (5d8)

Speed 30 ft.

STR

11 (+0)

DEX

18 (+4)

CON

11 (+0)

INT

11 (+0)

WIS

14 (+2)

CHA

15 (+2)

Skills – Acrobatics (+10), Deception (+5), Sleight of Hand (+7), Stealth (+10), plus choose 2 (+3 prof. bonus)

Proficiencies – Thieves Tools

Saves – Dexterity (+7), Intelligence (+3)

Challenge – 3 (700 XP)

Expertise – Double proficiency bonus for two skills (Acrobatics and Stealth, reflected above)

Sneak Attack – Once per turn, deal 3d6 extra damage to one creature hit with a finesse weapon. Must have advantage on the attack or another enemy of the target must be within 5 feet of the target.

Cunning Action – Can take a bonus action each turn to take the Dash, Disengage, or Hide action.

Assassinate – Advantage on attacks versus any creature that has not acted yet this combat. In addition, any hit scored against a creature that is surprised is a critical hit.

Uncanny Dodge – Can use your reaction to halve the damage of an attack from an attacker you can see.

ACTIONS

Two-Weapon Fighting. May attack with two light weapons each round. No Dex bonus to damage from 2nd attack.

 

Shortsword. Melee Attack: +7 to hit. Hit: 7 (1d6 + 4) piercing.

Dagger. Melee Attack: +7 to hit. Hit: 6 (1d4 + 4) or 2 (1d4) if 2nd weapon (see Two-Weapon Fighting) piercing.

 

Shortbow. Ranged Attack: +7 to hit. Hit. 7 (1d6+4)

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