The Cheat class features and progression.
Cloak and dagger… and dagger. The common Cheat doesn’t call herself a Cheat, of course—rather, a streetsmart rogue, a survivalist, or a liberator of unused goods. They are masters of stealth, pickpocketing, and smooth talking. Some of the more vicious ilk are masters of death-dealing as well.
Cheats can be found in every city and byway under countless different names, but they all believe something similar: It’s a cruel, merciless world, and those who aim to survive don’t have time for silly things like “morals” or “honor.” Those are luxuries of the rich and powerful. Honor gets you killed—survival is about taking what you want, when you can. As The Cheat, you can:
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Break the rules! You can change the dice you roll to whatever numbers suit you best!
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Sneak in and backstab enemies with devastating critical hits. Taking down even huge, heavily-armored foes with a single blow!
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Fight dirty with pocket sand, low blows, and vicious blades. When things get out of hand, disappear into the night, and live to cheat another day!
- Key Stats
- DEX, INT
- Hit Die
- d6
- Starting HP
- 10
- Saves
- DEX+, WIL−
- Armor
- leather
- Weapons
- All DEX weapons
- Starting Gear
- 2 Daggers, Sling, Cheap Hides, Chalk
Class features
Level 1
(1/turn) When you crit, deal +1d6 damage.
(1/turn) When you hit a Distracted target with a melee attack, you may change the Primary Die roll to whatever you like (changing it to the max value counts as a crit). A target is Distracted if it is adjacent to or Taunted by an ally, or if it cannot see you.
Level 2
You’re a well-rounded cheater. (1/round) You may either Move or Hide for free. (1/day) You may change any skill check to 10+INT. If you roll less than 10 on Initiative, you may change it to 10 instead. You may gain advantage on skill checks while playing any games, competitions, or placing wagers.
Level 3
Choose a Cheat subclass.
Your Sneak Attack becomes 1d8.
You learn the secret language of rogues and scoundrels.
Level 4
+1 DEX or INT.
Choose an Underhanded Abilities.
Level 6
Choose a 2nd Underhanded Abilities.
(1/Safe Rest) Action: After a Distracted enemy attacks you, you may change the Primary Die roll to whatever you like (changing the die to the minimum value counts as a miss).
Level 7
Gain your Cheat subclass feature.
Your Sneak Attack becomes 2d8.
Level 8
Choose a 3rd Underhanded Abilities.
+1 DEX or INT.
Level 9
Your Sneak Attack becomes 2d10.
+1 WIL or STR.
Level 10
Choose a 4th Underhanded Abilities.
Level 11
Gain your Cheat subclass feature.
Your Sneak Attack becomes 2d12.
Level 12
Choose a 5th Underhanded Abilities.
+1 DEX or INT.
Level 14
Choose a 6th Underhanded Abilities.
Level 15
Gain your Cheat subclass feature.
Your Sneak Attack becomes 2d20.
Level 16
Choose a 7th Underhanded Abilities.
+1 DEX or INT.
Level 17
Your Sneak Attack becomes 3d20.
+1 WIL or STR.
Level 18
Choose an 8th Underhanded Abilities.
Level 19
Choose an Epic Boon.
Level 20
+1 to any 2 of your stats. When you attack with a blade, you do not require targets to be Distracted to trigger Vicious Opportunist.
Underhanded Abilities
Choose Underhanded Abilities as you level up.
- "Creative" Accounting.
Steal up to INT actions from your next turn (Gain up to INT actions now. The next time you would gain actions, subtract the number stolen). You cannot use this 2 turns in a row.
- Exploit Weakness.
Action: Make a contested INT check against an enemy. If you win, you can use Vicious Opportunist against them, even if they are not Distracted. This lasts for 1 minute or until you use this ability against another target.
- How'd YOU get here?!
2 actions: “Teleport” up to 4 spaces away, adjacent to a Distracted target, and make a melee attack against them. If you crit, you may “teleport” again.
- Misdirection.
Gain INT armor. Whenever you Defend, you may halve the damage instead.
- Sunder Armor (Heavy).
Req. Sunder Armor (Medium). Your Sunder Armor ability now also applies to enemies wearing heavy armor.
Subclasses
Scoundrel
Level 3
When you Sneak Attack, you may spend 2 additional actions to Incapacitate your target for their next turn on a failed STR save (DC 10+INT). Save or fail, they are Taunted by you until you drop to 0 HP.
You may gain advantage on all Influence checks with NPCs you’ve just met for the first time. This lasts until you fail an Influence check with them or until you meet a 2nd time. You have disadvantage on Influence checks with them after you use this ability (until you get back on their good side).
Silent Blade
Level 11
Gain a climbing speed and advantage on Stealth checks (replaces Leave No Trace).
Level 15
When you crit an enemy with fewer max HP than you, it dies.