ROGUE

The Court of Dust runs Bassuras on information asymmetry. The Garrotte Line runs on it. The Cobalt Veil exists entirely because controlling what people know is the same as controlling what people can do. Rogues in this city are intelligence operatives, underground archivists, labor organizers who need to disappear fast, guild thieves working gaps in the Court’s oversight, and people who’ve made a precise skill set out of surviving in a place designed to consume them.

Unauthorized arcane practice is illegal in Nuxan, which makes Arcane Tricksters criminals by definition. That’s a character hook, not a disqualifier. They learned their tricks from excavated Aeorian texts, a disgraced Assembly contact, or trial and error in a back room somewhere the Court’s surveillance doesn’t reach.

Available Subclasses

  • Arcane Trickster (PHB 2024) — Unauthorized arcane practice in a city where that’s a crime with teeth. The magic is small-scale and utility-focused — illusion, enchantment, Mage Hand work — which makes it easier to deny and harder to prosecute.
  • Assassin (PHB 2024) — Assassination in Bassuras is an institutional function as much as an individual crime. An Assassin operating in this city is either employed by one of the major factions or very careful about not being.
  • Soulknife (PHB 2024) — Psionic blades that require no magic in any legally actionable sense. In a world where arcane practice is regulated and divine practice is restricted, the Soulknife is one of the only combat traditions that generates no institutional attention. This is considered an advantage.
  • Thief (PHB 2024) — The Court’s monopoly on underground access creates constant demand for people who can get in without authorization.
  • Inquisitive (Xanathar’s Guide to Everything) — The Garrotte Line and the Court both need people who can read a situation faster than the situation develops. An Inquisitive in Bassuras is an investigator, an interrogator, or both.
  • Mastermind (Xanathar’s Guide to Everything) — Tactical support and social manipulation as a combat discipline. The faction power structures of Bassuras reward Masterminds specifically because the city’s most important battles are fought in meetings and back channels rather than in the street.
  • Scout (Xanathar’s Guide to Everything) — Wilderness skirmishing adapted for the Hellcatch’s particular terrain: Flats navigation, Hollows reconnaissance, raider band evasion.
  • Swashbuckler (Xanathar’s Guide to Everything) — Daring, mobile, theatrical in a setting where theatricality can be cover as much as style. The Blood Pits and the Deathwish Run both produce Swashbucklers.
  • Phantom (Tasha’s Cauldron of Everything) — The Shadowfell bleeds. A Phantom Rogue carries something of the dead with them — necrotic energy, whispers, the presence of the accumulated ungoverned dead that the plane has been producing for a thousand years.
  • Sinner (The Crooked Moon) — Fate manipulation through jinxes — a Jinxcraft tradition built around a weapon that channels bad luck into specific, reliable outcomes.
  • Vermillion Hand (Scavenger) — Shadow projection and remote operation. A Vermillion Hand can be somewhere they aren’t, operate through a silhouette that contains their abilities, and act from a different location while their body stays somewhere safer. In a city of unmarked Court of Dust agents and Garrotte Line operatives, that is not a small advantage.
  • Falconer (Zaman’s Guide to the End of Time) — A bird of prey as steadfast partner rather than tool. Desert guides and Flats scouts have always worked with trained raptors for reconnaissance; a Falconer takes that practical relationship further, fighting in genuine coordination with a hunting bird that’s seen as much of the Hellcatch as they have.