Backgrounds With Class: Rogue
Some classes and backgrounds mesh naturally, from a conceptual standpoint. Soldier and Fighter, Entertainer and Bard, Sage and Wizard. But backgrounds aren’t class-restricted, and so I wonder what it would look like if you paired every class with every background, even the ones that seem at odds, like Sage and Barbarian, or Outlander and Wizard. So I thought about it, and this is what I came up with. Some character concepts for each class, and each Player’s Handbook background for each class.
The other super-versatile class after fighter, rogue is shorthand for anyone who knows that skill trumps power every time. Intelligent or no, rogues have the skills to make any fight unfair, to tip the odds in their favor with savvy and lopsided tactics rather than slug it out straight. Play into that- I know this is the favorite class for those who want dark pasts and edgelord builds because Sneak Attack is the epitome of the backstab, but not everyone who can put the blade somewhere it hurts most wants to do that first. This class is perfect for the character who always seems to have another tool in their kit, be it stealth, team support, a little magic, people skills, or just being able to run faster. The combinations below play into this, and hopefully lay out the rogue as what it really is: a versatile tradesman, with a hugely broad base.
The Acolyte Rogue was born as most of his tribe was: in a casket. He’s lived in the catacombs beneath the ruins of a church of the Fates since he was young, so understanding the ways and graces of burial places and the goddesses who tend them is second nature. Like many of his tribe, he has a connection with the dead he can feel- spirits follow him, helping the inquisitive young man find points of interest and handle threats from deeper in and without.
The Charlatan Rogue has always loved casinos. The clink of coinage, the chatter of the crowds, and the timeless interior of buildings without windows all speak to her. More than anything, though, are the cards and how they only tell the story they want to if the dealer’s too dull or slow to change it. So, naturally, crooked dealing and, eventually, fortunetelling with cards became her passion, and the minor arcane talents she cultivated on the side served as a nice compliment- easier to sell the fortune if the cards appear to get up and move.
The Criminal Rogue got his start in casinos as well, but this is because Ram clan deals in gambling to cover their illicit gains from other revenue streams. Promoted to floor manager young thanks to a talent for spotting marks and cheats, he masterminded swift-eyed dealers and heavy-handed enforcers for years before hitting the streets. Now, his talents serve the Clan well as negotiator and strike team leader- with a sharp eye and a word of advice for every situation, he looks to own his own casino someday.
The Entertainer Rogue hails from a land where turning away a traveling bard is an affront to good manners and good hospitality. Naturally, this puts his skills with the oud to the test, but the payoff is worth it- with every door open to him, he can put his real talents for espionage and assassination to work. Skilled at the silent, fatal duel and the subtle poisoning, he’s in high demand among the upper echelons, taking down key servants and persons of noble blood with equal bloody facility.
The Folk Hero Rogue violated the most basic oath of his profession: first, do no harm, and the people of his home love him for it. A barber and physician by trade, his home county was held tight in the grasp of a tyrant who ruled by blood and brutality. One day, he took matters into his own hands- when the tyrant came for a shave, he poisoned him and slit his throat. The celebration was uproarious, but he left town under a false name, trying to outrun the curse of his name and the tatters of his broken oath.
The Guild Artisan Rogue is a respectable woman, really. She’s a locksmith, manacles and doors and the like. So she can’t be faulted for testing her skills on new locks from her competitors, in the dead of night because the locksmithing field is very competitive and gold doesn’t grow on trees. Eventually her nighttime ‘visits’ started to get the attention of the City Watch and she decided to take her talents on the road, packing up her tools and taking on the work of a roaming tinker.
The Hermit Rogue left the cities seeking peace- a lifetime of involvement in criminal enterprises, on both sides of the fence at different points, gave them a dire need for some time to relax. Unfortunately, they were also being pursued when last they left, so they sought isolation by taking over a traveler’s rest point in the middle of nowhere as a caretaker and steward. Their time at peace was longer than expected, but when trouble came to their door again, they left for the road, ready to ply their skills once more.
The Noble Rogue has cultivated her talents for a lifetime- reading people makes all the difference among the Court of Stars. Nobility or no, the political predators of the Court know no class distinction, and she’s worked very hard to learn people and cultivate the uncertain talent she feels growing in a corner of her mind. Any port in a storm, she reasons, when the Court advises that she may have a future working for them- it’s better to be the Court’s Hand than in its path.
The Outlander Rogue has traveled the plains since their childhood. Ever since their parents survived the attack of a band of wandering slaad out of the plains’ portals to Limbo, they’ve wanted to hunt the many-colored aberrations themselves. Taught to hunt safely on the plains by their father and to handle people and collect tales and news by their mother, they’re a professional tracker and surveyor, ready to bring an unfair fight to their peoples’ enemy.
The Sage Rogue is an information-gatherer, as well- a reporter, a risk-taker willing to do anything, say anything, and go anywhere to get the scoop. Born in a small town, the broadsheets have always been his portal to the larger world beyond, and he’s jumped at the opportunity to follow his passion. Defending himself from would-be critics and secret-keepers is part of the job, and he learned early that just like the story, you should put your own spin on any fight.
The Sailor Rogue keeps watch during the darkest nights on the waves above Shattered Arde, her sensitivity to the brightness of day meaningless when her eyes pierce the blackness of night like few on board. She sees the spirits that ride the ship’s wake, too: not fully embodied, but wisps of spirit-stuff that she swears whisper secrets to her. More than once she’s found a bit of junk or an old sailor’s charm somewhere she swore there wasn’t before- and nobody on the crew knows where they came from.
The Soldier Rogue was trained, above, all to survive. Victory in a series of inter-tribal conflicts at home in the Scaled Peninsula led to service in foreign lands as a mercenary. In Croix Sang he survived a dragon’s attempt to conquer the city and simply never went home, effectively becoming a deserter. Now he roams, putting his skills as an expert guide, tracker, scout, and killer to use in the wild marshes, coastlines, and woods of the northern shore of the Cane Sea in between lightning-fast knife fights for pocket change.
The Urchin Rogue didn’t really know what she was getting herself into when she broke into the wizard’s tower looking for a place to get out of the winter night, but what she stole there defined the rest of her life. Although the tower was unoccupied and thus safe for her to warm up, the revelation was finding the owner’s spare spellbook, which she stole. Now, she puts what she can understand of the enchantment magic inside to use, as it compliments her own frankly more physical skills well.