TEXT: Bloodstone Press                                                                                                     Amazons vs Valkyries: Rogue Archetypes 
  1 
  Rogue Archetypes 
   
  ROGUE ARCHETYPES 
   
   
  INTRODUCTION  
  elcome to the Rogue Archetypes   
  supplement for the Amazons vs 
  Valkyries adventure setting. This file 
  features four archetypes: the 
  Investigator, the Outlaw, the Scout, 
  and the Trickster. These archetypes 
  are in addition to the Thief and Assassin 
  available in the core rules. Most rogues in this 
  setting fall into one of these categories, the 
  majority being scouts. 
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  CREDITS 
  Design and Development. Arther Sexios and L.J. Ogre 
  Editing. L.J. Ogre  
  Art. Bartek Blaszczec, Ionuticlanzan, Joao Mileski, Ripteid, 
  Guillaume Seignac, Herbert Gustave Schmalz, Sir 
  Lawrence Alma-Tadema, and John William 
  Waterhouse 
  Some Graphic Elements. Lord Zsezse Works 
   
  For news and updates visit: Bloodstone-Press.com  
   
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  Bloodstone Press                                                                                                     Amazons vs Valkyries: Rogue Archetypes 
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  Rogue Archetypes 
   
  ROGUES 
  Rogues are common in every society. They 
  are often involved with law enforcement or 
  espionage. They may be hardened criminals, 
  officers of the court, harmless pranksters, or 
  military operatives.  
   
  Investigator. Some rogues use their skills 
  to fight crime and apprehend criminals. They 
  have an inherent understanding of the 
  criminal mind, a keen eye for detail, and 
  deductive intuition. Investigators from Persia 
  and Egypt often work for the state. Those 
  from Rome and Greece are always private 
  investigators.  
   
  Outlaw. Many rogues live outside 
  normal society. Idealistic outlaws may be 
  wrongly accused or fighting an unjust 
  government. However, most outlaws are 
  hardened criminals, marked for their 
  misdeeds and cast out from society and the 
  legal protections afforded to law abiding 
  citizens.   
   
  Scout. Every army has a use for the 
  rouge’s skills. Scouts are needed to guide 
  armies and probe enemy positions. Their 
  reconnaissance skills are essential to winning 
  battles and wars.   
   
  Trickster. Known for acerbic wit and biting 
  sarcasm, tricksters are fascinated with humor. 
  Disarming jokes, stinging one-liners, and killer 
  anecdotes are the trickster’s main weapons.     
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Bloodstone Press                                                                                                     Amazons vs Valkyries: Rogue Archetypes 
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  Rogue Archetypes 
   
  THE INVESTIGATOR   
  The investigator specializes in cracking secrets. 
  Either following evidence with cold logic or 
  pressing witnesses with probing questions, the 
  investigator unveils the truth. As an 
  investigator, you may work for a local 
  government in Persia or Egypt. In Greek and 
  Roman areas, you are more likely a private 
  investigator. Your clients may be aristocrats or 
  citizens that have been the victims of crime or 
  who suspect others of committing crimes.   
   
  INQUISITIVE INVESTIGATION 
  Beginning at 3rd level, you can use a bonus 
  action to make an Intelligence (Investigation) 
  check to find or decipher clues. You can also use 
  a bonus action to make a Wisdom (Perception) 
  check to notice hidden objects and creatures.  
   
  PRESSING INTERROGATION 
  Starting at 3rd level, you can use your insight to 
  gain influence over creatures you have 
  evaluated. If you learn the true intentions of a 
  creature due to a successful Wisdom (Insight) 
  check you have advantage on any Charisma 
  (Deception, Intimidation, or Persuasion) checks 
  against the creature for 10 minutes.  
   
  LEARN THE WEAKNESS 
  Also at 3rd level, you can decipher an opponent’s 
  tactics and exploit their openings. As a bonus 
  action, you make a Wisdom (Insight) check 
  against a creature you can see that is engaged in 
  combat. The DC is equal to 8 + the target’s 
  proficiency bonus. If you succeed, you have 
  advantage on your next attack roll against the 
  creature.  
   
  This benefit lasts for 1 minute or until you 
  successfully use this feature against a different 
  target. 
   
   
   
   
   
   
  SENSE THE TRUTH 
  Starting at 9th level, if you spend at least 1 
  minute observing or interacting with another 
  creature outside combat, you may obtain 
  certain Truths about that creature. Select one of 
  the following: 
   
  Truth of the Fight. You add double your 
  proficiency bonus to your next attack against 
  the creature. 
  Truth of the Flight. You can make a DC 12 
  Wisdom (Insight) check to deduce where and 
  how the creature will attempt to escape. If it 
  attempts to flee, you can use your reaction to 
  make an attack against the creature before it 
  moves. 
  Truth of the Self. The Game Master provides 
  you with one fact about the creature that you 
  learn through observation or eavesdropping, 
  such as any diseases, vulnerabilities, resistances 
  or magical ability the creature might have. 
   
  
  Bloodstone Press                                                                                                     Amazons vs Valkyries: Rogue Archetypes 
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  Rogue Archetypes 
   
  CUNNING MANIPULATION  
  Upon reaching 13th level, your skills at reading 
  and manipulating creatures become 
  supernatural. If you succeed at a Wisdom 
  (Insight) check opposed by the target’s Charisma 
  (Deception), that creature becomes charmed or 
  frightened by you (your choice) for 1 minute. 
  Creatures with an Intelligence of 5 or lower and 
  those that are immune to being charmed or 
  frightened are also immune to this ability.  
   
  You can use this ability a number of times 
  equal to your Wisdom modifier (minimum 1). 
  You regain all spent uses when you complete as 
  long rest.  
   
  MASTER INVESTIGATOR 
  Upon reaching 17th level, your deductive 
  reasoning and intellectual prowess reach 
  legendary status. You gain the following 
  features.  
  Detect Lie. Your Wisdom (Insight) checks to 
  detect a lie always succeed.   
  Detect Thoughts. With keen interpretation 
  of body language, facial expressions, and vocal 
  cues, you can effectively read a creature’s mind. 
  If you succeed on a Wisdom (Insight) check 
  contested by the target creature’s Charisma 
  (Deception) check, you effectively cast detect 
  thoughts on the creature.  When you probe the 
  creatures mind, it makes a Wisdom saving throw 
  with a DC equal to 8 + your Wisdom modifier + 
  your proficiency bonus.  
  Detect Deception. As an action you can 
  study the area around you for subtle 
  discrepancies and anomalies that divulge the 
  presence of deceptive magic. As long as you are 
  not blinded, deafened, or unconscious, you 
  notice all illusions, shapechangers not in their 
  original form, and other deceptive magic within 
  30 feet of you.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Bloodstone Press                                                                                                     Amazons vs Valkyries: Rogue Archetypes 
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  Rogue Archetypes 
   
  OUTLAW  
  Outlaws are literally outside the protection of 
  the law and can be victimized by anyone 
  without legal consequence. They are also 
  marked for their crimes, be it theft, arson, 
  murder or something more dastardly.  
   
  Outlaws frequently have the Exiled 
  background.  
   
  Outlaws can reduce the negative aspects of 
  this archetype by moving to a community 
  distant from their own, where their mark (see 
  below) is not recognized for what it is. More 
  often, they live among other outlaws at bandit 
  camps, gang hideouts, or pirate seaports.  
   
  Outlaws have contacts in the underworld, 
  providing them access to stolen goods and 
  contraband. At higher levels, they can call upon 
  these comrades in crime, summoning others to 
  aid them. Since the outlaws rough, lawless 
  lifestyle is filled with violence, they develop 
  skills that improve their combat abilities. 
   
  BONUS PROFICIENCIES 
  Upon taking this archetype at 3rd level, you gain 
  proficiency with Deception, Intimidation, 
  improvised weapons, unarmed attacks, and one 
  gaming set of your choice.   
   
  MARKED 
  Upon taking this archetype at 3rd level, you gain 
  the mark of a criminal. This might be a tattoo, a 
  brand, a scar, or some other obvious mark that 
  indicates you are an outlaw. It might be 
  deserved, it might be in error, or perhaps you’ve 
  been framed. Regardless of the circumstances, 
  the authorities have deemed you an outlaw and 
  marked you accordingly. This mark has several 
  negative effects and a few positive ones.  
   
   
   
   
   
  • Law enforcement may recognize the 
  mark and harass you, detain you, or 
  worse.  
  • Citizens do not trust you, take your 
  word, or lend you credit. Most refuse to 
  associate with you.  
  • Citizens can abuse you, take advantage 
  of you, and victimize you with little 
  consequence.  
  • You have disadvantage on all Persuasion 
  checks made against law abiding citizens 
  who recognize the mark.  
   
  Conversely, you gain the following benefits.  
   
  • You have advantage on all Intimidation 
  checks made against creatures that 
  recognize the mark.  
  • You have advantage on Persuasion 
  checks made to influence criminals, 
  deviants, and oath breakers who 
  recognize the mark.  
   
  
  Bloodstone Press                                                                                                     Amazons vs Valkyries: Rogue Archetypes 
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  Rogue Archetypes 
   
  BLACK MARKET ACCESS 
  Also at 3rd level, you automatically have access 
  to the black market in your hometown. If you 
  travel to a new town, you must spend 1d4 days 
  and 5 gp to familiarize yourself with the local 
  underworld and establish a contact. Once you 
  have access to the local black market, you gain 
  the following benefits:  
  Discount Prices. Standard equipment costs 
  you 50% less than the listed price. These are 
  stolen goods and may lack duty stamps or have 
  an identifying mark of the rightful owner.  
  Illicit Goods. You also have access to items 
  that are illegal, exotic, or otherwise unavailable. 
  The prices are determined by the DM, but 
  should range from high to very high, depending 
  on demand and availability.  
   
  DIRTY FIGHTING  
  Upon reaching 9th level you have learned to 
  fight in an opportunistic, unfair, and exploitative 
  way. You might strike your opponent’s vitals, 
  use an object, or slam them against a hard 
  surface. Your melee attacks inflict an additional 
  1d4 damage.  
   
  SUMMON GANG  
  Starting at 13th level, you can call upon a group 
  of thugs and criminals who will aid you in 
  combat. You can only raise this gang in an area 
  where you have established underworld 
  connections. You must spend at least 1 hour 
  raising them. You do this by dispatching 
  messengers or going yourself to gather them. 
  Choose one the following options of thugs, 
  bandits, and pirates to join you:  
   
  • One outlaws of challenge rating 2  
  • Two outlaws of challenge rating 1  
  • Four outlaws of challenge rating ½  
  • Eight outlaws of challenge rating ¼  
   
   These outlaws aid you for 2 hours. Each 
  outlaw is a humanoid, and it falls unconscious 
  and begins dying when it drops to 0 hit points.  
   
   
  The summoned outlaws are friendly to you 
  and your companions. Roll initiative for the 
  summoned outlaws as a group, which has its 
  own turns. They follow any verbal commands 
  that you issue to them (no action required by 
  you). If you don’t issue any commands to them, 
  they defend themselves from hostile creatures, 
  but otherwise take no actions. 
   
  The outlaws you summon are usually the 
  same individuals. If they are reduced to 0 hit 
  points, they are recovered when you summon 
  them again. If they are killed, they are replaced 
  the next time you summon them.  
   
  You can use this feature once per long rest.  
   
  AMBUSH  
  Also at 13th level, you become an expert at 
  laying ambushes. When your opponents are 
  surprised, you can attack twice, instead of once, 
  with the Attack action.  
   
  BRUTAL STRIKE  
  Upon reaching 17th level, your lawless and 
  unjust lifestyle has taught you strike with 
  debilitating effect. When you damage a creature 
  with your Sneak Attack feature, that creature 
  must also make a Constitution saving throw (DC 
  8 + your Dexterity modifier + your proficiency 
  bonus). If the save fails, the creature suffers an 
  additional effect determined with the table 
  below.  
   
   
   
   
  1d6 
  Result 
  1 
  The target is blinded for 1 round 
  2 
  The target is knock prone 
  3 
  The target has disadvantage on its next 
  attack 
  4 
  You  have advantage on your next attack  
  against the target 
  5 
  The target’s speed is reduced by 10 feet for 1 
  round 
  6 
  The target takes an additional 3d6 damage 
  
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  Rogue Archetypes 
   
  SCOUT 
  All armies employ scouts for patrolling, 
  reconnaissance, and covert actions. As a scout, 
  your career begins as a short-range patroller, 
  sweeping the area near the army’s current 
  position. Later, your duties take you further 
  afield as you conduct long-range 
  reconnaissance. You may spend several days in 
  the field, seeking the best routs for the army to 
  take. As your skills improve, your assignments 
  take you closer to enemy positions and you 
  must survey their strength and assets. At the 
  pinnacle of your abilities, you are entrusted with 
  espionage missions deep within enemy 
  territory.   
   
  BONUS PROFICIENCY  
  Upon taking this archetype at 3rd level, you 
  gain proficiency in Survival, Nature, and 
  Perception. If you already have proficiency in 
  Perception, your proficiency bonus doubles 
  in that skill.  
   
  You also learn one new language of your 
  choice.  
   
  SPECULATRIX 
  Also at 3rd level, you become particularly 
  skilled with one type of natural environment 
  and are adept at traveling and surviving in 
  such regions. Choose one type of favored 
  terrain: arctic, coast, desert, forest, 
  grassland, mountain, subterranean, or 
  swamp. When you make an Intelligence or 
  Wisdom check related to your favored 
  terrain, your proficiency bonus is doubled if 
  you are using a skill that you’re proficient in. 
  While traveling for an hour or more in your 
  favored terrain, you gain the following 
  benefits: 
  • Difficult terrain doesn’t slow your 
  travel. 
  • Your have advantage on Survival 
  checks made to avoid becoming lost.  
  • Even when you are engaged in 
  another activity while traveling (such 
  as foraging, navigating, or tracking), you 
  remain alert to danger. 
  • If you are traveling alone, you can move 
  stealthily at a normal pace. 
  • When you forage, you find twice as 
  much food as you normally would. 
  • While tracking other creatures, you also 
  learn their exact number, their sizes, and 
  how long ago they passed through the 
  area. 
   
  You choose an additional favored terrain 
  type at 9th and 13th level. At these levels, you 
  can also choose urban as a favored terrain.  
   
  
  Bloodstone Press                                                                                                     Amazons vs Valkyries: Rogue Archetypes 
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  Rogue Archetypes 
   
  STALKING  
  Starting at 9th level, you have advantage on 
  Dexterity (Stealth) checks if you move no 
  more than half your speed on your turn.   
   
  DEEP COVER  
  After reaching 13th level, you can move 
  secretly among enemy troops and blend into 
  civilian populations.  
   
  You learn one language and gain 
  expertise on all Intelligence (History) and 
  Intelligence (Religion) checks made regarding 
  the culture of any language you know.  
   
  Furthermore, you can spend nine days 
  and 30 gp to establish a false identity with 
  associated history, profession, and 
  affiliations. For example, you might obtain 
  the uniform and papers of an allied military 
  officer from a foreign land so you can gain 
  access to the local military leaders. 
   
  When you don this disguise, other 
  creatures believe you to be that person until 
  given an obvious reason to think otherwise.  
   
  QUICK THINKING  
  Beginning at 17th level, you develop a 
  preternatural sense for danger and can react 
  before others know what is happening. You 
  have advantage on initiative checks. As long 
  as you are not surprised, you also gain an 
  additional bonus action on the first round of 
  combat. This action can be used only to take the 
  Attack, Dash, Disengage, or Hide action.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Bloodstone Press                                                                                                     Amazons vs Valkyries: Rogue Archetypes 
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  Rogue Archetypes 
   
  TRICKSTER 
  The trickster is a common archetype in most 
  cultures. These mischief-makers thrive on 
  misdirection, confusion, and juxtaposition. They 
  enjoy wry humor, biting sarcasm, and practical 
  jokes. Sometimes they find legitimate 
  employment as jesters, comedians, or clowns. 
  More often, they survive by less scrupulous 
  means.  
   
  Tricksters can wield unusual objects as 
  weapons, often for comedic effect. They are 
  innate spellcasters with an affinity for illusions 
  and enchantments. They are skilled humorists 
  and masters of deception, even fooling death.  
   
  BONUS PROFICIENCY  
  You gain proficiency with disguise kits and 
  improvised weapons. You also gain expertise in 
  Charisma (Deception).  
   
  SPELLCASTING 
  Starting at 3rd level, you gain the ability to cast 
  spells, as outlined below.   
   
  Cantrips. You learn minor illusion and two 
  other cantrips of your choice from the sorceress 
  spell list.  
  You learn another cantrip of your choice 
  at 10th level.  
  Spell Slots. The Trickster Spellcasting table 
  shows how many spell slots you have for casting 
  sorceress spells.  To cast one of these spells, you 
  must expend a slot of the spell’s level or higher. 
  You regain all expended spell slots when you 
  finish a long rest.  
  Spells Known of 1st-level or higher. You 
  know three 1st level sorceress spells, two of 
  which must be illusion or enchantment spells.  
  The Spells Known column of the Trickster 
  Spellcasting table shows when you learn more 
  sorceress spells of 1st level or higher. These may 
  only be illusion or enchantment spells for a level 
  which you have slots available.  
  Additionally, when you gain a level in this 
  class, you can choose one of the sorceress spells 
  you know and replace it with another spell from 
  the sorceress spell list, which also must be of a 
  level for which you have spell slots. 
  Spellcasting Ability. Charisma is your 
  spellcasting ability for your sorceress spells. You 
  use your Charisma whenever a spell refers to 
  your spellcasting ability. In addition, you use 
  your Charisma modifier when setting the saving 
  throw DC for a sorceress spell you cast and 
  when making an attack roll with one.  
   
  Spell save DC = 8 + your proficiency bonus + 
  your Charisma modifier 
  Spell attack modifier = your 
  proficiency bonus + your Charisma 
  modifier.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Bloodstone Press                                                                                                     Amazons vs Valkyries: Rogue Archetypes 
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  Rogue Archetypes 
   
   
  DISTRACTION  
  Also at 3rd level, you learn how to use your wit 
  to distract, confuse, and otherwise sap the 
  confidence and competence of others. When a 
  creature that you can see within 60 feet of you 
  makes an attack roll, an ability check, or a 
  damage roll, you can use your reaction to cause 
  that creature to suffer a -2 penalty on its roll. 
  You can choose to use this feature after the 
  creature makes its roll, but before the GM 
  determines whether the attack roll or ability 
  check succeeds or fails, or before the creature 
  deals its damage. The creature is immune if it 
  can’t hear you or if it’s immune to being 
  charmed. 
   
   
   
   
   
   
   
   
   
  WORDS AS WEAPONS 
  Tricksters specialize in withering insults, 
  provocation, and commenting on the absurdity 
  of life. At 9th level, your comedic skills, 
  comments, and gestures may incite creatures to 
  attack you or cause bystanders to be overcome 
  with mirth. The saving throw for each of these 
  abilities is DC 8 + your proficiency bonus + your 
  Charisma modifier. Each of these abilities can be 
  used one time per long rest.  
  Taunt. As a bonus action, you hurl invectives 
  and personal insults, compelling a creature to 
  attack you. You choose a number of creatures 
  equal to your proficiency bonus or less that you 
  can see within 30 feet of you. Each targeted 
  creature that can see and hear you must make a 
  Wisdom saving throw. On a failed save, the 
  creature is drawn to you, incited by your 
  inflammatory words and gestures. For 1 minute, 
  it has disadvantage on attack rolls against 
  creatures other than you, and must make a 
  Wisdom saving throw if it attempts to move 
  more than 30 feet away from you; if it succeeds 
  on this saving throw, this ability doesn’t restrict 
  the target’s movement for that turn. 
  The effect ends if you attack any other 
  creature with a weapon or spell, if a creature 
  friendly to you damages a target or casts a 
  harmful spell on it, or if you end your turn more 
  than 30 feet away from a target. 
  Joke. As a bonus action, you crack an absurd 
  one-liner, turning a serious situation into a 
  comedy. A number of creatures equal to your 
  proficiency bonus within 20 feet of you and that 
  have Intelligence higher than 5 and understand 
  the language you use must make a Wisdom 
  saving throw or be prone with laughter as the 
  hideous laughter spell for 1 minute. The nearest 
  creatures to you are affected first and you 
  cannot choose who is affected. Each time an 
  affected creature takes damage, and at the end 
  of each affected creature’s turn, it can make 
  another Wisdom saving throw. The creature has 
  advantage on the saving throw if it’s triggered 
  by damage. On a success, the effect ends for 
  that creature.  
   
   
  TRICKSTER SPELLCASTING 
  Rogue  
  Level 
  Cantrips 
  Known 
  Spells  
  Known 
  -Spell Slots per Spell Level- 
  1st 
  2nd 
  3rd 
  4th 
  3rd  
  3 
  3 
  2 
  - 
  - 
  - 
  4th 
  3 
  4 
  3 
  - 
  - 
  - 
  5th  
  3 
  4 
  3 
  - 
  - 
  - 
  6th  
  3 
  4 
  3 
  - 
  - 
  - 
  7th  
  3 
  5 
  4 
  2 
  - 
  - 
  8th  
  3 
  6 
  4 
  2 
  - 
  - 
  9th  
  3 
  6 
  4 
  2 
  - 
  - 
  10th  
  4 
  7 
  4 
  3 
  - 
  - 
  11th  
  4 
  8 
  4 
  3 
  - 
  - 
  12th  
  4 
  8 
  4 
  3 
  - 
  - 
  13th  
  4 
  9 
  4 
  3 
  - 
  - 
  14th  
  4 
  10 
  4 
  3 
  - 
  - 
  15th  
  4 
  10 
  4 
  3 
  2 
  - 
  16th  
  4 
  11 
  4 
  3 
  3 
  - 
  17th  
  4 
  11 
  4 
  3 
  3 
  - 
  18th  
  4 
  11 
  4 
  3 
  3 
  - 
  19th  
  4 
  12 
  4 
  3 
  3 
  1 
  20th  
  4 
  13 
  4 
  3 
  3 
  1 
  
  Bloodstone Press                                                                                                     Amazons vs Valkyries: Rogue Archetypes 
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  Rogue Archetypes 
   
  MASQUERADER  
  At 13th level, you become a master of disguise 
  and impersonation. You have advantage on all 
  Charisma (Deception) checks made to alter your 
  identity with a disguise. You can also create a 
  disguise that precisely imitates another person’s 
  mannerisms, speech, and writing. You must 
  spend three hours studying the person and their 
  characteristics you intend to mimic.   
   
  Casual observers have no chance of 
  detecting your ruse and you have advantage on 
  your Charisma (Deception) checks to deceive 
  anyone who is suspicious of you.  
   
  DEATH DECEPTION  
  Upon reaching 17th level, you can fool the hand 
  of death. When an injury would normally reduce 
  you to 0 hit points, you are instead left with 1. 
  You can use a reaction in that moment to 
  become invisible and create an illusion of 
  yourself perishing from the injury.  
   
  A creature that uses its action to examine 
  the illusory corpse can determine that it is an 
  illusion with a successful Intelligence 
  (Investigation) check against your spell save DC.  
   
  Alternately, you can have the illusion 
  depict you perishing in a nearby hazard, such 
  as falling over a precipice or into an inferno 
  (assuming such hazards are already present). In 
  which case, the illusion ends as soon as the 
  image is out of sight.  
   
  Finally, you can choose to remain visible and 
  have the illusion depict mortal wounds on your 
  body. As long as you remain prone and 
  motionless, you appear to have died from the 
  injury. Anyone inspecting the wounds can 
  discern the illusion with a successful Intelligence 
  (Investigation) or Wisdom (Medicine) check 
  against your spell save DC.  
   
   
   
   
  In any case, the macabre illusion persists for 
  1 hour or until you dismiss it with a bonus 
  action. Your invisibility also persists for 1 hour, 
  but ends early if you attack or cast a spell.  
   
  After using this feature, you cannot use it 
  again until you complete a long rest.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Bloodstone Press                                                                                                     Amazons vs Valkyries: Rogue Archetypes 
  12 
  Rogue Archetypes 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Bloodstone Press                                                                                                     Amazons vs Valkyries: Rogue Archetypes 
  13 
  Rogue Archetypes 
   
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  System Reference Document 5.1 Copyright 2016, Wizards of the Coast, 
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