Eberron Rogue
Anyone can learn to use thieves’ tools, to hide in shadows or pick a pocket. The rogue is defined by two things. A rogue is slippery and deals with threats by avoiding them, sometimes even rolling with a hit and then disappearing into the shadows. When that fails, rogues are just as adept at spotting a weak point or unwary foe as they are twisting the knife to inflict devastating damage. While a variety of “specialists” can match a rogue’s expertise at different odds and ends, no one can strike a single blow as devastating and then slip away into the night. Like most things in Eberron, no two rogues are the same, and each talent or feature that one possesses is an opportunity to flush out the story of how each skill was learned and the first time it was employed. Morgrave Miscellany, page 61, gives examples of what playing a Rogue in Eberron might look like.
In addition to the subclass options presented on dndbeyond, the following Roguish Archetypes are also available:
Tomb Robber
You might describe yourself as an archeologist, antiquarian, acquirer of rare antiquities, or extreme explorer, but more squeamish folks call you a tomb robber. you know physical remnants of the past lie buried in places like the ancient depths of Sharn, the ziggurats of Q'barra, or the cyclopean ruins of Xen'drik. Rather than merely speculating on what these relics might reveal you go and seek them out yourself.
- Source: Eberron Archetypes, page 38
Wand for Hire
During the Last War, magical violence became commonplace - and even after the war's end, some rogues still make it their career. You are a mercenary spellslinger with a talent for arcane crime and covert warfare, trained to earn a living by going where you are told to go and blasting those whom you are told to blast.
- Source: Eberron Archetypes, page 40