Rogue
Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
Multiclassing Prerequisites: Dexterity 13
Class Table
Level | Proficiency Bonus | Features | Sneak Attack |
---|---|---|---|
1 | +2 | Expertise, Sneak Attack, Thieves’ Cant | 1d6 |
2 | +2 | Cunning Action | 1d6 |
3 | +2 | Roguish Archetype, Steady Aim (Opt) | 2d6 |
4 | +2 | Ability Score Improvement | 2d6 |
5 | +3 | Uncanny Dodge | 3d6 |
6 | +3 | Expertise | 3d6 |
7 | +3 | Evasion | 4d6 |
8 | +3 | Ability Score Improvement | 4d6 |
9 | +4 | Roguish Archetype feature | 5d6 |
10 | +4 | Ability Score Improvement | 5d6 |
11 | +4 | Reliable Talent | 6d6 |
12 | +4 | Ability Score Improvement | 6d6 |
13 | +5 | Roguish Archetype feature | 7d6 |
14 | +5 | Blindsense | 7d6 |
15 | +5 | Slippery Mind | 8d6 |
16 | +5 | Ability Score Improvement | 8d6 |
17 | +6 | Roguish Archetype feature | 9d6 |
18 | +6 | Elusive | 9d6 |
19 | +6 | Ability Score Improvement | 10d6 |
20 | +6 | Stroke of Luck | 10d6 |
Class Features
Hit Points
- Hit Dice: 1d8 per rogue level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
- Tools: Thieves’ tools
- Saving Throws: Dexterity, Intelligence
- Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth
Equipment
You start with:
- (a) a rapier or (b) a shortsword
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
- Leather armor, two daggers, and thieves’ tools
Expertise (1st level)
Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, choose two more proficiencies to gain this benefit.
Sneak Attack (1st level)
Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
- You don’t need advantage if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
- The extra damage starts at 1d6 and increases as shown in the Sneak Attack column.
Thieves’ Cant (1st level)
You learn thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. You also understand a set of secret signs and symbols used to convey short, simple messages.
Cunning Action (2nd level)
You can take a bonus action on each of your turns to Dash, Disengage, or Hide.
Roguish Archetype (3rd level)
Choose an archetype that reflects your approach to roguish exploits. You gain features at 3rd, 9th, 13th, and 17th levels.
Common examples include:
- Thief
- Assassin
- Arcane Trickster
- Swashbuckler
- Mastermind
- Inquisitive
- Scout
- Phantom
- Soulknife
Steady Aim (Optional, 3rd level)
As a bonus action, give yourself advantage on your next attack roll on the current turn. You can use this only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Uncanny Dodge (5th level)
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Evasion (7th level)
When you are subjected to an effect that allows a Dexterity saving throw for half damage, you instead take no damage on a success and only half damage on a failure.
Reliable Talent (11th level)
Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Blindsense (14th level)
If you can hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Slippery Mind (15th level)
You gain proficiency in Wisdom saving throws.
Elusive (18th level)
No attack roll has advantage against you while you aren’t incapacitated.
Stroke of Luck (20th level)
If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. You can’t use this feature again until you finish a short or long rest.