Rogue
Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. 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.
You must have a Dexterity score of 13 or higher in order to multiclass in or out of this class.
Level | Proficiency Bonus | Expert dice | Features |
---|---|---|---|
1st | +2 | 1d6 | Rogue Method, Diry Fighting, Thieves' Cant |
2nd | +2 | 1d6 | Cunning Action |
3rd | +2 | 2d6 | Roguish Archetype |
4th | +2 | 2d6 | Ability Score Improvement |
5th | +3 | 3d6 | Rogue Method Improvement |
6th | +3 | 3d6 | Expertise |
7th | +3 | 4d6 | Evasion |
8th | +3 | 4d6 | Ability Score Improvement |
9th | +4 | 5d6 | Roguish Archetype feature |
10th | +4 | 5d6 | Ability Score Improvement |
11th | +4 | 6d6 | Rogue Method Improvement |
12th | +4 | 6d6 | Ability Score Improvement |
13th | +5 | 7d6 | Roguish Archetype feature |
14th | +5 | 7d6 | Rogue Method Improvement |
15th | +5 | 8d6 | Slippery Mind |
16th | +5 | 8d6 | Ability Score Improvement |
17th | +6 | 9d6 | Roguish Archetype feature |
18th | +6 | 9d6 | Elusive |
19th | +6 | 10d6 | Ability Score Improvement |
20th | +6 | 10d6 | Stroke of Luck |
Class Features
As a rogue, you gain the following 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, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (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) dungeoneer's pack, or (c) an explorer's pack
- Leather armor, two daggers, and thieves' tools
Dirty Fighting
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction, using underhanded tactics to give you a needed edge in combat. Once on each of your turns when you take the Attack Action, you can deal an extra 1d6 points of damage to one creature you hit with an Attack Roll. The extra damage type is the same as the weapon’s Damage Type. The attack must use a finesse or a ranged weapon and at least one of the following requirements must be met:
- Advantage. You have Advantage on the Attack Roll.
- Ally Adjacent to Target. At least one of your allies is within 5 feet of the target, the ally isn’t Incapacitated, and you don’t have Disadvantage on the Attack Roll.
Thieves' Cant
During your rogue training, you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understand such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Rogue Method
At 1st level, your underhanded methods serve to give you an edge in key situations during your journey, what it takes depends entirely on how you want to operate.Expert
You seek to become a master of your craft. 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.
Sneak Attack (1st Level)
Your Dirty Fighting deals more damage when you hit your target, the number of dice rolled for Dirty Fighting increases as you gain levels in this class, as shown in the Expert Dice column of the Rogue table.
Uncanny Dodge (5th Level)
You have honed your reflexes to avoid getting hit, 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.
Reliable Talent (11th Level)
Your training in mastery has refined your chosen skills until they approach perfection. 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)
Your skill isn't the only thing you have chosen to perfect, your sense has been honed to a razor's edge. If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Brawler
You have emerged yourself in the chaotic rhythm of battle and seek to hone a mastery of it. But unlike other warriors, you employ a more underhanded methoud that knights and warriors would be considered "without honor". To you, it means that you wont die due to outdated semantics.
Martial Training
Your extensive physical training within the chaotic art of combat has allowed you to better utilize Combat Maneuvers, which are used to enhance attacks and provide martial utility in combat. You add your proficiency bonus to the number of maneuvers you can use.Number of maneuvers = your proficiency bonus + your intelligence modifier
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Superiority Dice (1st Level)
Your Expert dice counts as Superiority dice, allowing you to exert bursts of physical superiority to improve your strikes. The amount of the Superiority Dice increases as you gain levels in this class, as shown in the Expert Dice column of the Rouge table.
Once per attack or skill check, you can roll one Superiority Die and use the result in one of the following ways:
- Hitting hard. When rolling for damage on any attack with an armed and unarmed strike.
- Physical Burst. When roling a Acrobatics or Athletics skill check.
- Superiour maneuver. You make it possible to perform a superiour maneuver.
A superiority die is expended when you use it. You regain one expended superiority dice when you finish a short rest. If you finish a long rest, you regain all of your expended superiority dice.
Extra attack (5th Level)
The heat of battle has provided you with the ability to excel in combat. You can attack twice, instead of once, whenever you take the Attack action on your turn.
Cunning Strikes (11th Level)
Your dirty fighting feature applies to all attacks made during your turn rather than the first one.
Additionally, when expending a superiority die for any maneuver, double the resulted roll.
Subtle Strikes (14th Level)
When you attack, you know how to exploit a target’s distraction. You have Advantage on any Attack Roll that targets a creature within 5 feet of at least one of your allies who isn’t Incapacitated.
Agent
The work expected of you is as strict as it is vast, an Agent has to be the best of the best. You gain proficiency for Disguise Kit, Forgery Kit, and Thieves’ Tools. If you already have proficiency with the tools, you gain expertise in them.
Subtle Hand (1st Level)
You can inspire yourself or others through your subtle methods of operating. Your Expert dice becomes a pool of dice that can be used to modify dice rolls. The Expert die can be used as a Reaction to affect one creature within reach of you in the following ways:
Boost a d20 Check. When a creature within range fails a check that uses a d20, you can give the creature an Expert die. The creature rolls that die and adds the number rolled to the d20, potentially turning the failure into a success.
Hinder a d20 Check. If a creature within reach succeeds in a check that uses a d20, you can use your Reaction to roll an Expert die and subtract the number rolled from the d20, potentially turning the success into a failure. If you are using a ranged weapon, you are able to expand the range of this ability to the range of your weapon attack, as long as you don't have disadvantage on any attacks that the range.
You regain any expended uses of your Expert dice when you finish a short or long rest.
Jack of All Trades (5th Level)
Your training and service have taught you to excel in all of your tasks. You can add half your proficiency bonus (rounded down) to any ability check you make that doesn't already include your proficiency bonus.
Cool Under Pressure(11th Level)
When you succeed on a saving throw, you can choose to use your reaction to expend an expert die and gain temporary hit points equal to 1d6 + your rogue level.
Master of Prepration(14th Level)
At the end of a long rest, you can expend an expert die to temporarily improve one ability score of your choice. You roll the die and add the result to the ability score. If you want a higher bonus, you can expend as many expert dice as you want to boost it. The ability score can't exceed 22, and the bonus will end next time you take a long rest or 8 hours.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Roguish Archetype
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Archetype | Source |
---|---|
Arcane Trickster | Player's Handbook |
Assassin | Player's Handbook |
Inquisitive | Xanathar's Guide to Everything |
Mastermind | Xanathar's Guide to Everything |
Phantom/td] | Tasha's Cauldron of Everything |
Scout | Xanathar's Guide to Everything |
Soulknife | Tasha's Cauldron of Everything |
Swashbuckler | Xanathar's Guide to Everything |
Thief | Player's Handbook |
Masked | RPathos |
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Expertise
At 6th 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.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
Slippery Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. 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.
Once you use this feature, you can't use it again until you finish a short or long rest.