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.
The Rogue | |||||
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Level | Proficiency Bonus | Sneak Attack | Features | ||
1st | +2 | 1d6 | Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery (One D&D) | ||
2nd | +2 | 1d6 | Cunning Action | ||
3rd | +2 | 2d6 | Roguish Archetype, Steady Aim | ||
4th | +2 | 2d6 | Ability Score Improvement | ||
5th | +3 | 3d6 | Uncanny Dodge | ||
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 | Reliable Talent | ||
12th | +4 | 6d6 | Ability Score Improvement | ||
13th | +5 | 7d6 | Roguish Archetype feature | ||
14th | +5 | 7d6 | Blindsense | ||
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 |
Multiclassing and the Rogue. You must have a Dexterity score of 13 or higher in order to multiclass in or out of this class.
Creating a Rogue
To create a Rogue, consult the following lists, which provide your Primary Ability, Hit Points, and proficiencies. If you’re making a level 1 character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see “Multiclassing and the Rogue” above.
Then look at the Rogue table to see the class features you get at each level in this class. The descriptions of those features appear in the “Rogue Class Features” section.
Primary Ability
Your primary ability is Dexterity. When you choose this class at 1st level, you increase your Dexterity by 2.
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
Rogue Class Features
As a Rogue, you gain the following class features when you reach the specified levels in this class. These features are listed on the Rogue table.
Level 1: Expertise
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, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Level 1: Sneak Attack
You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 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 on the attack roll 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 amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Level 1: 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 understands 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.
Level 1: Weapon Mastery (One D&D)
Your training with weapons allows you to use the Mastery property of two kinds of Weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can practice weapon drills and change one or both of those weapon choices.
Using Weapon Mastery
If you’re wielding a Weapon and have learned its Mastery Property, you are able to use that mastery property every time you make an attack with the weapon, no action required.
Different mastery properties have different triggers. For example, Cleave requires you to hit a creature with a melee attack roll while Graze triggers when you miss a creature with an attack roll.
Level 2: Cunning Action
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.
Level 3: Roguish Archetype
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.
Official Subclasses | |
---|---|
Archetype | Source |
Arcane Trickster |
PHB |
Assassin | PHB |
Inquisitive | XGE |
Mastermind | XGE |
Phantom | TCE |
Scout | XGE |
Soulknife | TCE |
Swashbuckler | XGE |
Thief | PHB |
Unofficial Subclasses | |
Misfortune Bringer |
3rd Party |
Level 3: Steady Aim (Optional)
As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action 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.
Level 4: 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.
Level 5: Uncanny Dodge
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.
Level 7: Evasion
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 Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Level 11: Reliable Talent
You have 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.
Level 14: Blindsense
If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Level 15: Slippery Mind
You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Level 18: Elusive
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.
Level 20: Stroke of Luck
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.