Rogue

Rogue

Rogue

Rogues are skilled and stealthy adventurers, masters of cunning and deception. They excel in the arts of infiltration, evasion, and surprise attacks, making them the ideal choice for espionage and thievery. Equipped with light armor and an arsenal of daggers, traps, and gadgets, rogues prefer to strike from the shadows and exploit their foes’ weaknesses. Their abilities allow them to sneak past guards unnoticed, disarm traps, and unlock doors, and perform sleight of hand, making them indispensable in non-combat situations. Agile, resourceful, and adaptable, rogues add a touch of mystery and versatility to any adventuring party.

Class Features

As a rogue, you gain the following 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

Weapon: Simple Weapon, hand crossbows, longswords, rapiers, shortswords

Tool: Thieves’ tools

Saving Throw: Dexterity, Intelligence

Skills: You have 4 of the following skills: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth.

Starting Gold

You start with 4d4 x 10 gold pieces (GP) unless you choose to take the equipment below

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) rapier or (b) shortsword
  • (a) shortbow or (b) shortsword
  • (a) burglar's pack or (b) explorer's pack or (c) dungeoneer's pack
  • (a) leather armor or (b) (2x) dagger
  • thieves' tools

Rogue Features Table

LVL Pro+ Features Sneak Attack
1st +2 Expertise, Sneak Attack, Thieves’ Cant 1d6
2nd +2 Cunning Action 1d6
3rd +2 Roguish Archetype, Roguish Archetypes Feature 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Expertise 3d6
7th +3 Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Roguish Archetypes Feature 5d6
10th +4 Ability Score Improvement 5d6
11th +4 Reliable Talent 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Roguish Archetypes Feature 7d6
14th +5 Blindsense 7d6
15th +5 Slippery Mind 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Roguish Archetypes Feature 9d6
18th +6 Elusive 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Stroke of Luck 10d6

Class Features at Level

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.

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 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

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities, such as Thief. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Level 3

Roguish Archetypes Feature

Your Roguish Archetypes grants you abilities at this level.

Level 4

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

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 6

Expertise

Choose two more 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.

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 8

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 9

Roguish Archetypes Feature

Your Roguish Archetypes grants you abilities at this level.

Level 10

Ability Score Improvement

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 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 12

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 13

Roguish Archetypes Feature

Your Roguish Archetypes grants you abilities at this level.

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 16

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 17

Roguish Archetypes Feature

Your Roguish Archetypes grants you abilities at this level.

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 19

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

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.

Roguish Archetypes

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Master of Shadows

Master of Shadows

Rogues who embrace the Master of Shadows archetype are experts in manipulation, subterfuge, and the darker aspects of stealth. These rogues understand that controlling the environment controls the fight. They can disappear into the shadows, manipulate darkness to their advantage, and strike fear into the hearts of their enemies.

Master of Shadows Features Table

LVL Pro+ Features Sneak Attack
1st +2 1d6
2nd +2 1d6
3rd +2 Shadow Manipulation, Blend with Shadows 2d6
4th +2 2d6
5th +3 3d6
6th +3 3d6
7th +3 4d6
8th +3 4d6
9th +4 Darkvision 5d6
10th +4 5d6
11th +4 6d6
12th +4 6d6
13th +5 Frightening Ambush 7d6
14th +5 7d6
15th +5 8d6
16th +5 8d6
17th +6 Master of the Night 9d6
18th +6 9d6
19th +6 10d6
20th +6 10d6
Level 3

Shadow Manipulation

Starting at 3rd level, you can cast the Darkness spell once per short or long rest without using a spell slot. Wisdom is your spellcasting ability for this spell.

Level 3

Blend with Shadows

Also at 3rd level, while in dim light or darkness, you can use your bonus action to become invisible until you move or take an action or reaction.

Level 9

Darkvision

At 9th level, you gain darkvision up to a range of 60 feet. If you already have darkvision, its range extends by an additional 30 feet.

Level 13

Frightening Ambush

Starting at 13th level, the first time you hit a creature during a surprise round, you can choose to frighten the target until the end of your next turn. The creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be frightened.

Level 17

Master of the Night

At 17th level, you can cast the Shadow of Moil spell once per long rest without expending a spell slot. Wisdom is your spellcasting ability for this spell. Additionally, while in darkness or dim light, your sneak attack damage is doubled against creatures that are frightened, blinded, or unaware of your presence.

Swashbuckler

Swashbuckler

Rogues who adopt the Swashbuckler archetype are the epitome of finesse and agility. These individuals revel in one-on-one combat and possess an almost uncanny ability to predict their opponents’ moves. With their rapier in one hand and their destiny in the other, these rogues carve a path of glory that few can parallel.

Swashbuckler Features Table

LVL Pro+ Features
1st +2
2nd +2
3rd +2 Duelist's Grace, Parry and Riposte
4th +2
5th +3
6th +3
7th +3
8th +3
9th +4 Predictive Strikes
10th +4
11th +4
12th +4
13th +5 Master Duelist
14th +5
15th +5
16th +5
17th +6 Unrivaled Finesse
18th +6
19th +6
20th +6
Level 3

Duelist's Grace

Starting at 3rd level, when you engage in one-on-one combat with a creature, you gain a +2 bonus to AC against attacks made by that creature. This effect lasts until the start of your next turn or until you engage another creature.

Level 3

Parry and Riposte

Also at 3rd level, when a creature misses you with a melee attack, you can use your reaction to make a melee attack against that creature.

Level 9

Predictive Strikes

Starting at 9th level, if you and your opponent both roll for initiative and you roll higher, you gain advantage on your first attack roll against that opponent.

Level 13

Master Duelist

At 13th level, once per turn when you miss an attack against a creature you’re dueling, you can reroll the attack roll. You must use the new roll.

Level 17

Unrivaled Finesse

At 17th level, your dueling abilities reach their zenith. When you successfully hit a creature you’re dueling, you can add your Charisma modifier to the damage roll as extra damage. Additionally, once per long rest, you can declare a “Champion’s Challenge.” For one minute, you gain resistance to all damage types from the creature you’re dueling and your attacks against that creature score a critical hit on a roll of 18–20.

Thief

Thief

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.

Thief Features Table

LVL Pro+ Features Sneak Attack
1st +2 1d6
2nd +2 1d6
3rd +2 Fast Hands, Second-Story Work 2d6
4th +2 2d6
5th +3 3d6
6th +3 3d6
7th +3 4d6
8th +3 4d6
9th +4 Supreme Sneak 5d6
10th +4 5d6
11th +4 6d6
12th +4 6d6
13th +5 Use Magic Device 7d6
14th +5 7d6
15th +5 8d6
16th +5 8d6
17th +6 Thief’s Reflexes 9d6
18th +6 9d6
19th +6 10d6
20th +6 10d6
Level 3

Fast Hands

You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Level 3

Second-Story Work

You gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Level 9

Supreme Sneak

You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Level 13

Use Magic Device

You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Level 17

Thief’s Reflexes

You have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

Credits: SRD 5.1