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Melee 1D8

Rogue

Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many Rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.

When it comes to combat, Rogues prioritize cunning over brute strength. A Rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.

As adventurers, Rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure. 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.

Quick Build

You can make a Rogue quickly by following these suggestions. First, put your highest ability score in DEX, followed by INT if you plan to be more of a schemer or cast spells later or CHA if you want to emphasize your ability to manipulate social situations. Second, choose the Charlatan Background.

Class Features

Hit Points

Hit Dice: 1D8 per Rogue level

At 1st level: 8 + Your CON Modifier

At higher levels: 1D8 or 5 if lower than 5, + CON Modifier

Proficiencies

Armor
Light Armor
Weapons
Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools
Thieves’ Tools
Saving Throws
DEX, INT
Skills
Choose four from: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Starting Equipment

  • 1. (a) a rapier or (b) a shortsword
  • 2. (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • 3. (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • 4. Leather armor, two daggers, and Thieves’ Tools

Rogue Table

Level Sneak Attack
1st1d6
2nd1d6
3rd2d6
4th2d6
5th3d6
6th3d6
7th4d6
8th4d6
9th5d6
10th5d6
11th6d6
12th6d6
13th7d6
14th7d6
15th8d6
16th8d6
17th9d6
18th9d6
19th10d6
20th10d6

Class Features

Lv 1

Expertise

You carefully master skills you are passionate about or deem extra useful. 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

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 ft 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.

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.

Weapon Mastery

You can use the mastery properties of three weapons.

Lv 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.

Lv 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.

Arcane Trickster

Assassin

Blessed One

Cultist

Disciple of the Ebon and Verdant

→ Choose your subclass below

Steady Aim

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 ft until the end of the current turn.

Lv 4

Ability Score Increase

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.

Lv 5

Uncanny Dodge

You are graceful and skilled in dodging attacks. 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.

Cunning Strike

You’ve developed a cunning way to your Sneak Attack. When you deal Sneak Attack damage you can add one of the following effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect.

If the Cunning Strike effect has a saving throw the DC equals 8 + your DEX modifier + your Proficiency Bonus.

Poison (Cost 1D6): You add toxin to your strike, forcing the target to make a CON saving throw. And on a failed save they become Poisoned for 1 minute.

To use this effect you must have a Poisoner’s Kit on your person.

Trip (Cost 1D6): If the creature is large or smaller they must succeed a DEX saving throw or be knocked Prone.

Withdraw: (Cost 1D6): Immediately after the attack, you can move up to half your movement speed without provoking opportunity attacks.

Lv 6

Expertise

Further training hones more of your favorite skills. Choose two of your skill proficiencies your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Lv 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 DEX 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.

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.

Lv 8

Ability Score Increase

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.

Lv 9
Lv 10
Lv 11

Improved Cunning Strikes

You masterfully land powerful strikes. You can use two Cunning Strike features when you deal Sneak Attack damage, paying the die cost for each effect.

Lv 12

Ability Score Increase

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.

Lv 13
Lv 14

Devious Strikes

You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options

Daze (Cost 2D6): The target must succeed a CON saving throw, or on its next turn it can only move, or take a bonus action, or an action.

Knock Out (Cost 6D6): The target must succeed a CON saving throw, or it becomes Unconscious for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the condition on a success.

Obscure (Cost 3D6): The target must succeed a DEX saving throw or it is Blinded until the end of its next turn.

Lv 15

Slippery Mind

You have acquired greater mental strength. You gain proficiency in WIS and CHA saving throws.

Lv 16

Ability Score Increase

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.

Lv 17
Lv 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.

Lv 19

Epic Boon

You gain an Epic Boon feat for which you qualify.

Lv 20

Stroke of Luck

You have an uncanny knack for succeeding when you need to. If you fail a D20 test, 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 Archetype

Rogue Subclasses (19)

Choose your subclass at the level indicated in the class table above.

Arcane Trickster Some Rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These Rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a… Assassin You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their… Blessed One Each Blessed One has a story of redemption. An urchin that was saved by a holy person. An assassin given a second chance by their target. They use the unscrupulous skills they developed to bring about good as they seek… Cultist Cultists swear allegiance to dark powers such as Elemental Princes, Demon Lords, Great Old Ones, or Archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike… Disciple of the Eban and Verdant Once every few hundred years to a millennium a rare situation occurs. An orphan is found by a Black dragon and a Green dragon that agree to train the orphan to topple an empire or power that threatens them. Their skills… Eminence in Shadow There are rumors that this Rogue archetype does not exist. They operate in the shadows, pulling the strings of history and even other Rogues as they see fit. Their powers are more hearsay than fact as none have yet to… Hypnotist You are a master of warping and bending the minds of others. You have learned new and innovative ways to use spells of the Enchantment school to further your plans. A Hypnotist forges a path ahead, making their own… Inquisitive The archetypal inquisitive type, they excel at rooting out secrets and unraveling mysteries. They rely on their sharp eye for detail, but also on their finely honed ability to read the words and deeds of other creatures… Mastermind Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets… Mercenary These Rogues are more rough and tumble than elegant. But they get results where others may fail. They are adept at taking advantage of every opportunity to get ahead. Some may say they lack loyalty, they would be wrong.… Poisoner The nightmare of every politician, gang lord, and royal. Poisoners excel at ruining lives. They leave bodies and paranoia in their wakes. They apply their vast knowledge of the arcane, medicine, nature, and herbs to… Phantom Many Rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some Rogues discover a mystical connection to death itself. These Rogues take… Scion of the Three Scions of the three are agents of malice. They are under the service of the Dead Three gods; Bane, god of tyranny, Bhaal, god of violence and murder, and Myrkul, god of death. They are granted occult gifts as they serve… Scout You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among… Soulknife Soulknife’s strike and infiltrate with the mind, cutting through barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your… Swashbuckler You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance.… 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,… Torturer The Rogue that all other Rogue’s fear. They rarely take a life even though that is the wish of all those that they take the time to practice their skills on. They are called soulless monsters on a good day. On a bad day… Wiremaster The secret art of Ethereal Thread has been passed down to you by a master. You learn countless ways to control this thread to create objects and fight. You are only limited by your creativity and your preparation.…