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 |
|---|---|
| 1st | 1d6 |
| 2nd | 1d6 |
| 3rd | 2d6 |
| 4th | 2d6 |
| 5th | 3d6 |
| 6th | 3d6 |
| 7th | 4d6 |
| 8th | 4d6 |
| 9th | 5d6 |
| 10th | 5d6 |
| 11th | 6d6 |
| 12th | 6d6 |
| 13th | 7d6 |
| 14th | 7d6 |
| 15th | 8d6 |
| 16th | 8d6 |
| 17th | 9d6 |
| 18th | 9d6 |
| 19th | 10d6 |
| 20th | 10d6 |
Class Features
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.
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.
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 belowSteady 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.
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.
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.
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.
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.
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.
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.
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.
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.
Slippery Mind
You have acquired greater mental strength. You gain proficiency in WIS and CHA saving throws.
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.
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.
Epic Boon
You gain an Epic Boon feat for which you qualify.
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.