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.
Source: Player's Handbook
You must have a Dexterity score of 13 or higher in order to multiclass in or out of this class.
Rogue Class Table
Level | Proficiency Bonus | Sneak Attack | Features |
---|---|---|---|
1st | +2 | 1d6 |
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2nd | +2 | 1d6 |
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3rd | +2 | 2d6 |
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4th | +2 | 2d6 |
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5th | +3 | 3d6 |
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6th | +3 | 3d6 |
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7th | +3 | 4d6 |
|
8th | +3 | 4d6 |
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9th | +4 | 5d6 |
|
10th | +4 | 5d6 |
|
11th | +4 | 6d6 |
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12th | +4 | 6d6 |
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13th | +5 | 7d6 |
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14th | +5 | 7d6 |
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15th | +5 | 8d6 |
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16th | +5 | 8d6 |
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17th | +6 | 9d6 |
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18th | +6 | 9d6 |
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19th | +6 | 10d6 |
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20th | +6 | 10d6 |
|
Hitpoints
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: Rogues are proficient with light armor.
Weapons: Rogues are proficient with all simple weapons, rapiers, shortswords, longswords, and hand crossbows
Tools: Rogues are proficient with thieves' tools.
Skills: Choose four skills from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
Saving Throws: Dexterity, Intelligence
Equipment
- (a) a rapier or (b) a shortsword
- (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
- (a) a shortbow and a quiver of 20 arrows or (b) a shortsword
- Leather armor, two daggers, and thieves' tools
Class Features
Expertise
At 1st 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. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Sneak Attack
Beginning at 1st level, 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.
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.
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.
Steady Aim
Starting at 3rd level, you can use your bonus action to carefully aim your ranged weapon. Your next attack with a ranged weapon before the end of your turn ignores half cover and three-quarters cover.
Subclass: 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.
Subclass | Description |
---|---|
Arcane Trickster | Arcane Tricksters enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. |
Phantom | Phantoms take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. |
Jackpot | A gamblers passionate dream |
Inquisitive | Inquisitives excel at rooting out secrets and unraveling mysteries, relying on their sharp eye for detail and finely honed ability to read the words and deeds of other creatures. |
Assassin | Assassins focus their training on the grim art of death, using stealth, poison, and disguise to eliminate their foes with deadly efficiency. |
Soulknife | Soulknives channel psionic power to strike and infiltrate with the mind, cutting through barriers both physical and psychic. |
Swashbuckler | Swashbucklers focus their training on the art of the blade, relying on speed, elegance, and charm in equal parts. |
Mastermind | Masterminds focus on people and the influence and secrets they have, leading lives of intrigue and using words as weapons. |
Thief | Thieves hone their skills in the larcenous arts, improving their agility and stealth and learning skills useful for delving into ancient ruins. |
Scout | Scouts are skilled in stealth and surviving far from the streets of a city, allowing them to scout ahead of their companions during expeditions. |
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.
Uncanny Dodge
Starting at 5th level, 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.
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 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.
Reliable Talent
By 11th level, 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.
Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
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.
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