Rogue
A precise opportunist who strikes where it hurts and slips away.
Create a hero of this class- Hit die
- d8
- Primary ability
- DEX
- Saving throws
- DEX, INT
- Spellcasting
- No spellcasting
Progression, levels 1-20
- Level 1Prof. bonus +2
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them. At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type. You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll. The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in "Character Creation."Weapon Mastery
Your training with weapons allows you to use the mastery properties 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 change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords. In play, the mastery property applies to the matching weapon in your equipment: name the kinds you trained with, and the Dungeon Master applies that property (Nick, Vex, Sap, Slow, …) to your attacks with them. - Level 2Prof. bonus +2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide. - Level 3Prof. bonus +2
Rogue Subclass
You gain a Rogue subclass of your choice. The Thief subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass's features that are of your Rogue level or lower.Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn. - Level 4Prof. bonus +2Ability Score Improvement
- Level 5Prof. bonus +3
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus. **Poison (Cost: 1d6).** You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner's Kit on your person. **Trip (Cost: 1d6).** If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition. **Withdraw (Cost: 1d6).** Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down). - Level 6Prof. bonus +3
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them. At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice. - Level 7Prof. bonus +3
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10. - Level 8Prof. bonus +3Ability Score Improvement
- Level 9Prof. bonus +4
- Level 10Prof. bonus +4Ability Score Improvement
- Level 11Prof. bonus +4
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect. - Level 12Prof. bonus +4Ability Score Improvement
- Level 13Prof. bonus +5
- Level 14Prof. bonus +5
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 on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action. **Knock Out (Cost: 6d6).** The target must succeed on a Constitution saving throw, or it has the Unconscious condition 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 effect on itself on a success. **Obscure (Cost: 3d6).** The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn. - Level 15Prof. bonus +5
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws. - Level 16Prof. bonus +5Ability Score Improvement
- Level 17Prof. bonus +6
- Level 18Prof. bonus +6
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition. - Level 19Prof. bonus +6Ability Score Improvement
Epic Boon
You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended for a Rogue. - Level 20Prof. bonus +6
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20. Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Subclasses
Thief
Chosen at level 3
*Hunt for Treasure as a Classic Adventurer* A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.
- Level 3
Fast Hands
As a Bonus Action, you can do one of the following. **Sleight of Hand.** Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket. **Use an Object.** Take the Utilize action, or take the Magic action to use a magic item that requires that action.Second-Story Work
You've trained to get into especially hard-to-reach places, granting you these benefits. **Climber.** You gain a Climb Speed equal to your Speed. **Jumper.** You can determine your jump distance using your Dexterity rather than your Strength. - Level 9
Supreme Sneak
You gain the following Cunning Strike option. *Stealth Attack (Cost: 1d6).* If you have the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover. - Level 13
Use Magic Device
You've learned how to maximize use of magic items, granting you the following benefits. **Attunement.** You can attune to up to four magic items at once. **Charges.** Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges. **Scrolls.** You can use any *Spell Scroll*, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates. - Level 17
Thief's Reflexes
You are 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.
Courtier
Chosen at level 3
*Win Battles with Words and Feints* You move through halls of power as easily as through dark alleys: you read people, flatter and deceive them, and your blade finds the opening your words create. (Level Up: Advanced 5th Edition, adapted.)
- Level 3
Bonus Expertise
You gain proficiency in Deception, Insight and Persuasion (a skill you already know grants nothing extra). Choose two of these three skills: your proficiency bonus is doubled for checks with them. Adaptation of A5E: our expertise doubles the proficiency bonus instead of adding an expertise die.Unreadable Moves
In combat, as a bonus action you feint at a creature you can see: your Deception check against its Insight. On a success, for 1 minute (10 rounds) you can deal Sneak Attack damage to that creature without having Advantage, but never while you have Disadvantage on the attack. Only one creature is marked at a time; a feint at a new target ends the old mark. The mark ends when combat ends. - Level 9
Unflappable Mind
You gain proficiency in Wisdom saving throws (if you already have it, nothing extra), and you have Advantage on saving throws against being Charmed or Frightened. Adaptation of A5E: Advantage instead of an expertise die on these saves. - Level 13
Diplomatic Conversationalist
Choose one of two features: Cajoling Words or Prepared Speech. - Level 17
Improved Unreadable Moves
Your Sneak Attack against the creature marked by Unreadable Moves uses d8s instead of d6s. When the mark ends, your Sneak Attack dice return to d6s.
Burglar
Chosen at level 3
*Locks, Pockets and a Knife in the Back* No lock keeps you out and no purse is safe: your hands are quicker than the eye, luck turns your bad rolls around, and a buyer for the loot is always somewhere nearby. (Level Up: Advanced 5th Edition, adapted.)
- Level 3
Bonus Expertise
You gain proficiency in Deception, Insight and Persuasion (a skill you already know grants nothing extra). Choose two of these three skills: your proficiency bonus is doubled for checks with them. Adaptation of A5E: our expertise doubles the proficiency bonus instead of adding an expertise die.Unfair Advantage
Choose one of two features: Backstab or Deuces Wild. - Level 9
Ambidextrous
When you attack with a light Dexterity weapon in your other hand, you add your Dexterity modifier to the damage of that off-hand attack. In combat you can also use your Cunning Action to draw (or pick up) a thrown weapon and throw it: one attack with it as a bonus action.Legitimate Business
You have Advantage on ability checks you make to find a buyer or seller of an item. - Level 13
Pointed Wit
Choose one of three features: Conversational Parry, Disarming Manner or Verbal Riposte. - Level 17
Improved Backstab
You gain the Backstab feature: Sneak Attack with a melee weapon uses d8s. If you already have Backstab, your Sneak Attack with a melee weapon uses d10s instead.
Cutthroat
Chosen at level 3
*Poison, Lies and the First Strike* You brew poison on every rest, lie as easily as you breathe, and the fight is often over before your enemy draws steel. (Level Up: Advanced 5th Edition, adapted.)
- Level 3
Bonus Expertise
You gain proficiency in Deception, Insight and Persuasion (a skill you already know grants nothing extra). Choose two of these three skills: your proficiency bonus is doubled for checks with them. Adaptation of A5E: our expertise doubles the proficiency bonus instead of adding an expertise die.Master of Poisons
During a rest you brew doses of Blackblade poison equal to your Proficiency Bonus; they lose potency at your next rest. As a Bonus Action you coat a weapon: the first time it deals damage this fight, it deals an extra 3d6 Poison damage. - Level 9
Quick Strike
You have Advantage on Initiative rolls.Hidden Resources
When you hide a weapon or small object on your person, you make the Sleight of Hand check with Advantage to set the DC to find it. - Level 13
Deceptive Mind
When you succeed on a saving throw against an effect that would read your mind, detect your lies, or force the truth, you know about the intrusion and can present false thoughts or make a lie seem true. - Level 17
First Blood
Your first attack in a combat against a creature that hasn't taken a turn yet has Advantage, and if it hits, it is a Critical Hit.