Rogue
Hit Die: d8 · Primary Ability: Dexterity · Roguish Archetype at Level 3
Hit Died8
Primary AbilityDexterity
Saving ThrowsDexterity, Intelligence
SpellcastingNone
Subclasses4
Subclass AtLevel 3
Rogues rely on cunning, 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. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
Proficiencies
Armor: Light Armor
Weapons: Simple Weapons, Martial Weapons with the Finesse or Light property
Tools: Thieves' Tools
Saving Throws: Dexterity, Intelligence
Skills: [object Object]
Weapons: Simple Weapons, Martial Weapons with the Finesse or Light property
Tools: Thieves' Tools
Saving Throws: Dexterity, Intelligence
Skills: [object Object]
Class Progression (Levels 1–20)
| Lvl | Prof | Sneak Attack | Expertise | Features |
|---|---|---|---|---|
| 1 | +2 | 1d6d6 | 2 | Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery |
| 2 | +2 | 1d6d6 | 2 | Cunning Action |
| 3 | +2 | 2d6d6 | 2 | Rogue Subclass, Steady Aim |
| 4 | +2 | 2d6d6 | 2 | Ability Score Improvement |
| 5 | +3 | 3d6d6 | 2 | Cunning Strike, Uncanny Dodge |
| 6 | +3 | 3d6d6 | 4 | Expertise |
| 7 | +3 | 4d6d6 | 4 | Evasion, Reliable Talent |
| 8 | +3 | 4d6d6 | 4 | Ability Score Improvement |
| 9 | +4 | 5d6d6 | 4 | Subclass feature |
| 10 | +4 | 5d6d6 | 4 | Ability Score Improvement |
| 11 | +4 | 6d6d6 | 4 | Improved Cunning Strike |
| 12 | +4 | 6d6d6 | 4 | Ability Score Improvement |
| 13 | +5 | 7d6d6 | 4 | Subclass feature |
| 14 | +5 | 7d6d6 | 4 | Devious Strikes |
| 15 | +5 | 8d6d6 | 4 | Slippery Mind |
| 16 | +5 | 8d6d6 | 4 | Ability Score Improvement |
| 17 | +6 | 9d6d6 | 4 | Subclass feature |
| 18 | +6 | 9d6d6 | 4 | Elusive |
| 19 | +6 | 10d6d6 | 4 | Epic Boon |
| 20 | +6 | 10d6d6 | 4 | Stroke of Luck |
Roguish Archetype
Arcane Trickster
Some Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in their trade. Some Arcane Tricksters use their talents as pickpockets and burglars…
Lv 3: SpellcastingLv 3: Mage Hand LegerdemainLv 9: Magical AmbushLv 13: Versatile TricksterLv 17: Spell Thief
Assassin
An Assassin's training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the …
Lv 3: AssassinateLv 3: Assassin's ToolsLv 9: Infiltration ExpertiseLv 13: Envenom WeaponsLv 17: Death Strike
Soulknife
A Soulknife strikes 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.
Lv 3: Psionic PowerLv 3: Psychic BladesLv 9: Soul BladesLv 13: Psychic VeilLv 17: Rend Mind
Thief
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 m…
Lv 3: Fast HandsLv 3: Second-Story WorkLv 9: Supreme SneakLv 13: Use Magic DeviceLv 17: Thief's Reflexes
Class Features
Expertise Level 1
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 Level 1
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 Level 1
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 chapter 2.
Weapon Mastery Level 1
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.
Cunning Action Level 2
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.
Rogue Subclass Level 3
You gain a Rogue subclass of your choice: Arcane Trickster, Assassin, Soulknife, or Thief. 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 Level 3
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.
Ability Score Improvement Level 4
You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.
Cunning Strike Level 5
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. 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. The Poisoned target repeats the save at the end of each of its turns, ending the effect on 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 Level 5
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).
Evasion Level 7
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 Level 7
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.
Improved Cunning Strike Level 11
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Devious Strikes Level 14
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 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.
Slippery Mind Level 15
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Elusive Level 18
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.
Epic Boon Level 19
You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Stroke of Luck Level 20
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.