Rogue
Hit Points
Hit Dice: d8 per Rogue level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
Proficiences
Armor: Light Armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
Overview & Creation
Level |
Prof. Bonus |
Features |
Sneak Attack |
1st |
+2 |
Expertise, Sneak Attack, Thieves' Cant |
1d6 |
2nd |
+2 |
Cunning Action |
1d6 |
3rd |
+2 |
Roguish Archetype |
2d6 |
4th |
+2 |
Ability Score Improvement |
2d6 |
5th |
+3 |
Uncanny Dodge |
3d6 |
6th |
+3 |
Expertise |
3d6 |
7th |
+3 |
Evasion |
4d6 |
8th |
+3 |
Ability Score Improvement |
4d6 |
9th |
+4 |
Roguish Archetype Feature |
5d6 |
10th |
+4 |
Ability Score Improvement |
5d6 |
11th |
+4 |
Reliable Talent |
6d6 |
12th |
+4 |
Ability Score Improvement |
6d6 |
13th |
+5 |
Roguish Archetype Feature |
7d6 |
14th |
+5 |
Blindsense |
7d6 |
15th |
+5 |
Slippery Mind |
8d6 |
16th |
+5 |
Ability Score Improvement |
8d6 |
17th |
+6 |
Roguish Archetype Feature |
9d6 |
18th |
+6 |
Elusive |
9d6 |
19th |
+6 |
Ability Score Improvement |
10d6 |
20th |
+6 |
Stroke of Luck |
10d6 |
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
Once per turn, you can deal 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 your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action.
Steady Aim
3rd-level rogue optional feature
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 until the end of the current turn.
Roguish Archetype
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level.
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.
Proficiency Versatility
Whenever you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
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
At 7th level, 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, 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 gain proficiency in Wisdom saving throws.
Elusive
Beginning at 18th level, no attack roll has advantage against you while you aren't incapacitated.
Stroke of Luck
At 20th level, 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.
Once you use this feature, you can't use it again until you finish a short or long rest.
Starting Equipment
You may pick either (a) or (b):
- (a) a rapier or (b) a shortsword
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
- Leather armor, two daggers, and thieves' tools
Alternatively, you can ignore the equipment from your class and background and start with 4d4 x 10 gp.