Rogue

Class Features

As a Rogue, you gain the following class features.

Hit Points

Hig 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: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.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

The Rogue
The Rogue
LevelProficiency BonusSneak AttackFeatures
1st+21d6Expertise, Sneak Attack, Thieves' Cant
2nd+21d6Cunning Action
3rd+22d6Roguish Archetype
4th+22d6Ability Score Improvement
5th+33d6Uncanny Dodge
6th+33d6Expertise
7th+34d6Evasion
8th+34d6Ability Score Improvement
9th+45d6Roguish Archetype feature
10th+45d6Ability Score Increase
11th+46d6Reliable Talent
12th+46d6Ability Score Improvement
13th+57d6Roguish Archetype feature
14th+57d6Blindsense
15th+58d6Slippery Mind
16th+58d6Ability Score Improvement
17th+69d6Roguish Archetype feature
18th+69d6Elusive
19th+610d6Ability Score Improvement
20th+610d6Stroke of Luck

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 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 4 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.

Roguish Archetype

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus - not necessarily an indication of your chosen profession, but a description of your preferred techniques.

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities, such as Thief. Your archetype choice 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 levels, 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.

Expertise (level 6)

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.

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.

Ability Score Improvement (lvl 8)

When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th levels, 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.

Ability Score Improvement (lvl 10)

When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th levels, 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.

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.

Ability Score Improvement (lvl 12)

When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th levels, 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.

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.

Ability Score Improvement (lvl 16)

When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th levels, 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

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.

Ability Score Improvement (lvl 19)

When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th levels, 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.

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 as a 20.

Once you use this feature, you can't use it again until you finish a short or long rest.

Rougish Archetypes

Rogues have amny features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, ebmodied by the rogue archetypes. Your choice of archetype is a reflection of your focus-not necessarily an indication of your chosen profession, but a description of your preferred techniques.

The Butcher

As you look down at your hook, you see the blood dripping from it as well as the elf in the corner covered in many long thin gashes. You look in a nearby mirror splattered with blood, and see the eyes of a madman. However, whether it's a madman or not, it is an artist. An artist of death. you smile.

Saving Throws: If an ability from this archetype requires a target to make a saving throw, the Save DC equals 8 + your proficiency bonus + your Dexterity modifier.

Butcher's Hook

Starting at 3rd level, when you take this archetype, you acquire a hooked blade. This blade can be any light weapon you are proficient with and currently possess. The hook weapon has identical stats to the weapon (including magical properties), but also has the "hook" property. You can pay to have a smith reshape any light weapon to have the "hook" property for the normal sale price of the item.

Any weapon with the "hook" property can be used to make a Sneak Attack.

Garrote

Starting at 3rd level, you may use your action to attempt a garrote. You swing your hooked blade up and begin to press it smoothly against the neck of the target.

First make a melee weapon attack against a target. If you hit, the target makes a dexterity saving throw against 8 + your dexterity modifier + proficiency. If the target fails, then you score a critical hit. If the critical hit kills the target, then you cut off its head (if it has one) with a great splattering.

Terrifying Show

Starting at 9th level, immediately after performing a Garrote action which cuts off a creature's head, you may use a bonus action to perform an intimidation check against a single target with advantage. On a success, the target is Frightened for one minute. On a failure, the target is filled with a blood rage and wants to see you dead. (They may either do something stupid to try to kill you now, or retreat to hound you in the future, GM's discretion)

You may use this ability a number of times equal to your charisma modifier (minimum 1) per long rest.

Hamstring

Starting at 13th level, you may strike for the legs of a target. If they cannot flee, then they will soon be dead.

You may choose to make a melee attack against the legs of a target. The lack of major organs in the legs mean that you cannot score sneak attack damage, however on a hit you can cut part of the hamstring. Each Hamstring attack that hits reduces the targets maximum walking speed by 10 feet. The target must be healed by a Greater Restoration or similar magic to have its walking speed restored.

Dance of Blood

Starting at the 17th level, you become a master of bloody nightmares.

When you kill a target with a melee attack, you may do so in such a bloody terrifying way as to distress everyone who sees it.

Make an intimidation check with advantage against everyone who saw the slaughter. Allies who fail actively avoid a 30 foot radius around you for 1 minute. Any non ally who fails is Frightened for 1 minute.

You may only use this ability once per long rest.


Copy Left Notice: The Butcher is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Thief

You hone your skills in the larcenous arts. Burglars, bandits, cut-purses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open lock, or take the Use an Object action.

Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Supreme Sneak

Starting at 6th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Use Magic Device

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Thief's Reflexes

When you reach 17th level, you have become 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. You can't use this feature when you are surprised


Copy Left Notice: The Thief is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.


Copy Left Notice: The Rogue is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Many of the archetypes are from different sources and are individually marked.