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Rogue

Rogues share little in common with each other. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don’t want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard’s trust, or some random person’s pocket money.

Rogue

In Faerûn, rogues are as often diplomats as thieves, a distinction often lost on those who have come out on the losing end of a diplomatic negotiation. Rogues are everywhere in Faerûn, but no one necessarily expects them to be thieves. Depending on their skills and inclinations, rogues may represent themselves as treasurefinders, tomb-breakers, investigators, spies, bounty hunters, thiefcatchers, scouts, or—most commonly—as “adventurers.”

While it’s true that not every rogue is a thief, it’s also true that many rogues are. Thieves’ guilds are common in Faerûn. Some, such as the Shadow Thieves of Amn or the Night Masks of Westgate, are powerful enough to dictate orders to kings and lords, and ruthless enough to enforce their edicts through intimidation, terror, and outright murder. Most guilds are short-lived, local organizations that rise in a particular city or along a busy trade route, the creation of a charismatic or powerful individual capable of holding such a guild together.

Preferred Character Regions: Rogues are of two general stripes— thieves and brigands. Thieves are common near any large city, and brigands (sometimes charitably referred to as scouts) live in the wild. Rogues are common in Amn, Anauroch, Calimshan, the Dragon Coast, Evermeet, Luiren, Impiltur, the Lake of Steam, Lantan, the Moonsea, the Moonshaes, Mulhorand, Narfell, the Nelanther Isles, Sembia, the Shaar, Tashalar, Thesk, Unther, Vaasa, the Vast, Waterdeep, and the Western Heartlands. Gray dwarves, gold dwarves, shield dwarves, drow, moon elves, sun elves, deep gnomes, rock gnomes, lightfoot halflings, and strongheart halflings are commonly rogues, too.

hit dice: 1d8
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
armor proficiencies: Light armor
weapon proficiencies: Simple weapons and Martial weapons that have the Finesse or Light property
tools: Thieves’ Tools
saving throws: Dexterity and Intelligence
skills: Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth
starting equipment:

Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or (B) 100 GP



spellcasting:

None

class features:

Level 1: Expertise

You gain Expertise in two of your skill proficiencies of your choice.

At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.

Level 1: 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.

Level 1: 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.

Level 2: Cunning Action

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.

Level 2: Trap Sense

You have advantage on Wisdom (Perception) checks made to detect the presence of secret doors.

You have advantage on saving throws made to avoid or resist traps.

You have resistance to the damage dealt by traps.

Level 3: 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 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.

Level 3: 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 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.

Level 5: 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 5: 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.

If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

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.

Disarm (Cost: 1d6). The target must succeed on a Strength saving throw or drop one object of your choice that it’s holding, with the object landing in its space.

Level 6: Poisoner

You learn the Poisoner Feat.

Level 7: 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.

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 10: Special Ability

You gain One special abilities of your choice from among the following options:

Crippling Strike: Once per combat, you can make a weapon attack to reduce a creature's movement to 0. The creature must make DC 14 Constitution saving throw or they will otherwise be immobile for one turn.

Defensive Roll: You can use a reaction to move 5 feet. Your AC increases +2 until the start of the next creature's turn in the combat turn order. You can only use this feature once per combat encounter.

Level 11: 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 13: Envenom Weapons

Creatures take an additional 2d6 whenever you deal Poison damage. This damage ignores Resistance to Poison.

Level 14: 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 15: Slippery Mind

Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.

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.

Level 18: 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 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20: 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.

subclass options:

Level

Proficiency BonusRogue Class FeaturesSneak Attack

1

+2Sneak Attack, Thieves Cant1d6

2

+2Cunning Strike, Trap Sense1d6

3

+2Fast Hands, Second-Story Work, Steady Aim2d6

4

+2Ability Score Improvement2d6

5

+3Cunning Strike3d6

6

+3Poisoner3d6

7

+3Evasion, Improved Uncanny Dodge4d6

8

+3Ability Score Improvement, Acrobatic4d6

9

+4Supreme Sneak5d6

10

+4Ability Score Improvement, Special Ability5d6

11

+4Improved Cunning Strike6d6

12

+4Ability Score Improvement6d6

13

+5Use Magic Device7d6

14

+5Devious Strikes7d6

15

+5Slippery Mind8d6

16

+5Ability Score Improvement8d6

17

+6Thief's Reflexes9d6

18

+6Elusive9d6

19

+6Epic Boon10d6

20

+6Stroke of Luck10d6


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