Rogue
Level | Prof. Bonus | Class Features | Sneak Attack |
---|---|---|---|
1st | +2 | Expertise, Sneak Attack, Thieves' Cant | 1d6 |
2nd | +2 | Cunning Action | 1d6 |
3rd | +2 | Combat Maneuvers, Roguish Archetype | 2d6 |
4th | +2 | Two Feats | 2d6 |
5th | +3 | Uncanny Dodge | 3d6 |
6th | +3 | Archetype Feature | 3d6 |
7th | +3 | Expertise | 4d6 |
8th | +3 | Feat | 4d6 |
9th | +4 | Evasion | 5d6 |
10th | +4 | Archetype Feature, Feat | 5d6 |
11th | +4 | Reliable Talent | 6d6 |
12th | +4 | Feat | 6d6 |
13th | +5 | Subtle Strikes | 7d6 |
14th | +5 | Archetype Feature | 7d6 |
15th | +5 | Slippery Mind | 8d6 |
16th | +5 | Feat | 8d6 |
17th | +6 | Elusive | 9d6 |
18th | +6 | Stroke of Luck | 9d6 |
19th | +6 | Feat | 10d6 |
20th | +6 | Epic Boon | 10d6 |
Class Features
As a Rogue, you gain the following class features when you reach the specified levels in this class. These features are listed on the Rogue table.
Hit Points
Hit Dice: 1d8 per Rogue levelHit Points at 1st Level: 8 + your Constitution modifier
Hit Points per Level after 1st: 1d8 (or 5) + your Constitution modifier
Proficiencies
Saving Throws: Dexterity, IntelligenceSkills (Choose 4): Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth
Weapons: Simple Weapons, Martial Weapons that have the Finesse or Ranged properties
Tools: Thieves' Tools
Armour Training
Light ArmourRestriction: Argent Company Only
Light Shields1st Level: Expertise
You gain Expertise in two of your Skill Proficiencies of your choice.
1st Level: Sneak Attack
You know how to turn a subtle attack into a deadly one. Once per turn, you can deal extra damage to one creature you hit with an attack roll if you’re attacking with a Finesse or Ranged weapon and if at least one of the following requirements is met:
Advantage. You have Advantage on the attack roll.
Ally Adjacent to Target. 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.
To determine the extra damage, check the Rogue table to see the number of Sneak Attack dice you get at your Rogue level. The extra damage’s type is the same as the weapon’s Damage Type.1st Level: 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.
2nd Level: 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.
3rd Level: Combat Maneuvers
You learn combat maneuvers that are fueled by special dice called maneuver dice. Maneuvers. You learn two maneuvers of your choice, choosing from the list of martial maneuvers or the list of maneuvers unique to the Rogue. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 6th, 10th, and 14th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. Maneuver Dice. You have four maneuver dice, which are d6s. A maneuver die is expended when you use it. You regain all of your expended maneuver dice when you finish a Short Rest or Long Rest. You gain another maneuver die at 6th level and one more at 14th level. Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) Improved Combat Maneuvers. At 10th level, your maneuver dice turn into d8s. At 14th level, they turn into d10s. At 18th level, they turn into d12s.3rd Level: Roguish Archetype
You choose an archetype that you emulate in the exercise of your roguish abilities.
Your roguish archetype is a specialization that grants you special abilities at certain Rogue levels. For the rest of your career, you gain each of your archetype's features that are of your Rogue level and lower. This class's description tells you the levels when your archetype provides features.
Assassin Archetype | |
Thief Archetype |
4th Level: Two Feats
You gain the Ability Score Improvement feat and another feat of your choice for which you qualify.
5th Level: Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can use your Reaction to halve the attack’s damage against you (round down).
6th Level: Archetype Feature
You gain a feature from your roguish archetype.
7th Level: Expertise
You gain Expertise in two of your Skill Proficiencies of your choice.
8th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
9th Level: Evasion
You can nimbly dodge out of the way of certain dangers. 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. You can’t use this feature if you’re Incapacitated.
10th Level: Archetype Feature
You gain a feature from your roguish archetype.
10th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
11th Level: Reliable Talent
You have refined your talents until they approach perfection. Whenever you make an Ability Check that uses one of your Skill or Tool Proficiencies, or an Ability Check that adds a maneuver die to the result, you can treat a d20 roll of 9 or lower as a 10.
12th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
13th Level: Subtle Strikes
When you attack, you know how to exploit a target’s distraction. You have Advantage on any Attack Roll that targets a creature that is within 5 feet of at least one of your allies who isn’t Incapacitated.
14th Level: Archetype Feature
You gain a feature from your roguish archetype.
15th Level: Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain Proficiency in Wisdom and Charisma Saving Throws.
16th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
17th Level: Elusive
You are 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.
18th Level: Stroke of Luck
You have an uncanny 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 Rest or a Long Rest.
19th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
20th Level: Epic Boon
You gain the following benefits:
Ability Score Increase. Choose your Dexterity or Intelligence score. That score increases by 2, and its maximum is now 30.Epic Boon. You gain the Epic Boon of Undetectability or another Epic Boon of your choice.