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 level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points per Level after 1st: 1d8 (or 5) + your Constitution modifier

Proficiencies

Saving Throws: Dexterity, Intelligence
Skills (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 Armour
Restriction: Argent Company Only
Light Shields

1st 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.

Articles under Rogue