|1||1d6||Expertise, Sneak Attack|
|4||2d6||Ability Score Improvement|
|8||4d6||Ability Score Improvement|
|9||5d6||Roguish Archetype feature|
|10||5d6||Ability Score Improvement|
|12||6d6||Ability Score Improvement|
|13||7d6||Roguish Archetype feature|
|16||8d6||Ability Score Improvement|
|17||9d6||Roguish Archetype feature|
|19||10d6||Ability Score Improvement|
|20||10d6||Stroke of Luck|
Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, or investigators.
Skill and Precision
Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.
Hit Points: 1d4 + 1 per Rogue Level
Barrier: 1d4 + CON per Rogue Level
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords, revolvers, magnums
Tools: Thieves’ tools
Saving Throws: Dexterity. Intelligence
Skills: Choose four skills from Acrobatics, Athletics, Deception. Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a rapier or (b) a revolver and case with 20 bullets
• (a) a shortbow and quiver with 20 arrows or (b) a shortsword
• Leather Jacket, two daggers, and thieves’ tools
A Rogue is a trained partial caster, uses Intelligence as their spellcasting ability modifier, and adds one third its Rogue level (rounded up) to his caster level in order to determine spells per day, cantrips known, and spells known. See the Class Spellcasting section to learn more about spellcasting ability modifier and caster level.
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.
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 the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
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.
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, Arcane Trickster, Duelist, or Scout, all detailed at the end of the class description. 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, 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.
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.
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.
In addition, while you are unarmored, your barrier AC increases by 2. The maximum barrier AC limits still apply with this feature.
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.
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.
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
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.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. Ifyour 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.
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, 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.
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 a lock, or take the Use an Object action.
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.
Starting at 9th 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.
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 yoursecond turn at your initiative minus 10. You can’t use this feature when you are surprised.
You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior.You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Some rogues enhance their fine-honed skills of stealth and agility with a more focused dive into their own magical abilities. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.
An Arcane Trickster becomes a martial caster and now adds half its rogue level (rounded up) to his caster level in order to determine spells per day, cantrips known, and spells known. This ability replaces the spellcasting ability of the rogue. See the Caster Level section to learn more about caster level.
At 3rd level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level, is of a level you can cast, is of an element you have affinity towards, and is on a branch you have learned. For the next 8 hours, you know the spell and can cast it using your spell slots.
Once you use this feature, you can’t use it again until you finish a long rest.
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
Improved Spell Thief
At 13th level, when you use the spell thief ability you can ignore the restriction of requiring the spell be on a branch you can cast from. You must still follow all other restrictions of the ability.
Greater Spell Thief
At 17th level, when you use the spell thief ability, regardless of whether you have the ability to cast the stolen spell, a creature that failed the saving throw can’t cast that spell until the 8 hours have passed.
You focus your training on the art of the blade, relying on speed, elegance, and charisma in equal parts.
Starting at 3rd level, you are a continuous blur of motion in battle as you dart in, attack, and slip away to safety. During your turn, if you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn.
At 3rd level, your unmistakable confidence propels you into battle. You add your Charisma modifier to your initiative rolls.
In addition, you can use Sneak Attack with any melee attack made against a target that has none of your allies adjacent to it. This replaces the ability to sneak attack with an ally adjacent to the target.
At 9th level, your charm becomes as sharp and dangerous as your blade. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile, it must target you with any attacks it makes and cannot willingly move farther away from you. This effect lasts for 1 minute or until you move more than 60 feet away from the target.
If you succeed on the check and the creature is not hostile, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance.
You complete difficult maneuvers with practiced ease. Starting at 13th level, you can use a bonus action to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make on your turn.
At 17th level your mastery of the blade lets you turn failure to success in combat. If you miss with an attack, you can choose to roll the attack again with advantage. Once you use this ability, you cannot use it again until you finish a short or long rest.
The archetypal Scout excels at finding safe passage through dangerous regions.
Starting at 3rd level, you become a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
• You ignore difficult terrain.
• You have advantage on initiative rolls.
• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Hit And Run
At 3rd level you become adept at escaping after an attack. When you successfully sneak attack a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn. In addition your movement speed increases by 15 ft. until the end of your turn.
At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
Beginning at 13th level, you combine speed and stealth in combat to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal your presence.
At the start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. As a bonus action at the end of your turn, you can make a Dexterity (Stealth) check to hide again if you fulfill the conditions needed to hide. Otherwise, creatures are aware of you at the end of your turn.
Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but only if the attack is the only one you make against the target this turn.