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Rogue (2024 Edition)

Rogues rely on cunning, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.   Rogue DnD 2024In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise strike than wear an opponent down with a barrage of blows.   Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue’s relation to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.
hit dice: 1d8
hit points at 1st level: 1d8 + your Constitution modifier
hit points at higher levels: 1d8
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:
class features:

Level 1: Expertise

You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.   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, which you choose from the languages tables.  

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.   Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.   Weapon Masteries

1. Cleave

Weapons: Greataxe, Halberd   Cleave allows you to make an additional attack against a second target adjacent to your first. It's like getting a two-for-one special on your attacks! This property shines in crowd control situations, letting you carve through groups of enemies like a hot knife through butter.  

2. Graze

Weapons: Glaive, Greatsword   Never let a missed attack go to waste again! Graze lets you deal some damage even when you miss, adding a bit of your ability modifier to soften the blow of a bad roll. It's perfect for those of us who seem to be cursed by the dice gods.  

3. Nick

Weapons: Dagger, Light Hammer, Sickle, Scimitar   Two-weapon fighters, rejoice! Nick weapons allow you to make an additional attack during your Attack action when wielded in your off-hand. This frees up your Bonus Action for other shenanigans while still getting that extra attack goodness. Pair this with the Dual Wielder feat for even more off-hand attack potential!  

4. Push

Weapons: Greatclub, Pike, Warhammer, Heavy Crossbow   Who doesn't love a good shove? Push lets you, well, push your target 10 feet away after a successful hit. It's great for battlefield control, breaking grapples, or sending enemies tumbling off cliffs (if you're into that sort of thing).  

5. Sap

Weapons: Mace, Spear, Flail, Longsword, Morningstar, War Pick   Sap is all about giving your foes a bad time on their next attack. After you hit, your target has disadvantage on their next attack roll. It's like a mini-Stunning Strike for the non-monk crowd!  

6. Slow

Weapons: Club, Javelin, Light Crossbow, Sling, Whip, Longbow, Musket   Want to keep that pesky enemy from closing in or running away? Slow reduces their speed by 10 feet until the start of your next turn – perfect for kiting or maintaining that crucial distance in combat.  

7. Topple

Weapons: Quarterstaff, Battleaxe, Lance, Maul, Trident   Nothing says "stay down" quite like Topple. This property forces your target to make a Constitution saving throw or fall prone. It's great for setting up advantage for your melee allies or just making your foes eat dirt.  

8. Vex

Weapons: Handaxe, Dart, Shortbow, Rapier, Shortsword, Blowgun, Hand Crossbow, Pistol   Vex is all about focusing fire. When you hit a target with a Vex weapon, you have advantage on your next attack roll against that same target. It's perfect for taking down big, tough enemies or just being really, really annoying to one specific foe.
 
   

Level 2: 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.  

Level 3: Rogue Subclass

You gain a Rogue subclass of your choice. The Arcane Trickster, Assassin, Soulknife, and Thief subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass’s features that are of your Rogue level or lower.  

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 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: Cunning Strike

You have 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. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling.   If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.   Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.   To use this effect, you must have a Poisoner’s Kit on your person.   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.  

Level 5: 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).  

Level 7: 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 have the Incapacitated condition.  

Level 7: Reliable Talent

Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10  

Level 8: 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 10, 12, and 16.  

Level 10: 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 12, and 16.  

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 12: 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 16.  

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 can repeat 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 16: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.  

Level 18: 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.  

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of The Night spirit is recommended.  

Level 20: 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.
subclass options:
Arcane Trickster

Arcane Trickster

This is the Arcane Trickster according to the information WotC released so far, not yet the official 2024 version. Some Rogues enhance their fine-honed skills of stealth and agility with arcane spells, learning magical tricks to aid them in their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters, mischief-makers, or adventurers.  

Level 3: Spellcasting

You have learned to cast spells. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as an Arcane Trickster.   Cantrips. You know three cantrips: Mage Hand and two other cantrips of your choice from the Wizard spell list.   Whenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another cantrip of your choice from the Wizard spell list.   When you reach 10th level in this class, you learn another Rogue cantrip of your choice.   Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a Long Rest.   Prepared Spells of 1st+ Level. You prepare a list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose three 1st-level spells from the Wizard spell list, two of which must be from the Enchantment and Illusion schools of magic.   The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Arcane Trickster Spellcasting table. Whenever that number increases, choose additional spells from the Rogue list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a 7th-level Rogue, your list of prepared spells can include six Wizard spells of 1st or 2nd level, in any combination.   Changing Your Prepared Spells. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Wizard spell list. The new spell must be of a level for which you have spell slots.   Spellcasting Ability. Intelligence is your spellcasting ability for your Arcane Trickster spells.   Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for the spells you prepare for this subclass.  

Arcane Trickster Spell Slots (2024 Edition)


Rogue LevelPrepared SpellsLevel 1 SlotLevel 2 SlotLevel 3 SlotLevel 4 Slot
332---
443---
543---
643---
7642--
8642--
9642--
10743--
11743--
12743--
139432-
149432-
159432-
1610433-
1710433-
1810433-
19114331
20114331
 

Level 3: Mage Hand Legerdemain

When you cast Mage Hand, you can make the spectral hand invisible. You can control the hand as a Bonus Action, instead of an action, and through it, you can use Thieves’ Tools and make Dexterity (Sleight of Hand) checks.  

Level 9: Magical Ambush

If you have the Invisible condition when you cast a spell on a creature, it has Disadvantage on any saving throw it makes against the spell on the same turn.  

Level 13: Versatile Trickster

You gain the ability to distract targets with your Mage Hand. When you use the Disarm or Trip options of your Cunning Strike, you can also target that option at a creature within 5 feet of the spectral hand.  

Level 17: Spell Thief

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 and of a level you can cast (it doesn’t need to be an Wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.   Once you use this feature, you can’t use it again until you finish a Long Rest.
 
Assassin

Assassin

This is the Assassin according to the information WotC released so far, not yet the official 2024 version. An Assassin’s training focuses on the grim art of death, using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.  

Level 3: Assassinate

Rogue Assassin DnD 2024You are adept at getting the drop on a target, granting you the following benefits:   Initiative. You have Advantage on Initiative rolls.   Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn’t taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon’s type equal to your Rogue level.  

Level 3: Assassin's Tools

You gain proficiency with the Disguise Kit and Poisoner’s Kit, along with the two physical kits.  

Level 9: Infiltration expertise

You are expert at posing as someone else to aid your infiltrations. While in a disguise created using your Disguise Kit, you have Advantage on any Charisma (Deception) check you make while pretending to be someone else. You can also unerringly mimic another person’s speech, handwriting, or both if you have spent at least one hour studying each one.  

Level 13: Envenom Weapons

When you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw. This damage ignores resistance to Poison damage.  

Level 17: Death Strike

When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw (DC 8 + your Dexterity modifier + your Proficiency Bonus), or the attack’s damage is doubled against the target.
 
Thief

Thief

A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.  

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 have trained to reach 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 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 13: Use Magic Device

You have learned how to maximize use of magic items, granting you the following benefits.   Attunement. You can attune to up to four magic items at once.   Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.   Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.  

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.
 
LevelProf BonusClass FeaturesSneak Attack
1+2Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery1d6
2+2Cunning Action1d6
3+2Rogue Subclass, Steady Aim2d6
4+2Ability Score Improvement2d6
5+3Cunning Strike, Uncanny Dodge3d6
6+3Expertise3d6
7+3Evasion, Reliable Talent4d6
8+3Ability Score Improvement4d6
9+4Subclass Feature5d6
10+4Ability Score Improvement5d6
11+4Improved Cunning Strike6d6
12+4Ability Score Improvement6d6
13+5Subclass Feature7d6
14+5Devious Strikes7d6
15+5Slippery Mind8d6
16+5Ability Score Improvement8d6
17+6Subclass Feature9d6
18+6Elusive9d6
19+6Epic Boon10d6
20+6Stroke of Luck10d6

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Morgatron247.

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