hit dice:
1d8 per rogue level
hit points at 1st level:
8 + CON modifier.
hit points at higher levels:
1d8 + CON modifier
armor proficiencies:
Light armor.
weapon proficiencies:
2 simple weapons, 2 martial weapons.
tools:
Thieves' Tools
saving throws:
Dexterity, Intelligence
skills:
Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
starting equipment:
(a) a simple melee weapon or (b) a martial ranged weapon
(a) a simple ranged weapon or (b) a martial melee weapon
(a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
Leather armor, two daggers, and thieves' tools
spellcasting:
class features:
Expertise (Level 1)
Choose two of your skill or tool proficiencies. 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 tools) to gain this benefit.
Sneak Attack (Level 1)
You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use Dexterity.
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.
Thieves' Cant (Level 1)
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Cunning Action (Level 2)
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.
Tools of the Trade (Level 2)
As part of your rogue training, you have gained access to special items, which can be found linked here.
Pick one item from each category. At the end of a long rest, you gain a number of each of your chosen items equal to half of your proficiency bonus.
Some Tools will require a saving throw DC. This is calculated from 8 + your proficiency bonus + your Dexterity modifier.
Roguish Archetype (Level 3)
You can choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Steady Aim (Level 3)
As a bonus action, you can give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Ability Score Improvement
At 4th, 8th, 10th, 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. Optionally, you can also select a feat in place of increasing any of your ability scores. You cannot raise an ability score above 20 with this feature.
Roguish Versatility
On Rogue levels when you get an Ability Score Increase, you can also swap out one of your Tools of the Trade for another item in the same category.
Uncanny Dodge (Level 5)
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.
Additional Tools (Level 6)
You may pick two additional Tools of the Trade from any category.
Evasion (Level 7)
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.
Well-Supplied (Level 10)
You gain a number of your Tools of the Trade equal to your full proficiency bonus, instead of half.
Reliable Talent (Level 11)
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.
Blindsense (Level 14)
If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Slippery Mind (Level 15)
You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Elusive (Level 18)
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 (Level 20)
You have an uncanny knack for succeeding when you need to. If your 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 rest.
Level | Sneak Attack Damage | Abilities |
---|
1 | 2d6 | Expertise, Sneak Attack, Thieves' Cant |
2 | 2d6 | Cunning Action, Tools of the Trade |
3 | 3d6 | Roguish Archetype, Steady Aim |
4 | 3d6 | Ability Score Improvement, Roguish Versatility |
5 | 4d6 | Uncanny Dodge |
6 | 4d6 | Expertise, Additional Tools |
7 | 5d6 | Evasion |
8 | 5d6 | Ability Score Improvement, Roguish Versatility |
9 | 6d6 | Roguish Archetype feature |
10 | 7d6 | Ability Score Improvement, Roguish Versatility, Well-Supplied |
11 | 7d6 | Reliable Talent |
12 | 8d6 | Ability Score Improvement, Roguish Versatility |
13 | 8d6 | Roguish Archetype feature |
14 | 9d6 | Blindsense |
15 | 9d6 | Slippery Mind |
16 | 10d6 | Ability Score Improvement, Roguish Versatility |
17 | 10d6 | Roguish Archetype feature |
18 | 11d6 | Elusive |
19 | 11d6 | Ability Score Improvement, Roguish Versatility |
20 | 12d6 | Stroke of Luck |