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, demonstrating a versatility that is
the cornerstone of any successful adventuring party.
Hit Dice: 1d8 per Rogue level
Hit Points: 10 + 8 times your level
Armor: Light armor
Weapons: Simple weapons, martial weapons
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
Ability Score Minimum: Dexterity 1
Proficiencies Gained: Light armor, simple weapons, martial weapons
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a shortsword
- (a) a shortbow and a quiver of 20 arrows or (b) a shortsword
- (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
- Leather armor, two daggers, and thieves' tools
1st-level Rogue feature
Choose two of your skill proficiencies, or one of your skill
proficiencies and your proficiency with thieves' tools. You gain
expertise in the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (including
thieves' tools) to gain expertise in.
1st-level Rogue feature
You know how to turn a subtle attack into a deadly one. When you hit a
creature with an attack roll made with a finesse or ranged weapon, you
can deal extra damage to it if at least one of the following
requirements is met:
Advantage. You have advantage on the attack roll.
Adjacent Ally. At least one of your allies is within 5 feet of the target and is not incapacitated.
Once you use this feature, you may not do so again until the start of
your next turn.
2nd-level Rogue feature
Your quick thinking and agility allow you to move and act quickly. Once
per turn, you can take either the
activate object,
dash,
disengage,
hide,
or
search action as a minor action.
2nd-level Rogue feature
You have learned how to dampen the sounds of armor. Over 10 minutes,
you can cause a suit of armor to no longer apply disadvantage on
stealth checks for 24 hours.
2nd-level Rogue feature
You have grown adept at maneuvering yourself in difficult spots. You
are no longer
slowed while squeezing.
2nd-level Rogue feature
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
You have blindsight with a range of 10 feet. Within that range, you
can effectively see anything that isn't behind total cover, even if you're
blinded or in darkness. Moreover, you can see an invisible creature within
that range, unless the creature successfully hides from you.
In addition, you cannot have disadvantage on attacks against a creature
that you can sense with blindsight.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
In addition, you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
3rd-level Rogue feature
You choose an archetype that represents your trade as a rogue. Your choice grants you features at 3rd level, and again at 6th level, 10th level, and 14th level.
3rd-level Rogue feature
As a minor action, you give yourself advantage on your next attack roll
on the same 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.
4th-level Rogue feature
You increase one ability score of your choice by 1. As normal, you can't increase an ability score above 5 using this feature.
You gain additional ability score improvements at 8th, 12th, 16th, and 19th levels.
5th-level Rogue feature
You have developed cunning ways to use your Sneak Attack. When you deal
Sneak Attack damage to a creature, you can add a special effect to the
attack.
Techniques Known. You learn three techniques, which are listed below. You gain additional techniques known at higher levels, as detailed in the Rogue table.
Whenever you gain a level in rogue, you may replace one technique
that you know with another.
Cost. Each effect has a die cost you must forgo to add the effect. You remove the dice before rolling, and the effect occurs immediately after the attack's damage is dealt.
Technique DC. If a techniques requires a saving throw, the DC equals 8 + your proficiency bonus + your Dexterity score.
5th-level Rogue feature
When a creature that you can see hits you with an attack, you can use
your reaction to halve the attack's damage against you.
7th-level Rogue feature
Your instinctive agility lets you dodge out of the way of certain area
effects, such as a blue dragon's lightning breath or a
fireball
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.
9th-level Rogue feature
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.
13th-level Rogue feature
When you finish a short rest, you can choose to swap one of
your known techniques for another technique of your choice.
15th-level Rogue feature
Your cunning mind is exceptionally difficult to control. You gain
proficiency in Wisdom and Charisma saving throws.
17th-level Rogue feature
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.
18th-level Rogue feature
You gain preternatural senses that help you fight creatures you can't
see. You gain
blindsight to a range of 30 feet around you.
20th-level Rogue feature
You have an uncanny knack for succeeding when you need to. When you
miss with an attack roll, fail a saving throw, or fail an ability check
that uses one of your skill or tool proficiencies, 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.