Rogue

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.
The Rogue
Rogue Level
Proficiency Bonus
Features
Techniques Known
Sneak Attack
1st+2Expertise (2), Sneak Attack1d6
2nd+2Cunning Action, Dampen Armor, Deft Movement, Fighting Style1d6
3rd+2Roguish Archetype, Steady Aim2d6
4th+2Ability Score Improvement2d6
5th+3Techniques (1/attack), Uncanny Dodge33d6
6th+3Expertise (4), Roguish Archetype feature33d6
7th+3Evasion34d6
8th+3Ability Score Improvement34d6
9th+4Reliable Talent35d6
10th+4Roguish Archetype feature35d6
11th+4Techniques (2/attack)46d6
12th+4Ability Score Improvement46d6
13th+5Adaptable47d6
14th+5Roguish Archetype feature47d6
15th+5Slippery Mind48d6
16th+5Ability Score Improvement48d6
17th+6Elusive59d6
18th+6Blindsense59d6
19th+6Ability Score Improvement510d6
20th+6Stroke of Luck510d6

Hit Points

Hit Dice: 1d8 per Rogue level
Hit Points: 10 + 8 times your level

Proficiencies

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.

Multiclassing

Ability Score Minimum: Dexterity 1
Proficiencies Gained: Light armor, simple weapons, martial weapons

Equipment

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
For information on equipment, you may check the equipment page.

Expertise

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.

Sneak Attack

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.

Cunning Action

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.

Dampen Armor

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.

Deft Movement

2nd-level Rogue feature
You have grown adept at maneuvering yourself in difficult spots. You are no longer slowed while squeezing.

Fighting Style

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.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

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.

Dueling

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.

Thrown Weapon Fighting

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.

Two-Weapon Fighting

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.

Roguish Archetype

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.
Assassin
Swashbuckler

Steady Aim

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.

Ability Score Improvement

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.

Techniques

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.
(14/14)
Level
Technique
Cost
Prerequisite
5thBleed2d6
5thDisarm1d6
5thPoison1d6
5thSap2d6
5thShove1d6
5thTrip1d6
5thVault0d6
5thWithdraw1d6
11thBlind3d6
11thCripple3d6
11thDaze2d6
11thEvade4d6
11thKnock Out6d6
11thSilence2d6

Uncanny Dodge

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.

Evasion

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.

Reliable Talent

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.

Adaptable

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.

Slippery Mind

15th-level Rogue feature
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.

Elusive

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.

Blindsense

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.

Stroke of Luck

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.