Rogue

With stealth, skill, and uncanny reflexes, Rogues' versatility lets them get the upper hand in almost any situation.
Class Features
As a rogue, you have the following class features.
Hit Points
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
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
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 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
Table- The Rogue
| Level | Proficiency Bonus | Sneak Attack | Features |
|---|---|---|---|
| 1st | +2 | 1d6 | Expertise, Sneak Attack, Thieves' Cant |
| 2nd | +2 | 1d6 | Cunning Action |
| 3rd | +2 | 2d6 | Roguish Archetype |
| 4th | +2 | 2d6 | Ability Score Improvement |
| 5th | +3 | 3d6 | Uncanny Dodge |
| 6th | +3 | 3d6 | Expertise |
| 7th | +3 | 4d6 | Evasion |
| 8th | +3 | 4d6 | Ability Score Improvement |
| 9th | +4 | 5d6 | Roguish Archetype feature |
| 10th | +4 | 5d6 | Ability Score Improvement |
| 11th | +4 | 6d6 | Reliable Talent |
| 12th | +4 | 6d6 | Ability Score Improvement |
| 13th | +5 | 7d6 | Roguish Archetype Feature |
| 14th | +5 | 7d6 | Blindsense |
| 15th | +5 | 8d6 | Slippery Mind |
| 16th | +5 | 8d6 | Ability Score Improvement |
| 17th | +6 | 9d6 | Roguish Archetype Feature |
| 18th | +6 | 9d6 | Elusive |
| 19th | +6 | 10d6 | Ability Score Improvement |
| 20th | +6 | 10d6 | Stroke of Luck |
Expertise
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.
Sneak Attack
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 5ft 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
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
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.
Roguish Archetype
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, 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, 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.
You can't increase an ability score above 20 using this feature.
Uncanny Dodge
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.
Evasion
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.
Reliable Talent
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.
Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10ft of you.
Slippery Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Elusive
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. 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 or long rest.
Roguish Archetypes
Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus-not necessarily an indication of your chosen profession, but a description of your preferred techniques.
Thief
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.
Fast Hands
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.
Second-Story Work
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 1ft × by your Dexterity modifier.
Supreme Sneak
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.
Thief's Reflexes
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 your second turn at your initiative minus 10. You can't use this feature when you are surprised.
- name Rogue
- type martial
- hit_dice d8
- subtypes
- dps
- class Rogue
- class_action_name Sneak Attack
- ability_saving_throws
- DEX
- INT
- proficiency_selection
- name Choose proficiencies
- type skill
- value 4
- list
- Acrobatics
- Athletics
- Deception
- Insight
- Intimidation
- Investigation
- Perception
- Performance
- Persuasion
- Sleight of Hand
- Stealth
- non_skill_proficiencies
- name Light Armor
- type armor-type
- name Simple Weapons
- type weapon-type
- name Crossbow Hand
- type weapon
- name Longsword
- type weapon
- name Rapier
- type weapon
- name Shortsword
- type weapon
- name Thieves' Tools
- type tool
- feats
- name Expertise
- type choice
- description Choose two of your skill proficiencies. Your `proficiency bonus` is doubled for any ability check you make with them.
- value 2
- values
- name Choose two skills
- type skill
- name Sneak Attack
- type offense
- description Once per turn, you can deal extra damage to a creature you hit with an attack if you have `advantage` on the `attack roll`. The attack must use a `finesse` or `ranged weapon`.
- name Thieves' Cant
- type language
- description You learn the secret language of thieves, which allows you to hide messages in seemingly normal conversation.
- name Cunning Action
- type class action
- description You can take a `bonus action` on each of your turns in combat to `Dash`, `Disengage`, or `Hide`.
- requirement
- type level
- value 2
- name Uncanny Dodge
- type reaction
- description When an attacker you can see hits you with an attack, you can use your `reaction` to halve the damage.
- requirement
- type level
- value 5
- name Evasion
- type defense
- description When you make a `Dexterity` saving throw to take half damage, you instead take no damage on a success and only half on a failure.
- requirement
- type level
- value 7
- name Reliable Talent
- type passive
- description 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.
- requirement
- type level
- value 11
- name Blindsense
- type passive
- description If you can hear, you can sense the location of any `hidden` or `invisible` creature within `10ft` of you.
- requirement
- type level
- value 14
- name Slippery Mind
- type defense
- description You gain proficiency in `Wisdom` saving throws.
- requirement
- type level
- value 15
- name Elusive
- type passive
- description No attack roll has `advantage` against you unless you are `incapacitated`.
- requirement
- type level
- value 18
- name Stroke Of Luck
- type action
- description Once per short or `long rest`, if you miss an attack roll, you can turn it into a hit, or if you fail an ability check, you can treat the d20 roll as a 20.
- requirement
- type level
- value 20
- subclass
- name Roguish Archetype
- requirement
- type level
- value 3
- subclasses
- name Thief
- type martial
- description Rogues who follow the Thief archetype hone their skills in agility, stealth, and quick hands, excelling in exploration and resourcefulness.
- feats
- name Fast Hands
- type class action
- description You can use the `Use an Object` action as a `bonus action`.
- requirement
- type level
- value 3
- name Second Story Work
- type passive
- description Climbing doesn’t cost extra movement, and you can make running jumps farther.
- requirement
- type level
- value 3
- name Supreme Sneak
- type passive
- description You have `advantage` on `Stealth` checks if you move no more than half your speed in a turn.
- requirement
- type level
- value 9
- name Use Magic Device
- type passive
- description You can use magic items regardless of class, race, or level restrictions.
- requirement
- type level
- value 13
- name Thief's Reflexes
- type class action
- description You can take two turns in the first round of combat.
- requirement
- type level
- value 17
- name Assassin
- type martial
- description Rogues of the Assassin archetype specialize in infiltration, disguise, and striking enemies before they even realize the danger.
- feats
- name Bonus Proficiencies
- type passive
- description Gain `proficiency` with disguise kits and poisoner’s kits.
- requirement
- type level
- value 3
- name Assassinate
- type class action
- description You have `advantage` on attack rolls against creatures that haven’t taken a turn yet, and hits against surprised creatures are `critical hits`.
- requirement
- type level
- value 3
- name Infiltration Expertise
- type passive
- description You can create false identities, including documentation, established history, and disguises.
- requirement
- type level
- value 9
- name Impostor
- type passive
- description You can unerringly mimic another person’s speech, writing, and behavior after observing them for three hours.
- requirement
- type level
- value 13
- name Death Strike
- type class action
- description When you hit a surprised creature, it must make a `Constitution` saving throw (DC = `Dexterity` + Proficiency) or take double damage.
- requirement
- type level
- value 17
- name Arcane Trickster
- type third-caster
- description Arcane Tricksters blend stealth and magic, using illusions and enchantments to mislead foes and enhance their skills.
- feats
- name Spellcasting
- type spellcasting
- description You learn three cantrips and a limited number of spells from the `Wizard` spell list.
- requirement
- type level
- value 3
- name Mage Hand Legerdemain
- type class action
- description Your **Mage Hand** can perform additional actions, such as pickpocketing, unlocking doors, or disarming traps.
- requirement
- type level
- value 3
- name Magical Ambush
- type class action
- description If you are hidden from a creature when you cast a spell on it, it has `disadvantage` on `saving throws` against the spell.
- requirement
- type level
- value 9
- name Versatile Trickster
- type class action
- description Use your **Mage Hand** to distract enemies, giving you `advantage` on attack rolls against them.
- requirement
- type level
- value 13
- name Spell Thief
- type class action
- description When a creature casts a spell targeting you, you can use your `reaction` to attempt to steal and cast it yourself.
- requirement
- type level
- value 17
- name Swashbuckler
- type martial
- source XGE
- description You focus your training on the art of the blade, combining agility and charisma to outmaneuver foes and charm allies.
- feats
- name Fancy Footwork
- type passive
- description When you make a melee attack against a creature, it can’t make opportunity attacks against you for the rest of your turn.
- requirement
- type level
- value 3
- name Rakish Audacity
- type passive
- description You can add your `Charisma` modifier to your initiative rolls and don’t need advantage on attack rolls to use Sneak Attack if no other creatures are within `5ft` of you.
- requirement
- type level
- value 3
- name Panache
- type class action
- description You can charm or distract a creature with your charisma, making it easier to land attacks or escape. As an action, you can make a `Charisma` (Persuasion) check contested by the target's `Wisdom` (Insight). If you succeed and the target is hostile, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you for `1 min` or until you or your allies attack it, or until you are more than `60ft` away from it. If you succeed against a non-hostile creature, it is charmed by you for `1 min` or until you or your allies attack it.
- requirement
- type level
- value 9
- name Elegant Maneuver
- type class action
- description You can use your `bonus action` to gain `advantage` on a `Dexterity` (Acrobatics) check or a `Strength` (Athletics) check you make during the same turn.
- requirement
- type level
- value 13
- name Master Duelist
- type class action
- description Once per short or `long rest`, if you miss with an attack roll, you can roll again with advantage.
- requirement
- type level
- value 17