Few can match a rogue’s talent for turning opportunity into advantage. With keen eyes, quick hands, and a sharper mind, they slip through locked doors, navigate tangled lies, and deliver strikes so precise that a single blow can turn the tide. Some walk in darkness, silent as whispers; others mingle in plain sight, hidden behind smiles and charm. Every rogue carries their own blend of guile and grit, but all share a knack for making the impossible look effortless.
On the battlefield, rogues are swift and decisive, striking where an enemy is weakest before fading out of reach. Beyond combat, their mastery of skills and subtlety makes them indispensable allies; able to uncover secrets, dismantle traps, and escape dangers that would fell the unprepared. In the shadows or the spotlight, a rogue always plays by their own rules… and wins by them.
Creating a Rogue
As a Rogue, you gain the following benefits:
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 per Rogue level after 1st
As well as starting as a novice in a number of skills with the Knowledge trait equal to your intelligence modifier (if positive).
At Higher Levels: Each time you gain a level, you can increase one skill's level of training by 1 step. By default, this can raise a skill up to Novice. At 5th level, the maximum step you can choose becomes Adept; at 10th level, Expert; and at 15th level, Master.
As you grow in level in this class, your level of training increases, granting you the following benefits:
Saving Throw Training. You start out as a novice in Dexterity and Intelligence saving throws, gaining a +2 training bonus to your roll whenever you make one of these saving throws.
Weapon Training. You are considered a novice with any weapon you are proficient with, gaining a +2 training bonus on any attack roll you make for a weapon attack.
Cunning Strike Training. You are considered a novice for all your Cunning Strikes, gaining a +2 training bonus to the DC of your Cunning Strikes.
The training bonuses described above increase to adept (+4) at 5th level, expert (+6) at 10th level, and master (+8) at 15th level.
Level 1
Skill Mastery
You gain Expertise in 2 skills you are at least novice in.
The number of skills you gain expertise in through this feature increases to 3 at 6th level, 4 at 11th level and 5 at 16th level.
Level 1
Sneak Attack
You know how to turn a subtle attack into a deadly one. Once per turn, you can deal extra damage to one creature you hit with an attack roll if you're attacking with a Finesse or Ranged weapon and if at least one of the following requirements is met:
Advantage. You have Advantage on the attack roll.
Ally Adjacent to Target. 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.
To determine the extra damage, roll a number of d6s equal to half your Rogue level (round up), and add the dice together (the Rogue Table shows the number of Sneak Attack dice you get at each Rogue level). The extra damage's type is the same as the weapon's Damage Type.
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 common or uncommon Language of your choice.
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:
You choose a subclass to further specialize in a specific field of your class.
Your subclass grants you features at 3th level and then again at 9th, 13th, and 17th level.
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
General Feat
You gain one feat with the General trait of your choice for which you qualify.
You gain the benefits of this feature again at 8th, 12th, 16th, and 19th level.
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 (rounded down).
Level 6
Cunning Strike
Cunning Strikes
You learn all Cunning Strikes available to you. Many cunning strikes enhance an attack in some way or add an effect to the attack. You can use only one cunning strike per attack.
Dice Cost
Each effect has a die cost, which is the number of Sneak Attack damage dice you must forego to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt.
Saving Throws
Some of your cunning strikes require your target to make a saving throw to resist the strike's effects. You use your Dexterity in the execution of your strikes. Thus the DC is calculated in the following way:
DC = 8 + Rogue Training Bonus + Dexterity Modifier
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, you consider your result as one level of success above its actual result. A critical failure is considered a failure, a failure becomes a success, and a success becomes a critical success.
You can’t use this feature if you have the Incapacitated condition.
Level 10
Reliable Talent
You have refined your talents until they approach perfection.
Whenever you make a skill check that you are at least an expert in, you can treat a d20 roll of 9 or lower as a 10.
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 14
Slippery Mind
Your cunning mind is exceptionally difficult to control.
You are considered to be an adept in Wisdom and Charisma saving throws, gaining a +4 training bonus on these kinds of saving throws.
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, or Surprised condition.
Level 20
Stroke of Luck
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.