Rogue

Class Features

Level Proficiency Bonus Sneak Attack Features
1st +2 1d6 Fighting Style, Sneak Attack, Skill Mastery, Thieves' Cant
2nd +2 1d6 Cunning Action, Martial Feats
3rd +2 2d6 Roguish Archetype, Quick Feet
4th +2 2d6 Ability Score Improvement
5th +2 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Roguish Archetype feature
8th +3 4d6 Ability Score Improvement
9th +3 5d6 Evasion
10th +4 5d6 Opportunistic Strike
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +4 7d6 Skill Specialization
14th +5 7d6 Roguish Archetype feature
15th +5 8d6 Blindsense
16th +5 8d6 Ability Score Improvement
17th +5 9d6 Slippery Mind
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Roguish Archetype Capstone, Stroke of Luck

Hit Points

Class Health Number:5

Hit Points at 1st Level: 10 + your fighting style health bonus

Hit Points at Higher Levels: 5 + your fighting style health bonus per level after 1st

Proficiencies

Physical and Mental Modifiers

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. Each Fighting style grants you a bonus at level 1, you must be wielding one of your fighting style’s respective item to gain this benefit. At level 7, your fighting style provides you with a bonus.

Each style grants a health bonus at every level. The bonus is added to your hit point maximum whenever you gain a level.

Sneak Attack: 1

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 ranged weapon.

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 rogue levels, as shown in the Sneak Attack column of the rogue table. The extra damage's type is the same as the weapon's type.

Thieves' Cant: 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.

Jack of All Trades: 2

You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Cunning Action: 2

Your quick thinking and agility allow you to move and act with efficiency. On your turn, you can perform one of the following actions as a single action instead of their normal cost:

Disengage (normally 2 actions)

Hide (normally 2 actions)

Search (normally 2 actions)

Martial Feats: 2

You have trained in special techniques that give you an edge in combat and beyond. You gain access to martial feats, as described in the Martial Feats section. You may only use one Feat Slot per turn.

Primary Slots. You have 2 Primary Slots, which you expend to activate your feats. You regain all expended slots when you finish a short rest. Your number of Primary Slots increases as you gain levels, as shown in the Feats Progression table.

Feats Known. You know 2 martial feats of your choice from your feat list. The Feats Known column of the Feats Progression table shows when you learn more feats. Additionally, when you gain a level in this class, you can replace one feat you know with another feat of your choice from your class feat list.

Feat Tier. You can learn feats of Tier 1 at level 2. At higher levels you gain access to higher tiers, as shown in the table.

Feats Progression
Level Primary Slots Feats Known Feat Tier Available
2nd 2 2 Tier 1
3rd 2 2 Tier 1
4th 2 2 Tier 1
5th 3 3 Tier 2
6th 3 3 Tier 2
7th 3 3 Tier 2
8th 3 3 Tier 2
9th 3 3 Tier 2
10th 4 3 Tier 2
11th 4 3 Tier 3
12th 4 4 Tier 3
13th 5 4 Tier 3
14th 5 4 Tier 3
15th 5 4 Tier 3
16th 6 5 Tier 3
17th 6 5 Tier 4
18th 6 5 Tier 4
19th 7 5 Tier 4
20th 7 6 Tier 4

Roguish Archetype: 3

At 3rd level, you choose an archetype that emulates your approach to roguery. Your choice grants you features at 3rd level, and then again at 7th, 14th, and 20th level.

Quick Feet: 3

At 3rd level, your agility in pursuit is unmatched. When you take the Dash action, you gain an additional 30 feet of movement for that turn.

Ability Score Improvement

At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 1. You can't increase an ability score above 5 using this feature.

Uncanny Dodge: 5

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.

Expertise: 6

At 6th 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.

Evasion: 9

At 9th level, 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.

Opportunistic Strike

At 10th level, you have an eye for capitalizing on even the smallest mistakes. When a creature you can see within 30 feet of you rolls a natural 1 on an attack roll, you can use your reaction and expend a Feat Slot to activate this feature. Choose one of the following effects:

Move up to half your speed toward that creature and make one melee weapon attack against it.

Make one ranged weapon attack against that creature.

This attack is automatically a Sneak Attack, dealing your full Sneak Attack damage dice even if you wouldn't normally qualify for it. You do not need advantage, nor does an ally need to be within 5 feet of the target.

Reliable Talent

At 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, if the roll doesn't have advantage or disadvantage, roll two d20s and use whichever roll is closer to 11. If there is a tie (for example, 9 and 13), you take the higher roll.

Skill Specialization

At 13th level, you hone your skills to an exceptional degree. Choose one skill or tool proficiency that you are proficient in. Your proficiency bonus is doubled for any ability check you make that uses that skill or tool. This stacks with Expertise (you can choose a skill you already have Expertise in, but the bonus does not double again; instead you gain advantage on checks with that skill).

Alternatively, you can choose to gain proficiency in two additional skills of your choice.

Blindsense

At 15th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Blindsense

Also at 15th level, whenever you roll with advantage you roll 3 d20 and take the highest roll.

Slippery Mind

At 17th level, your cunning mind is difficult to assault. You gain proficiency in Wisdom saving throws.

Elusive

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 most. If you fail an ability check or attack roll, you can choose to succeed instead. Once you use this feature, you can't use it again until you finish a short or long rest.

Roguish Archetype Capstone

At 20th level, you gain the ultimate expression of your chosen Roguish Archetype.