Rogue
Rogues vary widely in their skills and motives but they all ply their trades in the shadows—outwitting defenses, evading guardians, and uncovering treasures or secrets that others might prefer hidden.
Many rogues are criminals who prey upon their communities, assassinating foes or planning daring heists. Others leave settled lands behind to explore dark ruins. Even those rogues who champion law, like spies and investigators, live on the shadowy edges of society and are never fully embraced by the people they serve.
Life on a Knife’s Edge
In battle rogues are elusive targets. They rely on reflexes and light armor to avoid punishment, and their sharp blades strike at gaps in armor to wound with precision rather than power.
Bodyguard
Burglar
Contriver
Courtier
Cutthroat
Investigator
Occult Blade
Shadow Stalker
Throwing Ace
Trapsmith
Rogues spend long hours honing their craft until they can perform amazing feats—clambering silently up a wall, disarming a trap with the flick of a lockpick—with almost no chance of failure. They’re always looking for an edge in their endless competition against the world, for even the narrowest edge might be the one that keeps them alive.
Creating a Rogue
Who trained you in your specialized set of skills, and for what purpose? Were you raised as a member of a criminal organization or a swindler’s apprentice? Or did you learn the lessons taught by cold streets and hungry nights?
Why did you strike out on your own? Was your mentor killed, or were you double-crossed by your gang? Are you on the run, or chasing crooks? Or are you simply looking to get rich quick?
Table: Rogue
Level |
Proficiency |
Features |
Sneak |
Tricks |
Maneuvers |
Maneuver |
1st |
+2 |
Skill Tricks, Sneak Attack |
1d6 |
1 |
— |
— |
2nd |
+2 |
Combat Maneuvers, Combat Tactic, Cunning Action |
1d6 |
1 |
2 |
1st |
3rd |
+2 |
Rogue Archetype |
2d6 |
2 |
2 |
1st |
4th |
+2 |
Ability Score Increase, Innocent Facade |
2d6 |
2 |
3 |
1st |
5th |
+3 |
Aim |
3d6 |
3 |
3 |
1st |
6th |
+3 |
Self-Preservation |
3d6 |
3 |
3 |
1st |
7th |
+3 |
Improved Critical |
4d6 |
4 |
4 |
2nd |
8th |
+3 |
Ability Score Increase, Shrewd Judgment |
4d6 |
4 |
4 |
2nd |
9th |
+4 |
Rogue Archetype |
5d6 |
5 |
4 |
2nd |
10th |
+4 |
Low Profile |
5d6 |
5 |
5 |
2nd |
11th |
+4 |
Cunning Celerity, Expert Talent |
6d6 |
6 |
5 |
2nd |
12th |
+4 |
Ability Score Increase, Self-Preservation |
6d6 |
6 |
5 |
2nd |
13th |
+5 |
Rogue Archetype |
7d6 |
7 |
6 |
3rd |
14th |
+5 |
Guarded Aspect |
7d6 |
7 |
6 |
3rd |
15th |
+5 |
Elusive |
8d6 |
8 |
6 |
3rd |
16th |
+5 |
Ability Score Increase |
8d6 |
8 |
7 |
3rd |
17th |
+6 |
Rogue Archetype |
9d6 |
9 |
7 |
3rd |
18th |
+6 |
Overpowering Personality, Self-Preservation |
9d6 |
9 |
7 |
3rd |
19th |
+6 |
Ability Score Increase |
10d6 |
10 |
8 |
4th |
20th |
+6 |
Grand Larcenist |
10d6 |
10 |
8 |
4th |
CLASS FEATURES
As a rogue, you gain 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, dueling daggers, hand crossbows, rapiers, sabres, shortbows, shortswords, throwing daggers
Tools: Disguise kit, poisoner’s kit, thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Culture, Deception, Engineering, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Equipment
You begin the game with 125 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
- Skulker’s Set (Cost 90 gold): 2 daggers, shortbow and 20 arrows, shortsword, padded leather, explorer’s pack, thieves’ tools
- Swashbuckler’s Set (Cost 92 gold): Saber, sling and 20 sling bullets, 2 throwing daggers, padded leather, burglar’s pack, thieves’ tools
Skill Tricks
Your focused training allows you to use your skills in ways that others can’t. At 1st level you gain a skill trick of your choice. Your tricks are detailed at the end of the class description. The Tricks Known column of the Rogue table shows when you learn more skill tricks. Unless otherwise noted, you can gain each trick only once.
Sneak Attack
Beginning at 1st level, you fight with precision, taking advantage of momentary lapses in an opponent’s concentration. Once per turn, you can deal extra weapon damage when you hit a creature with a finesse weapon or ranged weapon attack. The amount of extra damage is shown in the Sneak Attack column of the Rogue table.
In order to apply this damage, you must not have disadvantage on the attack and your target must be within 5 feet of another enemy of the target who is not incapacitated . Alternatively, you can apply sneak attack damage if you have advantage on the attack.
Combat Maneuvers
At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Biting Zephyr, Mist and Shade, or Rapid Current. You learn two maneuvers of your choice from traditions you are proficient with.
You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest . You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Rogue table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.
Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.
Combat Tactic
At 2nd level, you adopt a set of moves and tactics which complement your preferred combat strategies. Choose one of the following options. Each time you gain a level, you may change this choice.
Ambusher
When you begin your turn hidden from a creature, you gain advantage on melee attacks against it until the end of your turn.
Carver
When you deal sneak attack damage with a dagger, your attack deals an additional 1d6 damage. At 11th level, this additional damage becomes 2d6 damage.
Sniper
Once per turn, when you make an attack with a ranged weapon you can choose to add your proficiency bonus to the damage roll
Cunning Action
Also at 2nd level, you use your mobility to weave through the battlefield. Each turn in combat, you can use a bonus action to take the Dash, Disengage, Hide, or Use an Object action.
Rogue Archetype
At 3rd level, you choose an archetype: a specialization that defines how you approach the challenges of your profession. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Innocent Facade
Beginning at 4th level, you are skilled at hiding your motives. Choose one of the following options. You must be proficient in a skill or tool to gain an expertise die from Innocent Facade.
Cipher
You gain an expertise die on Deception checks. You can invent ciphers, and are able to teach a cipher to others. Anyone who knows a cipher can encode and read hidden messages made with it; the apparent text must be at least four times longer than the hidden message. Other creatures can spend a minute to make an Investigation check (DC 8 + your proficiency bonus + your Intelligence modifier) to detect the presence of a cipher, and are able to read the hidden message if they succeed by 5 or more.
Additionally, you have advantage on Investigation checks made to detect and decode ciphers and codes.
Distraction
You gain an expertise die on Performance checks. You can use an action to make a Performance check, opposed by the Insight check of creatures of your choice that can see or hear you. On a failure, until the end of your next turn the creatures have disadvantage on Perception checks and a –5 to their passive Perception scores.
Veiled Threat
You gain an expertise die on Intimidation checks. When you succeed on a verbal Intimidation check, creatures of your choice other than the target of your check don’t recognize your hostile intent.
Social Expertise
You gain an expertise die on checks made with one of the following skills: Insight, Persuasion, or Sleight of Hand.
Ability Score Improvement
When you reach 4th level, and again at 8th, 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. As normal, you can’t increase an ability score above 20 using this feature.
Aim
Beginning at 5th level, you learn to briefly focus and make the most out of your next strike. If you haven't yet moved on your turn, you can use your Cunning Action to Aim, gaining advantage on the next attack roll you make before the start of your next turn. If you do so, your Speed is reduced to 0 until the end of your turn.
Self-Preservation
At 6th level, your honed reflexes and mental toughness allow you to avoid danger. Choose two of the following options. You may choose an additional option at 12th level and two more at 18th level.
Blindsense
You can use Cunning Action to reach out with your senses. Until the end of your next turn, you are aware of the presence and location of any hidden or invisible creature within 10 feet of you as long as you are able to hear.
Evasion
When you make a Dexterity saving throw against an effect that deals half damage on a success, you take no damage on a success and half damage on a failure.
Slippery Mind
You gain proficiency in Wisdom saving throws .
Street Tough
You gain proficiency in Constitution saving throws .
Tumbling Retreat
When a melee attack misses you, you can use your reaction to move up to half your speed. This movement doesn’t provoke opportunity attacks .
Uncanny Dodge
When you are hit by an attacker that you can see, you can use your reaction to halve the damage from the attack.
Improved Critical
At 7th level, your weapon attacks score a critical hit on a roll of 19 or 20. If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20).
Shrewd Judgment
Beginning at 8th level, your ability to read others makes you as dangerous in conversation as you are in a dark alley. Choose one of the following options. You must be proficient in a skill or tool in order to gain an expertise die from Shrewd Judgment.
Quick Frisk
You gain an expertise die on Sleight of Hand checks. You can touch a target to learn what they are carrying. Make a Sleight of Hand check opposed by the target’s Perception. On a success, you learn what types of objects they are carrying. If they are carrying coins, you know the approximate number. For the next 24 hours, any Sleight of Hand checks you make against the target have advantage . On a failure, you can’t use Quick Frisk against that target for 24 hours.
Social Expertise
You gain an expertise die on checks made with one of the following skills: Intimidation, Performance, or Persuasion.
Spot Tell
You gain an expertise die on Insight checks. Whenever a creature makes a Deception check opposed by your Insight check and you win the opposed check, you also learn to recognize signs that the target is bluffing. For the next 24 hours, you have advantage on Insight checks made against the target.
Tricky Interrogation
You gain an expertise die on Deception checks. When you ask a yes or no question to a creature you can see, you can make a Deception check opposed by the target’s Deception check. On a success, you learn whether the target believes the answer to be yes or no, even if they didn’t reply. On a failure, you can’t use Tricky Interrogation against that target for 24 hours.
Archetype Feature
At 9th level you gain another archetype feature.
Low Profile
Beginning at 10th level, you can avoid notice when you wish. Choose one of the following options. You must be proficient in a skill or tool in order to gain an expertise die from Low Profile.
Costumer
You gain an expertise die on checks made with a disguise kit. When you use a disguise kit on yourself or another person, creatures have disadvantage on checks made to see through the disguise.
Social Expertise
You gain an expertise die on checks made with one of the following skills: Insight, Intimidation, Performance, or Sleight of Hand.
True Lie
You gain an expertise die on Persuasion checks. Your lies are so convincing that you half believe them yourself. You can use Persuasion instead of Deception when you are telling a lie.
Walk it Back
You gain an expertise die on Deception checks. When an ally fails a Deception check to tell a lie, you can use your reaction to add a supporting detail. Make a Deception check and use your result instead of theirs.
Cunning Celerity
Beginning at 11th level, you can take two different bonus actions on your turn. You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature when you complete a short or long rest .
Expert Talent
Beginning at 11th level, you almost never make mistakes when performing routine tasks. Whenever you make an ability check on which you roll expertise dice , you treat a d20 roll of 9 or lower as a 10.
Archetype Feature
At 13th level you gain another archetype feature.
Guarded Aspect
Beginning at 14th level, you are adept at uncovering and preserving secrets. Choose one of the following options. You must be proficient in a skill or tool in order to gain an expertise die from Guarded Aspect.
Hidden Signs
You gain an expertise die on Sleight of Hand checks. You can use body language and hidden hand signals to communicate a short message to some observers while hiding it from others. Make a Sleight of Hand check opposed by the Insight checks of observers from whom you want to hide your communication. On a success, a creature is not aware that you sent a message. On a failure, the creature is aware that you signaled but doesn’t know the content of your message. If you fail by 5 or more, the creature learns your message.
Master of Disguise
You gain an expertise die on checks made with the disguise kit. As long as you are wearing a disguise, your true identity can’t be determined even if your disguise fails. Additionally, you can don or doff a disguise as an action.
Seen It All
You gain an expertise die on Insight checks. Your passive Insight score increases by 3.
Social Expertise
You gain an expertise die on checks made with one of the following skills: Deception, Intimidation, Performance, or Persuasion.
Elusive
At 15th level, you know how to avoid vulnerable positions. As long as you are not incapacitated , no attack roll has advantage against you.
Archetype Feature
At 17th level you gain another archetype feature.
Overpowering Personality
Beginning at 18th level, your poise and charm allow you to impose your vision on the world. Choose one of the following options. You must be proficient in a skill in order to gain an expertise die from Overpowering Personality.
Dress Rehearsal
You gain an expertise die on Performance checks. You can spend 10 minutes practicing a skill of your choice, at the end of which you make a Performance check. You can use this result to replace the die roll of one ability check you make using that skill in the next hour. You may decide to use this feature after seeing the die roll. Once you have used this feature, you can’t use it again until you finish a short or long rest .
Psych Out
You gain an expertise die on Intimidation checks. As an action, you can make an Intimidation check opposed by the Charisma check of a creature that can see you. On a success, the next attack roll or opposed ability check you make against that creature within the next 10 minutes is made with advantage . Once you’ve failed an opposed Intimidation check, you can’t use this feature again until you finish a long rest .
Roguish Charm
You gain an expertise die on Persuasion checks. After you spend a minute in conversation with a creature that is not hostile, you may make a Persuasion check opposed by its Insight. On a success, the creature is nonmagically charmed by you for 1 hour. The charm ends early if you or your allies harm the creature. Once you’ve used this feature successfully, you can’t use it again until you finish a long rest .
Social Expertise
You gain an expertise die on checks made with one of the following skills: Deception, Insight, or Sleight of Hand.
Grand Larcenist
At 20th level, you reach the epitome of roguish talent and expertise. You gain the following abilities.
Hide in Plain Sight
At 20th level, you master the art of distraction. When you see a creature look in your direction, you can use your reaction to hide even if you have nothing to hide behind as long as you remain in the same square without moving or taking actions. Until you move or take an action or a reaction, you are invisible to that creature. If you are targeted by an effect that requires a Dexterity saving throw , you may choose to fail it to remain invisible to the creature.
Skill Mastery
Also at 20th level, you are unparalleled in your chosen fields. For each skill and tool proficiency in which you have an expertise die , you gain another expertise die in that skill or proficiency. Your expertise dice can be upgraded from a d8 to a d10 or from a d10 to a d12 in this way.
Unstoppable
Also at 20th level, no portal—be it door, window, or planar device—is closed to you. You no longer need to make ability checks to pick locks, and you succeed automatically whenever you attempt to unlock any lock of any kind. You require no special equipment to use this feature.
Skill Tricks
When you gain access to a new skill trick, choose one of the following. If a trick has prerequisites, you must meet them to learn it. You can learn the trick at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Agile Athlete
You gain an expertise die on Athletics checks and a climb speed equal to your Speed.
Analysis
You gain an expertise die on poisoner’s kit checks. With 10 minutes of experimentation you can identify a dose of a poison and learn the recipe to make it. You can use your poisoner’s kit and spend a day creating the poison for half its cost. At the Narrator’s discretion, you may be able to learn the recipe for poisons which don’t appear in Chapter 7: Maladies in Trials & Treasures.
Boobytrapper
You gain an expertise die on Sleight of Hand checks. You may make a Sleight of Hand check to conceal caltrops, ball bearings, a hunting trap, an alarm bell, or other Tiny traps or alarms. The result of your Sleight of Hand check is the DC for discovering these obstacles. They can be spotted without a check if they are not obscured .
Cat’s Eyes
You gain an expertise die on Perception checks and darkvision to a range of 30 feet. If you already have darkvision from another source, its range increases by 30 feet.
Delay Trap
You gain an expertise die on checks made with thieves’ tools. When you would trigger a mechanical trap on your turn, your alert senses warn you of danger before you complete the action. You may immediately end your turn in order to delay the trap’s effects until the start of your next turn.
Expertise Training
You gain an expertise die on checks made with one of the following skills or tools: Acrobatics, Athletics, Investigation, Perception, Stealth, or any tool. You may choose this trick more than once.
Extra Skill Training
You gain proficiency in one of the following: Acrobatics, Athletics, Investigation, Perception, Stealth, or any tool. You may choose this trick more than once.
Graceful Leap
Prerequisite: 13th level, d8 expertise die on Acrobatics checks
Your expertise die on Acrobatics checks increases to d10. As a bonus action, you can jump up to half your move speed horizontally and up to 10 feet vertically. Opportunity attacks provoked by this movement are made with disadvantage .
Hide in the Shadows
You gain an expertise die on Stealth checks. You can attempt to hide from creatures without darkvision while you are in an area of dim light. When a creature tries to enter your space, your position is revealed.
Keen Eye
Prerequisite: 13th level, d8 expertise die on Perception checks
Your expertise die on Perception checks increases to d10. You don’t have disadvantage on Perception checks from being in lightly obscured areas. If you have darkvision, you treat darkness and dim light as if it were bright light.
Kip Up
You gain an expertise die on Acrobatics checks. When you are prone , standing up uses none of your movement. When you are knocked prone, you can use your reaction to stand up.
Locksmith
You gain an expertise die on checks made with thieves’ tools. You may spend a minute using thieves’ tools to improve an unlocked lock. At the end of the minute, make a Dexterity (thieves’ tools) check against the lock’s DC. On a success, you permanently increase the lock’s DC by 10. A lock may only be improved in this way once.
Additionally, you may spend a minute using thieves’ tools to probe an unlocked lock. At the end of the minute, make a thieves’ tools check against the lock’s DC. On a success, you make a key for the lock.
Loot Runner
You gain an expertise die on Athletics checks, your speed increases by 5 feet, and you can carry 2 extra bulky items .
Observer
You gain an expertise die on Perception checks and increase your passive Perception score by 3.
Poison Expert
Prerequisite: 13th level, d8 expertise die with poisoner’s kit
Your expertise die on checks made with the poisoner’s kit increases to d10. You can add this expertise die to saving throws made against poison. Choose a poison from Chapter 12: Gamemastery. You are immune to the effects of this poison.
Practiced Dash
Prerequisite: 13th level, d8 expertise die on Athletics checks
Your expertise die on Athletics checks increases to d10. When using the Dash action, you ignore difficult terrain and don’t fall on slippery surfaces.
Quick Scan
You gain an expertise die on Investigation checks. You can use a bonus action to take the Search action.
Scout Leader
You gain an expertise die on Stealth checks. When your party makes a group Stealth check, you may apply your result to yourself and one ally after seeing the results of all rolls. Additionally, when you are traveling, you can move stealthily at a normal pace.
Sense Aura
Prerequisite: 13th level, d8 expertise die on Investigation checks
Your expertise die on Investigation checks increases to d10. You can make an Investigation check to find magical traps. Additionally, you can spend 10 minutes to sense whether an object or creature you can see bears magic. This feature is nonmagical.
Sense for Secrets
You gain an expertise die on Investigation checks. You have a sense for finding hidden things. You can spend a minute observing an area. If there are tricks, traps, secret doors, or other unusual features of a nonmagical nature within 30 feet of you on an unobscured surface you can see, you know something nearby is worth investigating, but not what or where it is. You can’t use Sense for Secrets twice on the same area.
Shadow Skulk
Prerequisite: 13th level, d8 expertise die on Stealth checks
Your expertise die on Stealth checks increases to d10. You have a passive Stealth score of 10 plus your Dexterity modifier plus your proficiency bonus. When you have not attempted to hide from a creature but are not visible to it and not making noise, you are considered hidden, using your passive Stealth score.
Skeleton Key
Prerequisite: 13th level, d8 expertise die with thieves’ tools
Your expertise die on checks made with thieves’ tools increases to d10. As part of successfully picking a lock, you can alter the lock so that it opens to a key in your possession in addition to, or instead of, whatever keys previously opened it.
Tuck and Roll
You gain an expertise die on Acrobatics checks. When you would take falling damage, make an Acrobatics check and reduce the damage by an amount equal to the result of the check.
Unstable Poison
You gain an expertise die on checks made with the poisoner’s kit. You learn the recipe for creating basic poison. During a short or long rest , you can brew one poison for which you have the recipe without spending gold or using ingredients (no check required). This version of the poison lasts until your next short or long rest.