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Rogue

All classes · Multiclassing · Rules Glossary

Rogue

Core Rogue Traits

Primary Ability Dexterity
Hit Point Die D8 per Rogue level
Saving Throw Proficiencies Dexterity and Intelligence
Skill Proficiencies Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth
Weapon Proficiencies Simple weapons and Martial weapons that have the Finesse or Light property
Tool Proficiencies Thieves' Tools
Armor Training Light armor
Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves' Tools, Burglar's Pack, and 8 GP; or (B) 100 GP

Becoming a Rogue ...

As a Level 1 Character

  • Gain all the traits in the Core Rogue Traits table.
  • Gain the Rogue's level 1 features, which are listed in the Rogue Features table.

As a Multiclass Character

  • Gain the following traits from the Core Rogue Traits table: Hit Point Die, proficiency in one skill of your choice from the Rogue's skill list, proficiency with Thieves' Tools, and training with Light armor.
  • Gain the Rogue's level 1 features, which are listed in the Rogue Features table.

Rogue Class Features

As a Rogue, you gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table.

Rogue Features

Level Proficiency Bonus Class Features Sneak Attack
1 +2 Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery 1d6
2 +2 Cunning Action 1d6
3 +2 Rogue Subclass, Steady Aim 2d6
4 +2 Ability Score Improvement 2d6
5 +3 Cunning Strike, Uncanny Dodge 3d6
6 +3 Expertise 3d6
7 +3 Evasion, Reliable Talent 4d6
8 +3 Ability Score Improvement 4d6
9 +4 Subclass feature 5d6
10 +4 Ability Score Improvement 5d6
11 +4 Improved Cunning Strike 6d6
12 +4 Ability Score Improvement 6d6
13 +5 Subclass feature 7d6
14 +5 Devious Strikes 7d6
15 +5 Slippery Mind 8d6
16 +5 Ability Score Improvement 8d6
17 +6 Subclass feature 9d6
18 +6 Elusive 9d6
19 +6 Epic Boon 10d6
20 +6 Stroke of Luck 10d6

Level 1: Expertise

You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.

At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.

Level 1: Sneak Attack

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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.

You don't need Advantage on the attack roll if 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.

The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.

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 language of your choice, which you choose from the language tables in "Character Creation."

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.

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: Dash, Disengage, or Hide.

Level 3: Rogue Subclass

You gain a Rogue subclass of your choice. The Thief subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass's features that are of your Rogue level or lower.

Level 3: Steady Aim

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: Ability Score Improvement

You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.

Level 5: Cunning Strike

You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling.

If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.

To use this effect, you must have a Poisoner's Kit on your person.

Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.

Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.

Level 5: Uncanny Dodge

When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).

Level 7: Evasion

You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.

Level 7: Reliable Talent

Whenever you make an ability check that uses one of your skill or tool proficiencies, 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: Devious Strikes

You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.

Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.

Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.

Level 15: Slippery Mind

Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.

Level 18: Elusive

You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.

Level 19: Epic Boon

You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.

Level 20: Stroke of Luck

You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.

Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Rogue Subclass: Thief

Hunt for Treasure as a Classic Adventurer

A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.

Level 3: Fast Hands

As a Bonus Action, you can do one of the following.

Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket.

Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action.

Level 3: Second-Story Work

You've trained to get into especially hard-to-reach places, granting you these benefits.

Climber. You gain a Climb Speed equal to your Speed.

Jumper. You can determine your jump distance using your Dexterity rather than your Strength.

Level 9: Supreme Sneak

You gain the following Cunning Strike option.

Stealth Attack (Cost: 1d6). If you have the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.

Level 13: Use Magic Device

You've learned how to maximize use of magic items, granting you the following benefits.

Attunement. You can attune to up to four magic items at once.

Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.

Scrolls. You can use any Spell Scroll , using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.

Level 17: Thief's Reflexes

You are 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.

Rogue Subclass: Zealot

As the imperial forces of Rome and Parthia descend upon the Middle Kingdoms, most civilizations are left crushed and subjugated in their wake. Overseen by Proconsuls and Sapbheds who do not understand their way of life, subjects of the empires must scrape a living out from under the thumb of heavy taxes and imperial oversight. Most people keep their heads down and allow oppressive systems to flourish. Zealots are not most people.

While they may lack the numbers, training, or weaponry to present a legitimate military threat to the empire, Zealots know their people, and they know their city. Zealots use propaganda and cloak-and-dagger techniques to cause rioting in the streets and assassinate high-ranking targets in the midst of the chaos, before slipping away unnoticed in the busy city streets.

To communicate with the common people secretly, the Zealots use specially minted silver coins that bear the image of a branch with three pomegranates. Although the symbol seems innocuous enough to any Roman soldiers that might see it, the symbol of the pomegranate (Judea's native fruit) carries a powerful message of revolution to Jews. Zealots can use these coins to coordinate strategic rioting, and even control the direction and flow of foot-traffic in city streets, allowing for stealthy entrances and quick exits.

The Zealots used a specially designed dagger called a "Sica." The curved blade was designed for circumventing the otherwise impenetrable shields of the Roman legion.

Subclass Progression

Level Feature
3rd Bonus Proficiencies, City Secrets, Unnoticed
9th Elusive Dash
13th Quick Reflexes, Stir up the Crowds
17th Ambush Strike

Level 3: Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the forgery kit.

Level 3: City Secrets

You are familiar with the layout of cities and the patterns of pedestrian movement. When you are not in combat and you are leading the way, your group can travel twice as fast through cities and crowded gatherings as your speed would normally allow.

Level 3: Unnoticed

You can seamlessly fall into step with a group of people, blending into the crowd to avoid detection. You can use your Cunning Action to take the Hide action if there are at least two other Humanoids within 5 feet of you that are not hostile to you. For this special use of Hide, the crowd replaces the usual cover or obscurity requirement, and being visible as an anonymous member of that crowd does not prevent the attempt. Make the Dexterity (Stealth) check required by Hide. On a success, you gain its Invisible condition as a result of hiding; this conceals your identity within the crowd rather than making your body transparent.

While Hidden in this way, you gain the following benefits.

  • A creature that can see you regards you as an anonymous member of the group you are Hidden in, and cannot discern your true identity.
  • A creature that can see you only considers you to be hostile if it considers one or more other members of the group to be hostile.
  • You have advantage on Charisma (Deception) checks made while acting as part of this group.

This hiding ends when any ending condition of the Hide action occurs, or when you cast a spell, make an attack, or move more than 10 feet away from the group.

Level 9: Elusive Dash

At 9th level, you gain the ability to move swiftly and strategically in dangerous situations. When you use your Cunning Action to Dash, you gain the following benefits:

  • Your movement speed increases by 10 feet until the end of this turn.
  • Your movement does not provoke opportunity attacks.
  • After moving, you gain advantage on your next weapon attack roll.

Once you have used this feature, you cannot do so again until finishing a long or short rest.

Level 13: Quick Reflexes

Beginning at 13th level, you have advantage on Initiative rolls.

Level 13: Stir up the Crowds

Also at 13th level, you gain mastery over the art of propaganda and revolution. If you spend three days distributing silver pieces with an encoded message in an urban environment, you can inspire a group of common citizens to take up arms for your cause. At the end of the third day, a group of angry protesters congregates in a predesignated meeting place. This meeting place must be within 1 mile of where you distributed your silver pieces. This group of people uses the Angry Mob stat block with the following changes: Your Angry Mob has a number of hit points that relates to the amount of silver you spent over your three days of recruiting, as shown in the table below.

Silver Spent Mob Hit Points
250 sp 50 HP
500 sp 90 HP
750 sp 120 HP
1,000 sp 165 HP

The Angry Mob is friendly to you and any number of creatures you designate, and hostile to your enemies. The Mob is united for the goal you specified, but does not follow your commands once this has been created. The Angry Mob lasts for 24 hours, or until it is reduced to 0 hit points. Once the mob is reduced to 0 hit points, it becomes a scattered crowd of Commoners with the Frightened condition, who will each flee combat as quickly as possible.

Level 17: Ambush Strike

Beginning at 17th level, when you use your Sneak Attack feature, you may use your bonus action to make an additional weapon attack. If this attack targets a different creature, you may use your Sneak Attack again.

Rogue Subclass: Valentine

Source:Unearthed ApocryphaThis content is unofficial and is currently being playtested.

Unearthed Apocrypha #2: Outlaws and Ossuaries, pp. 3–4.

“Let your religion be less of a theory, and more of a love affair.” -G.K. Chesterton

The legend of the Valentine began under the oppression of a regime that outlawed Christian marriages. Undaunted by the rule of law, a priest named Valentine embarked on a covert quest to secretly deliver love notes, arrange meetings, and perform marriages between young lovers in the dead of night. This priest was eventually caught and executed, with his final words recorded in a note that he signed “Your Valentine.”

However, this was not the end of the story. In the years that followed, many conflicting stories of “Valentine” began to circulate throughout the empire, leading modern scholars to wonder which (if any) of them were true, or if there ever even was a Valentine. The truth, as usual, turns out to be stranger than any fiction. The truth is that there have been many Valentines throughout the years, each following in the vocation of the original Rogue of romance. Wherever the right to seek marriage is outlawed, whenever star-crossed lovers meet under cover of darkness, whichever principalities and powers attempt to redefine what love is supposed to look like, there will always be those who stand vigil over the sacredness of love. And when these Rogues are eventually arrested for treason and asked for their identity, they will proudly proclaim, “I am Valentine.”

For a Valentine, romance is not a frivolous side quest; it is a vital part of what it means to be alive and to be human. Such Rogues are masters of stealth and manipulation, but are also easily distracted. For if we defeat the archlich and save the world, but do not have love, we gain nothing.1

Level 3: Tools of the Valentine

Bonus Proficiencies. You gain proficiency with the Disguise Kit, Forgery Kit, and one instrument of your choice.

Masterful Mimicry. You can unerringly mimic another creature’s speech, handwriting, or both, if you have spent at least 1 hour studying them.

Animal Messenger. You know the Animal Messenger spell and can cast it once with this feature, using Charisma as your spellcasting ability. You cannot cast it this way again until you finish a Long Rest.

Level 3: Matchmaker’s Insight

If you spend at least 1 minute observing a creature, you may ask the GM three questions that may be answered with a yes or no, and receive an honest reply. Questions are limited to the following topics:

  • The target’s relationship status and romantic interests.
  • The target’s surface thoughts and emotions.
  • The target’s Vulnerabilities, Immunities, and Resistances.
  • The target’s ability modifiers.

Level 9: Flirtatious Tactics

You gain the following Cunning Strike options.

Charm (Cost: 4d6). The target must succeed on a Wisdom saving throw or it has the Charmed condition for 1 minute or until it takes any damage. The Charmed target repeats the save at the end of each of its turns, ending the effect on itself with a success.

Banter (Cost: 2d6). The target has Disadvantage on its next ability check or saving throw.

Level 13: Cunning Escort

When you use your Cunning Action to Dash, Disengage, or Hide, you may choose a willing creature within 5 feet of you who also gains the effects of this action. The target creature can Dash, Disengage, or Hide along with you (no action required), and uses your ability for the effect. For example, the creature Dashes using your Speed, and Hides using your Stealth roll.

Level 17: Debonair Defenses

You have Immunity to the Charmed condition, and gain a bonus to your AC equal to your Charisma modifier (minimum of 1).

1. 1 Corinthians 13:1–3… sort of.

Rogue Subclass: Zealot (UA)

Source:Unearthed ApocryphaThis content is unofficial and is currently being playtested.

Unearthed Apocrypha #2: Outlaws and Ossuaries, p. 4.

“We bow only to God.” -Judas of Galilee

Born under the oppression of powerful political entities, Zealots know how to work outside the law, and leverage their social connections to do so. Using their superior knowledge of a city and its people, a Zealot operates invisibly in plane sight, using their social connections, wit, and stealth, to bring empires crashing to rubble.

Level 3: Urban Anonymity

Zealots are familiar with the infrastructure of cities and the movement of foot traffic, allowing them to vanish in crowded areas.

Lost in the Crowd. If there are four or more creatures within 15 feet, you can give yourself the Invisible condition (no action required).

City Secrets. You have Advantage on checks made to Search, Study, or Hide while in urban terrain.

Level 9: Cloak and Dagger

You gain the following Cunning Strike options.

Cloak (Cost: 3d6). The target must succeed on a Dexterity saving throw or it has the Blinded condition until the end of its next turn.

Dagger (Cost: 4d6). The target takes a -2 penalty to AC and Dexterity saving throws until the end of your next turn.

Level 13: Way of the Sicarii

The die costs for all of your Cunning Strike options are reduced by 1d6 (minimum cost of 0).

Level 17: Stir Up The Crowds

You know the Conjure Rumor spell and can cast it once using this feature. Charisma is your spellcasting ability for it. You cannot cast it this way again until you finish a Long Rest.

Rogue Subclass: Shadow of Death

Source:Unearthed ApocryphaThis content is unofficial and is currently being playtested.

Unearthed Apocrypha #3: Villainous Options, p. 5.

“Yea, though I walk through the valley of the shadow of death, I will fear no evil.” -Psalm 23:4

Rogues work in the shadows, often operating as instruments of death. But for some Rogues, their relationship with death is more...personal. Such Rogues see themselves as devout servants of the Horseman of Death itself, and their weapons as consecrated instruments of reaping.

Such Rogues, who refer to themselves as Shadows of Death, are not cruel or bloodthirsty, but rather see death as a natural and necessary part of life which eventually comes for us all. Shadow of Death rogues are usually the mortal enemies of those who seek to prolong their lives through unnatural means, such as liches or other Undead, which they consider to be a direct insult to the sanctity of the domain of Death.

Level 3: Valley of Shadow

You do not need to have cover or be obscured in order to take the Hide action.

Level 3: Whispers of Sheol

You know the augury spell, and can cast it once with this feature without Material components or spell slots. You regain the ability to cast it this way again after a Long Rest. Wisdom is your spellcasting ability for it.

Level 9: Mantle of the Reaper

As a Bonus Action, you sprout spectral wings that last for 10 minutes or until you dismiss them (no action required) or have the Incapacitated condition. During that time, you gain the following benefits. Once you use this feature, you cannot use it again until you finish a Long Rest.

Flight. You have a fly speed equal to your Speed.

Reaping. When you reduce a creature to 0 Hit Points, you also regain a number of Hit Points equal to Your Rogue level

Level 13: Necrotic Weapons

When you deal Sneak Attack damage, you can choose to deal Necrotic damage rather than its normal damage type.

Level 17: Avatar of Death

You gain the following Cunning Strike options.

Touch of Death (Cost: 9d6). The target must succeed on a Constitution saving throw or it dies.

Ethereal Form (Cost: 7d6). Immediately after the attack, you take on a ghostly, ethereal appearance until the start of your next turn. While in this form, you have Immunity to Bludgeoning, Piercing, and Slashing damage, and can move through creatures and objects as though they are difficult terrain. If you end your turn inside a creature or object, you take 1d10 Force damage and are shunted into the nearest unoccupied space.