Rogue Class Features

As a rogue, you have the following class features.

 

Hit Points

Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 18 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

 

Proficiencies and Training

Armour: Light armour
Weapons: Simple weapons, hand crossbows, longswords, pepper boxes*, rapiers, shortswords.

*The secrets of gunpowder weapons have been discovered in various worlds across the multiverse. If your Dungeon Master’s world includes firearms, your rogue is proficient with pepper boxes.
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 rapier or a shortsword

  • a shortbow and quiver of 20 arrows or a shortsword

  • a burglar’s pack, a dungeoneer’s pack, or an explorer’s pack

  • leather armour, two daggers, and thieves’ tools

 

Features

Expertise

Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. You gain expertise with these skills or thieves’ tools.

At 7th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

 

Sneak Attack

You know how to strike subtly and exploit a foe’s distraction.

As an action, you can make a special attack with a finesse or ranged weapon you are wielding, a sneak attack:

  • Sneak attack. If you have advantage on the roll, you deal an extra 1d6 damage to one creature you hit. The pool of extra damage dice 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 can 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 to take the Dash, Disengage, or Hide action.

Alternatively, you can use your bonus action to set up your sneak attack. Allowing you to make a sneak attack against an enemy you can see that is within reach of one of your allies even if you do not have advantage on the attack.

 

Cunning trick

At 2nd level, you acquire a series of unique skills and tricks called cunning tricks.

You learn a cunning trick from the list of cunning tricks below.

As you gain levels in this class, you learn additional cunning tricks. At 6th, 10th, and 14th level, you learn another cunning trick from that list.

 

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities.

Your archetype choice grants you features at 3rd level and then again at 9th and 18th level.

 

Feat

At 4th level, you gain a feat from the list of feats. You must meet the prerequisites for the feat.

You gain an additional feat at 8th, 12th, 16th, and 19th level.

Rogue Tactics

At 5th level, you learn a series of roguish combat skills.

When you gain this feature, you learn one rogue tactics. As you gain levels in this class, you learn additional rogue tactics. Also, whenever you finish a long rest, you can replace one rogue tactics feature with another feature from the list of rogue tactics.

At 11th level and again at 17th level, you learn an additional rogue tactics feature from the list of rogue tactics.

 

Uncanny Dodge

Starting at 6th 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 an ancient 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.

 

Quick Reflexes

Beginning at 10th level, you can take an additional bonus action on each of your turns.

 

Elusive

Beginning at 13th 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.

 

Reliable Talent

By 14th level, you have refined your skills until they approach perfection.

Whenever you make an ability check that lets you add your proficiency bonus or an attack with a weapon you are proficient with, you can treat a d20 roll of 9 or lower as a 10.

You can use this ability up to three times between short or long rests.

 

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom and Charisma saving throws.

 

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If you fail on an attack roll, ability check or a saving throw, 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.