Rogue |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Rogue: Base Class |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Rogue Features |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Base Traits |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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, rapiers, shortswords. 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. You gain a pool of
sneak attack dice that increases as you gain levels as shown in the sneak
attack column of the rogue table. At first level, the pool has one dice. You
regain all sneak attack at the beginning of each of your turns. 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 can expend a number of sneak attack dice
from the pool. You add the expended dice to the damage roll. 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. You
can also use your bonus action when you make your sneak attack special attack.
This bonus action allows 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.
Each of these bonus actions must be used on a different feature or ability
(e.g. you cannot use your ‘cunning action’ feature twice or cast the same
bonus action spell with both bonus actions). 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. |