Rogue

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, hand crossbows, longswords, rapiers, shortswords
Tools: Choose one from disguise kit, forgery kit, poisoner’s kit, 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 160 gp, in addition to the equipment granted by your background. The following are good starting items for rogues:

Table: The Rogue
LevelFeaturesSneak AttackTricks KnownManeuvers KnownFocus PoolManeuver Degree
1stSkill Tricks, Sneak Attack, Thieves' Cant1d61
2ndCunning Action, Combat Tactic, Combat Maneuvers1d61231st
3rdCunning Action: Steady Aim, Roguish Archetype, Roguish Expertise2d62341st
4thAbility Score Improvement2d62351st
5thSelf-Preservation3d63462nd
6thRoguish Expertise3d63462nd
7thImproved Critical, Self-Preservation4d64572nd
8thAbility Score Improvement4d64572nd
9thRoguish Archetype feature5d65683rd
10thAbility Score Improvement5d65683rd
11thReliable Talent6d66793rd
12thAbility Score Improvement6d66793rd
13thRoguish Archetype feature7d678104th
14thSelf-Preservation7d678104th
15thSelf-Preservation8d689114th
16thAbility Score Improvement8d689114th
17thRoguish Archetype feature9d6910125th
18thElusive9d6910125th
19thAbility Score Improvement10d61011125th
20thStroke of Luck10d61011125th
Table: The Epic Level Rogue
LevelFeaturesSneak AttackTricks KnownManeuvers KnownFocus PoolManeuver Degree
21stEpic Ability Score Improvement, Adaptable11d61112135th
22ndRoguish Expertise11d61112135th
23rdRoguish Archetype feature12d61213135th
24thSneaky Opportunist12d61213135th
25thEpic Ability Score Improvement, Superior Critical13d61314145th
26thImproved Reliable Talent13d61314145th
27thRoguish Archetype feature14d61415145th
28thExtra Attack14d61415145th
29thEpic Ability Score Improvement, Improved Self-Preservation15d61516155th
30thSneak Attack Expert15d61516155th

Skill Tricks

1st-level Rogue feature
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 on the Skill Tricks page. 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. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the Skill Tricks you know and replace it with another Skill Trick that you could learn at that level.

Sneak Attack

1st-level Rogue feature
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 a 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 levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant

1st-level Rogue feature
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. 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.

You also know one other language of your choice.

Cunning Action

2nd-level Rogue feature
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. This action can be used only to take the Dash, Disengage, or Hide action.

Combat Tactic

2nd-level Rogue feature
Special training means you can always get the most out of your strikes, even in disadvantageous circumstances. Choose one of the following options. Each time you gain a level, you may change this choice.

Executioner

When you hit a creature that is missing any of its hit points, you can deal your Sneak Attack damage to it, even if you don't meet the normal prerequisites for doing so. If you already do, you flourish instead.

Ravager

When you hit a creature while using two-weapon fighting, you can deal your Sneak Attack damage to it, even if you don't meet the normal prerequisites for doing so. If you already do, you flourish instead.

Sniper

When you hit a creature with an attack with a ranged weapon, you can deal your Sneak Attack damage to it, even if you don't meet the normal prerequisites for doing so. If you already do, you flourish instead.

Thug

When you hit a creature with a simple weapon, you can deal your Sneak Attack damage to it, even if you don't meet the normal prerequisites for doing so. If you already do, you flourish instead.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Combat Maneuvers

2nd-level Rogue feature
You gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Deadeye, Duelist, Nemesis, Skirmisher, Skulduggery, Teamwork. You learn two maneuvers of your choice from traditions you are proficient with.

You gain focus based on your level in this class. Consult the Focus Pool table to determine how much focus you have. To use one of your maneuvers, you must expend focus from your focus pool. You regain all expended focus when you finish a short or long rest. Your maneuvers show how much focus they cost. 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. You cannot know more maneuvers of a degree than you know of degrees below it.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver, and whenever you finish a long rest, you can replace any maneuvers you know with maneuvers from traditions you are proficient with of the same degree over the course of 10 minutes.

Cunning Action: Steady Aim

3rd-level Rogue feature
As a bonus action, you can give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Roguish Archetype

3rd-level Rogue feature
You choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, 17th, 23rd, and 27th level.

Arcane TricksterPlayer's Handbook. Altered.
AsssassinPlayer's Handbook. Altered.
EnforcerHomebrew.
GamblerLegends of Runeterra: Dark Tides of Bilgewater. Renamed from Wild Card. Altered.
InquisitiveXanathar's Guide to Everything. Altered.
MastermindAs in Xanathar's Guide to Everything.
PhantomTasha's Cauldron of Everything. New ability added.
ScoutXanathar's Guide to Everything. Altered.
SeekerHomebrew.
SoulknifeTasha's Cauldron of Everything. Altered.
SurgeonHomebrew.
SwashbucklerXanathar's Guide to Everything. Altered.
ThiefPlayer's Handbook. Altered.

Roguish Expertise

3rd-level Rogue feature
Choose two of the options below. Unless otherwise stated, each option can only be taken once. When you would gain an Ability Score Improvement in this class, you can choose one of the options you know and replace it with another. At 6th level, choose two additional options. At 22nd level, choose an additional two options.

Aerobatics

Prerequisite: proficiency in Acrobatics
You gain expertise in Acrobatics. Opportunity attacks made against you by a creature whose space you move through have disadvantage. Additionally, when you take the Tumble bonus action and exceed the DC by 5 or more, you may get your Bonus Action back. When you do, you cannot do so again until you finish a short or long rest.

Cipher

Prerequisite: proficiency in Investigation
You gain expertise with Investigation. 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 unless it is obviously encrypted.. The DC to detect your ciphers is 8 + your proficiency bonus + your Intelligence modifier. If a creature’s passive Investigation (Intelligence) score matches or exceeds this DC, they may try to decipher it, but unless they exceed your cipher DC by 5, they learn only basic information hidden by the cipher.

Dress Rehearsal

Prerequisite: proficiency in Performance
You gain expertise with Performance. You can spend 10 minutes practicing a skill of your choice, at the end of which you make a Performance (Charisma) 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.

Escape Artist

Prerequisite: proficiency in thieves’ tools
You gain expertise with thieves' tools. You may attempt to pick any lock or disarm a trap, ignoring disadvantage or penalties you might have, and you do not need thieves’ tools or a free hand to do so. Once you have used this feature, you can’t use it again until you finish a short or long rest.

Expertise

Choose one skill you have proficiency with. You gain expertise in that skill. You may choose this option multiple times, choosing a different skill each time.

Fraud

Prerequisite: proficiency in forgery kit
You gain expertise with forgery kits. When you purchase goods or services, you can produce papers, waivers, and counterfeit currency that causes the seller to waive the costs of goods and services up to a gp cost equal to twice your proficiency bonus. More expensive goods and services instead have their costs reduced in price by a percentage equal to twice your proficiency bonus. If a creature has a passive Investigation (Intelligence) score equal to 10 + twice your proficiency bonus + your Intelligence modifier, they become suspicious of your fraudulent tools, and may investigate further. Once you have used this feature, you can’t use it again until you finish a short or long rest.

Master of Disguise

Prerequisite: proficiency in disguise kits
You gain expertise with disguise kits. 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. Once you use this ability, you cannot do so again until you finish a short or long rest.

Quick Frisk

Prerequisite: proficiency in Sleight of Hand
You gain expertise with Sleight of Hand. As an action, make a Sleight of Hand (Dexterity) check with a DC equal to the passive Perception (Wisdom) score of a target you can touch. 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. If you do not exceed the DC by 5, the creature knows you frisked it. Once you use this ability, you cannot do so again until you finish a short or long rest.

Roguish Charm

Prerequisite: proficiency in Persuasion
You gain expertise with Persuasion. If you spend 1 minute talking to a creature who can understand what you say, and if that creature is not hostile, you may make a Charisma (Persuasion) with a DC equal to the creature’s passive Wisdom (Insight) score. On a success, the creature is non magically 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.

Spot Tell

Prerequisite: proficiency in Insight
You gain expertise with Insight. When you catch a creature lying with your Wisdom (Insight), you can use your reaction to learn the signs that the target is bluffing. For the next 24 hours, you have advantage on Wisdom (Insight) checks made against the target. Once you’ve used this feature successfully, you can’t use it again until you finish a long rest.

Toxicologist

Prerequisite: proficiency in poisoner’s kit
You gain expertise with posioner's kit. You can immediately identify poisons, and you can tell if any creature or object deals poison damage or inflicts the poisoned condition. As an action, bonus action, or reaction, choose a creature or object you can see. You learn the damage, DC, and effects of any attacks or abilities that deal poison damage or the poisoned condition on the target, and if it is a creature, you learn if it is resistant to poison or immune to poison or the poisoned condition. Once you’ve used this feature successfully, you can’t use it again until you finish a long rest.

Veiled Threat

Prerequisite: proficiency in Intimidation
You gain expertise in Intimidation. When you make an Intimidation (Charisma) check, you can choose to make a number of creatures equal to twice your proficiency bonus unaware of your coercion, whether or not it is successful. Once you’ve used this feature successfully, you can’t use it again until you finish a long rest.

Walk It Back

Prerequisite: proficiency in Deception
You gain expertise in Deception. When an ally fails a Deception check to tell a lie, you can use your reaction to add a supporting detail, using your bonus to Deception checks instead of theirs. After you use this ability, you cannot do so again until you finish a short or long rest.

Ability Score Improvement

4th-level Rogue feature
When you reach 4th level, and again at 8th, 10th, 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. In addition, you may select a single Feat you meet the prerequisites for.

You may also replace one of your skill proficiencies with a skill proficiency offered by this class at 1st level. The proficiency you replace does not need to be from this class.

Lastly, you can do one of the following, representing a shift in the focus of your skills in subtlety:

Self-Preservation

5th-level Rogue feature
Your honed reflexes and mental toughness allow you to avoid danger. Choose one of the following options. You may choose an additional option at 7th level, 14th level, and 15th level.

Blindsense

Your carefully-honed sense give you Blindsight with a range equal to 5 feet x your proficiency bonus as long as you aren't blinded and deafened.

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.

Skirmisher

You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Slippery Mind

You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Street Tough

You gain proficiency in Constitution saving throws.

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 and any other attacks that hit you until the beginning of your next turn.

Improved Critical

7th-level Rogue feature
Your attacks with finesse and ranged weapons score a critical hit on a roll of 19 or 20.

Reliable Talent

11th-level Rogue feature
You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Elusive

18th-level Rogue feature
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

20th-level Rogue feature
You have an uncanny knack for succeeding when you need to. After you roll 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.

Epic Level Rogue: Epic Ability Score Improvement

21st-level Rogue feature
When you reach 21st level, and again at 25th and 29th level, you gain the benefits of an Ability Score Improvement, but your ability score increase can bring an ability score above 20, to a maximum of 24.

Epic Level Rogue: Adaptable

21st-level Rogue feature
You can no longer suffer Disadvantage on any rolls, although Disadvantage still negates any Advantage you might have.

Epic Level Rogue: Sneaky Opportunist

24th-level Rogue feature
Any attacks of opportunity you make quality as sneak attacks. In addition, you can use your Reaction to make an attack of opportunity when a hostile creature enters your reach.

Epic Level Rogue: Superior Critical

25th-level Rogue feature
Your weapon attacks score a critical hit on a roll of 18-20.

Epic Level Rogue: Improved Reliable Talent

26th-level Rogue feature
Your chosen skills are far closer to perfection than could be expected from any mortal. When you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 14 or lower as a 15.

Epic Level Rogue: Extra Attack

28th-level Rogue feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.

Epic Level Rogue: Improved Self-Preservation

29th-level Rogue feature
Your desire to preserve your own well-being is greater than most. Choose one of the following options:

Avoidance

Prerequisite: Evasion
When you make a 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.

Improved Skirmisher

Prerequisite: Skirmisher
You gain the following benefits:

  • You can move up to your speed when using the Skirmisher Reaction.
  • You can make an opportunity attack before or after you use the Skirmisher Reaction.
  • Opportunity attacks you make are made with advantage.
  • You can spend a flourish on an opportunity attack to get your spent reaction back.

Sidestep

Prerequisite: Uncanny Dodge
While using Uncanny Dodge, when an attack still deals damage greater than or equal to your character level, you can switch places with a willing creature within 10 feet of you, and let them take the damage instead. The damage is still reduced by your Uncanny Dodge.

Versatility

You gain all other options from the Self-Preservation class feature, and proficiency with all saving throws.

Epic Level Rogue: Sneak Attack Expert

30th-level Rogue feature
You never let an opportune strike go to waste. You also gain an additional way to use your Sneak Attack. You can spend a flourish to use your Sneak Attack, even if you already used your Sneak Attack this turn or if there is not another enemy of the target is within 5 feet of it. If you haven't used your Sneak Attack yet this turn, you can still use Sneak Attack once this turn using normal means.