Rogue
“Everyone has a blind spot. I live in it.”
d8
Dexterity
None
Martial
Proficiencies
Starting Equipment
- Rapier or shortsword
- shortbow + 20 arrows or a shortsword
- burglar's pack or dungeoneer's pack
- leather armor, two daggers, thieves' tools
Class Features by Level
| Level | Features |
|---|---|
| 1 | Expertise, Sneak Attack, Thieves' Cant |
| 2 | Cunning Action |
| 3 | Roguish Archetype |
| 4 | Ability Score Improvement |
| 5 | Uncanny Dodge |
| 6 | Expertise (2 more) |
| 7 | Evasion |
| 8 | Ability Score Improvement |
| 9 | Archetype Feature |
| 10 | Ability Score Improvement |
| 11 | Reliable Talent |
| 12 | Ability Score Improvement |
| 13 | Archetype Feature |
| 14 | Blindsense |
| 15 | Slippery Mind |
| 16 | Ability Score Improvement |
| 17 | Archetype Feature |
| 18 | Elusive |
| 19 | Ability Score Improvement |
| 20 | Stroke of Luck |
Core Features
Expertise
Level 1Choose two of your skill proficiencies or one skill and thieves' tools. Double your proficiency bonus for those. Choose two more at level 6.
Sneak Attack
Level 1Once per turn, when you hit with a finesse or ranged weapon attack and have advantage on the roll, or an ally is within 5 feet of the target and you don't have disadvantage, you deal extra damage as shown in the table.
Thieves' Cant
Level 1A secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. You also know a set of secret signs and symbols.
Cunning Action
Level 2On each of your turns, you can take a bonus action to Dash, Disengage, or Hide.
Uncanny Dodge
Level 5When an attacker you can see hits you, you can use your reaction to halve the damage.
Evasion
Level 7When you make a Dexterity saving throw against an effect that deals half damage on a success, you instead take no damage on a success and half damage on a failure.
Reliable Talent
Level 11When you make an ability check that uses a skill you're proficient in, treat any d20 roll of 9 or lower as a 10.
Blindsense
Level 14If you can hear, you are aware of the location of any hidden or invisible creature within 10 feet.
Slippery Mind
Level 15You gain proficiency in Wisdom saving throws.
Elusive
Level 18No attack roll has advantage against you while you aren't incapacitated.
Stroke of Luck
Level 20Once per short rest, if you miss with an attack roll, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Subclasses
Scoundrel
Silver Tongue
You gain proficiency in Deception and Persuasion if you don't have them already. Your proficiency bonus is doubled for Charisma checks made to deceive or persuade.
Dirty Fighting
Once per turn, when you deal Sneak Attack damage, the target must make a Constitution saving throw (DC = 8 + proficiency + DEX modifier) or suffer one of the following (your choice): blinded until end of your next turn, speed reduced to 0 until end of your next turn, or knocked prone.
Contingency
When you are hit by an attack, you can use your reaction to swap places with a willing ally within 5 feet, who becomes the target of the attack instead. You can use this a number of times equal to your Charisma modifier (minimum 1) per long rest.
Ace in the Hole
Once per long rest, when you or an ally within 30 feet fails a saving throw, ability check, or attack roll, you can allow them to reroll with advantage.
Shadow Blade
Shadow Arts
When you are in dim light or darkness, you can use a bonus action to become invisible until the end of your next turn or until you attack or cast a spell. You can use this a number of times equal to your proficiency bonus per long rest.
Cloak of Shadows
While in dim light or darkness, you have advantage on Dexterity (Stealth) checks and can Hide as a free action (not requiring your Cunning Action).
Shadow Walk
As a bonus action while in dim light or darkness, you can teleport up to 60 feet to another space in dim light or darkness that you can see.
Death's Shadow
When you deal Sneak Attack damage to a creature that can't see you, you deal an additional 3d6 necrotic damage.