Signaling for her companions to wait, a Dunmer creeps
forward through the dungeon hall. She presses an ear
to the door, then pulls out a set of tools and picks the
lock in the blink of an eye. Then she disappears into
the shadows as her fighter friend moves forward to kick
the door open.
A Argonian lurks in the shadows of an alley while his
accomplice prepares for her part in the ambush. When
their target—a notorious slaver—passes the alleyway,
the accomplice cries out, the slaver comes to investigate,
and the assassin’s blade cuts his throat before he can
make a sound.
Suppressing a giggle, a Imperial waggles her fingers
and magically lifts the key ring from the guard’s belt.
In a moment, the keys are in her hand, the cell door is
open, and she and her companions are free to make
their escape.
Rogues rely on skill, stealth, and their foes’
vulnerabilities to get the upper hand in any situation.
They have a knack for finding the solution to just about
any problem, demonstrating a resourcefulness and
versatility that is the cornerstone of any successful
adventuring party.
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
armor proficiencies:
Light armour
weapon proficiencies:
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
starting equipment:
You start with the following equipment, in addition to
the equipment granted by your background:
• (a) a rapier or (b) a shortsword
• (a) a shortbow and quiver of 20 arrows or (b) a
shortsword
• (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an
explorer’s pack
• Leather armor, two daggers, and thieves’ tools
spellcasting:
When you reach 3rd level, and take the Arcane Trickster subclass you gain the ability to
cast spells.
Cantrips. You learn three cantrips: Mage Hand and
two other cantrips of your choice from the
Wizard Spell List. You learn another wizard cantrip of your choice
at 10th level.
Spell Slots The Arcane Trickster Spellcasting
table shows how many spell slots you have to cast
your spells of 1st level and higher. To cast one of these
spells, you must expend a slot of the spell's level or
higher. You regain all expended spell slots when you
finish a long rest.
For example, if you know the 1st-level spell
Calm
and have a 1st-level and a 2nd-level spell slot
available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher You know
three 1st-level wizard spells of your choice, two of which
you must choose from the domination and illusion
spells on the Wizard Spell List.
The Spells Known column of the Arcane Trickster
Spellcasting table shows when you learn more wizard
spells of 1st level or higher. Each of these spells must
be an enchantment or illusion spell of your choice, and
must be of a level for which you have spell slots. For
instance, when you reach 7th level in this class, you can
learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can
come from any school of magic.
Whenever you gain a level in this class, you can
replace one of the wizard spells you know with another
spell of your choice from the wizard spell list. The
new spell must be of a level for which you have spell
slots, and it must be an domination or illusion spell,
unless you’re replacing the spell you gained at 8th, 14th,
or 20th level.
Spellcasting Ability Intelligence is your spellcasting
ability for your wizard spells, since you learn your
spells through dedicated study and memorization.
You use your Intelligence whenever a spell refers to
your spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving throw
DC for a wizard spell you cast and when making an
attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier
Spell attack modifier = your proficiency bonus +
your Intelligence modifier
Arcane Trickster Spellcasting
Rogue Level |
Cantrips Known |
Spells Known |
Spell Slots per Spell Level - 1st |
2nd |
3rd |
4th |
3rd |
3 |
3 |
2 |
- |
- |
- |
4th |
3 |
4 |
3 |
- |
- |
- |
5th |
3 |
4 |
3 |
- |
- |
- |
6th |
3 |
4 |
3 |
- |
- |
- |
7th |
3 |
5 |
4 |
2 |
- |
- |
8th |
3 |
6 |
4 |
2 |
- |
- |
9th |
3 |
6 |
4 |
2 |
- |
- |
10th |
4 |
7 |
4 |
3 |
- |
- |
11th |
4 |
8 |
4 |
3 |
- |
- |
12th |
4 |
8 |
4 |
3 |
- |
- |
13th |
4 |
9 |
4 |
3 |
2 |
- |
14th |
4 |
10 |
4 |
3 |
2 |
- |
15th |
4 |
10 |
4 |
3 |
2 |
- |
16th |
4 |
11 |
4 |
3 |
3 |
- |
17th |
4 |
11 |
4 |
3 |
3 |
- |
18th |
4 |
11 |
4 |
3 |
3 |
- |
19th |
4 |
12 |
4 |
3 |
3 |
1 |
20th |
4 |
13 |
4 |
3 |
3 |
1 |
class features:
Expertise
At 1st level, choose two of your skill proficiencies, or
one of your skill proficiencies and your proficiency with
thieves’ tools. Your proficiency bonus is doubled for any
ability check you make that uses either of the chosen
proficiencies.
At 6th level, you can choose two more of your
proficiencies (in skills or with thieves’ tools) to gain
this benefit.
Sneak Attack
Beginning at 1st level, 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.
Shadowmarks
During your rogue training you learned shadowmarks, a
secret mix of dialect, jargon, and code that allows you to
hide messages in seemingly normal conversation. Only
another creature that knows shadowmarks 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. This
action can be used only to take the Dash, Disengage,
or Hide action.
Roguish Archetype
At 3rd level, you choose an archetype that you emulate
in the exercise of your rogue abilities: Thief, Assassin,
or Arcane Trickster, all detailed at the end of the class
description. Your archetype choice grants you features
at 3rd level and then again at 9th, 13th, and 17th level.
Ability Score Improvement
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.
Uncanny Dodge
Starting at 5th 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 a 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.
Reliable Talent
By 11th level, 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.
Blindsense
Starting at 14th level, if you are able to hear, you are
aware of the location of any hidden or invisible creature
within 10 feet of you.
Slippery Mind
By 15th level, you have acquired greater mental
strength. You gain proficiency in Wisdom saving throws.
Elusive
Beginning at 18th 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.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding
when you need to. If your attack misses a target within
range, you can turn the m iss into a hit. Alternatively, if
you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can’t use it again until
you finish a short or long rest.
subclass options:
Roguish Archetype: Thief
You hone your skills in the larcenous arts. Burglars,
bandits, cutpurses, and other criminals typically follow
this archetype, but so do rogues who prefer to think of
themselves as professional treasure seekers, explorers,
delvers, and investigators.
Fast Hands
Starting at 3rd level, you can use the bonus action
granted by your Cunning Action to make a Dexterity
(Sleight of Hand) check, use your thieves’ tools to
disarm a trap or open a lock, or take the Use an
Object action.
Second-Story Work
When you choose this archetype at 3rd level, you gain
the ability to climb faster than normal; climbing no
longer costs you extra movement.
In addition, when you make a running jump, the
distance you cover increases by a number of feet equal
to your Dexterity modifier.
Supreme Sneak
Starting at 9th level, you have advantage on a Dexterity
(Stealth) check if you move no more than half your
speed on the same turn.
Use Magic Device
By 13th level, you have learned enough about the
workings of magic that you can im provise the use of
items even when they are not intended for you. You
ignore all class, race, and level requirements on the use
of magic items.
Thief's Reflexes
When you reach 17th level, you have become 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. You can’t use
this feature when you are surprised.
Roguish Archetype: Assassin
You focus your training on the grim art of death. Those
who adhere to this archetype are diverse: hired killers,
spies, bounty hunters, and even specially anointed
priests trained to exterminate the enemies of their deity.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain
proficiency with the disguise kit and the poisoner’s kit.
Assassinate
Starting at 3rd level, you are at your deadliest when you
get the drop on your enemies. You have advantage on
attack rolls against any creature that hasn’t taken a turn
in the combat yet. In addition, any hit you score against
a creature that is surprised is a critical hit.
Infiltration Expertise
Starting at 9th level, you can unfailingly create false
identities for yourself. You must spend seven days and
25 gp to establish the history, profession, and affiliations
for an identity. You can’t establish an identity that
belongs to someone else. For example, you might acquire
appropriate clothing, letters of introduction, and officiallooking certification to establish yourself as a member of
a trading house from a remote city so you can insinuate
yourself into the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise,
other creatures believe you to be that person until given
an obvious reason not to.
Impostor
At 13th level, you gain the ability to unerringly mimic
another person’s speech, writing, and behavior.
You must spend at least three hours studying
these three components of the person’s behavior,
listening to speech, examining handwriting, and
observing mannerisms.
Your ruse is indiscernible to the casual observer. If a
wary creature suspects something is amiss, you have
advantage on any Charisma (Deception) check you make
to avoid detection.
Death Strike
Starting at 17th level, you become a master of instant
death. When you attack and hit a creature that is
surprised, it must make a Constitution saving throw
(DC 8 + your Dexterity modifier + your proficiency
bonus). On a failed save, double the damage of your
attack against the creature.
Roguish Archetype: Arcane Trickster
Some rogues enhance their fine-honed skills of stealth
and agility with magic, learning tricks of enchantment
and illusion. These rogues include pickpockets and
burglars, but also pranksters, mischief-makers, and a
significant number of adventurers.
Mage Hand Legerdemain
Starting at 3rd level, when you cast mage hand, you can
make the spectral hand invisible, and you can perform
the following additional tasks with it:
• You can stow one object the hand is holding in a
container worn or carried by another creature.
• You can retrieve an object in a container worn or
carried by another creature.
• You can use thieves’ tools to pick locks and disarm
traps at range.
You can perform one of these tasks without being
noticed by a creature if you succeed on a Dexterity
(Sleight of Hand) check contested by the creature’s
Wisdom (Perception) check.
In addition, you can use the bonus action granted by
your Cunning Action to control the hand.
Magical Ambush
Starting at 9th level, if you are hidden from a
creature when you cast a spell on it, the creature has
disadvantage on any saving throw it makes against the
spell this turn.
Versatile Trickster
At 13th level, you gain the ability to distract targets with
your mage hand. As a bonus action on your turn, you can
designate a creature within 5 feet of the spectral hand
created by the spell. Doing so gives you advantage on
attack rolls against that creature until the end of the turn.
Spell Thief
At 17th level, you gain the ability to magically
steal the knowledge of how to cast a spell from
another spellcaster.
Immediately after a creature casts a spell that targets
you or includes you in its area of effect, you can use your
reaction to force the creature to make a saving throw
with its spellcasting ability modifier. The DC equals
your spell save DC. On a failed save, you negate the
spell’s effect against you, and you steal the knowledge
of the spell if it is at least 1st level and of a level you can
cast (it doesn’t need to be a wizard spell). For the next
8 hours, you know the spell and can cast it using your
spell slots. The creature can’t cast that spell until the
8 hours have passed.
Once you use this feature, you can’t use it again until
you finish a long rest.