Rogue
Hit Points
Hit Dice: d8 per Rogue level
Hit Points at first Level: 8 + Con Mod
Hit Points at Higher Levels: 1d8 + Con Mod
Proficiences
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords.
Tools: Thieves' Tools
Saving Throws: Dex, Int
Skills: Choose four: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth.
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.
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 understands such messages. It takes four times longer to convey sue h 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. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Ability Score Increase
At 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.
Alternatively, you can choose to gain a single feat of your choice.
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 miss 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.
Starting Equipment
• Choose: a rapier; or a shortsword
• Choose: a shortbow and quiver of 20 arrows; or a shortsword
• Choose: a burglar's pack; or a dungeoneer's pack; or an explorer's pack
• Leather armor, two daggers, and thieves' tools
Subclass Options
Arcane Trickster
Spellcasting
When you reach 3rd level, 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 charm person 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 enchantment 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 enchantment 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
Rogue Level |
Cantrips Known |
Spells Known |
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 |
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.
Assassin
Bonus Proficiency
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. Vou can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official looking 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.
Imposter
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.
Mastermind
Master of Intrigue
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the
forgery kit, and one gaming set of your choice. You also learn two languages of your choice.
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear
speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular
land, provided that you know the language.
Master of Tactics
Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use
the Help action to aid an ally in attacking a creature, the target of that attack can be within 30
feet of you, rather than within 5 feet of you, if the target can see or hear you.
Insightful Manipulator
Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature
outside combat, you can learn certain information about its capabilities compared to your own.
The DM tells you if the creature is your equal, superior, or inferior in regard to two of the
following characteristics of your choice:
• Intelligence score
• Wisdom score
• Charisma score
• Class levels (if any)
At the DM’s option, you might also realize you know a piece of the creature’s history or one of
its personality traits, if it has any.
Misdirection
Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for
you. When you are targeted by an attack while a creature within 5 feet of you is granting you
cover against that attack, you can use your reaction to have the attack target that creature instead
of you.
Soul of Deceit
Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow
it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by
the mind reader’s Wisdom (Insight) check.
Additionally, no matter what you say, magic that would determine if you are telling the truth
indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by
magic.
Scout
Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. 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.
Survivalist
When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival
skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you
make that uses either of those proficiencies.
Superior Mobility
At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming
speed, this increase applies to that speed as well.
Ambush Master
Starting at 13th level, you excel at leading ambushes and acting first in a fight.
You have advantage on initiative rolls. In addition, the first creature you hit during the first round
of a combat becomes easier for you and others to strike; attack rolls against that target have
advantage until the start of your next turn.
Sudden Strike
Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your
turn, you can make one additional attack as a bonus action. This attack can benefit from your
Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack
against the same target more than once in a turn.
Swashbuckler
Fancy Footwork
When you choose this archetype at 3rd level, you learn how to land a strike and then slip away
without reprisal. During your turn, if you make a melee attack against a creature, that creature
can’t make opportunity attacks against you for the rest of your turn.
Rakish Audacity
Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to
your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the
attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other
creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the
other rules for Sneak Attack still apply to you.
Panache
At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a
Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature
must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls
against targets other than you and can’t make opportunity attacks against targets other than you.
This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a
spell, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1
minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately
if you or your companions do anything harmful to it.
Elegant Maneuver
Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next
Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.
Master Duelist
Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If
you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use
this feature again until you finish a short or long rest.
Thief
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 improvise 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.
Veneficia
Poisoned Blood
At 3rd level, you may apply magical poisons to your weapons. When you hit a target with a melee or ranged weapon attack, you may force the target to make a Constitution save against your save DC, which is equal to your 8 + your Proficiency Bonus + your Charisma modifier; on a failed save, the target receives one of the following effects (your choice):
Arsenicum: The target is poisoned for 2 rounds.
Atropa: The target takes additional poison damage equal to your Charisma modifier and is blinded until the start of their next turn.
Somniferum: The target falls asleep and becomes incapacitated. At the start of their next turn, the target must make another Constitution saving throw. On a success, they awaken and take their turn as usual. On a failure, they awaken at the end of their turn instead.
Whether the save is failed or successful, the target cannot be affected by the magic of your poisons again for one minute.
Spellcasting
When you reach 3rd level, you gain limited spellcasting ability. You learn the poison spray cantrip (which does not count against your cantrips known), and two other cantrips from the Warlock spellcasting list. At 10th level, you learn an additional warlock cantrip, as shown in the Venefica Spellcasting table below.
Spell Slots. The Venefica Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Spells Known of 1st Level and Higher. At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Venefica table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 7th level, for example, you learn a new warlock spell, which can be 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Rogue Level |
Cantrips Known |
Spells Known |
1st |
2nd |
3rd |
4th |
3rd |
2 |
2 |
2 |
|
|
|
4th |
2 |
3 |
3 |
|
|
|
5th |
2 |
3 |
3 |
|
|
|
6th |
2 |
3 |
3 |
|
|
|
7th |
2 |
4 |
4 |
2 |
|
|
8th |
2 |
4 |
4 |
2 |
|
|
9th |
2 |
4 |
4 |
2 |
|
|
10th |
3 |
5 |
4 |
3 |
|
|
11th |
3 |
5 |
4 |
3 |
|
|
12th |
3 |
5 |
4 |
3 |
|
|
13th |
3 |
6 |
4 |
3 |
2 |
|
14th |
3 |
6 |
4 |
3 |
2 |
|
15th |
3 |
6 |
4 |
3 |
2 |
|
16th |
3 |
7 |
4 |
3 |
3 |
|
17th |
3 |
7 |
4 |
3 |
3 |
|
18th |
3 |
7 |
4 |
3 |
3 |
|
19th |
3 |
8 |
4 |
3 |
3 |
1 |
20th |
3 |
8 |
4 |
3 |
3 |
1 |
Catopromancy
Your increasing skill in magic and witchcraft grants you the ability to spy on your foes. Beginning at 9th level, as an action, you may cast the clairvoyance spell as long as you have access to a reflective surface. Once you have used this feature, you may not use it again until you have completed a long rest.
Narcotic Allure
Beginning at 13th level, your very aura entrances and beguiles. You have advantage on Persuasion checks, and creatures must succeed on a Charisma saving throw to realize that you have attempted to charm them via magical means.
Nox Hallucinari
From the shadows, you can warp a target’s perception of reality. Starting at 17th level, once per turn when you miss a creature with an attack to which you could have added sneak attack damage, you can force the target to make a Charisma saving throw; on a failed save, the target takes your attack and Sneak Attack damage. The damage is psychic damage. This does not count as your Sneak Attack for the turn, though you may not thereafter Sneak Attack the same target in the same turn.
Lvl | Proficiency Bonus | Sneak Attack | Features |
---|
1st | +2 | 1d6 | Expertise, Sneak Attack, Thieves' Cant |
2nd | +2 | 1d6 | Cunning Action |
3rd | +2 | 2d6 | Roguish Archetype |
4th | +2 | 2d6 | Ability Score Improvement |
5th | +3 | 3d6 | Uncanny Dodge |
6th | +3 | 3d6 | Expertise |
7th | +3 | 4d6 | Evasion |
8th | +3 | 4d6 | Ability Score Improvement |
9th | +4 | 5d6 | Roguish Archetype Feature |
10th | +4 | 5d6 | Ability Score Improvement |
11th | +4 | 6d6 | Reliable Talent |
12th | +4 | 6d6 | Ability Score Improvement |
13th | +5 | 7d6 | Roguish Archetype Feature |
14th | +5 | 7d6 | Blindsense |
15th | +5 | 8d6 | Slippery Mind |
16th | +5 | 8d6 | Ability Score Improvement |
17th | +6 | 9d6 | Roguish Archetype Feature |
18th | +6 | 9d6 | Elusive |
19th | +6 | 10d6 | Ability Score Improvement |
20th | +6 | 10d6 | Stroke of Luck |