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Class Rogue
Your Subclass is chosen at Level 3 and defines your specialty.
- Arcane Trickster — Mage Hand Legerdemain, Magical Ambush
- Assassin — Assassinate, Assassin's Tools, Roving Aim
- Blade of Radiance — Sanctified Champion, Divine Blessings, Chains of Judgement
- Highway Rider — Hair Trigger, Trusty Mount, Ride Them Down, Horse Lord
- Scion of the Three — Bloodthirst, Dread Allegiance, Strike Fear
- Soulknife — Psionic Power, Psychic Blades, Soul Blades
- Swashbuckler — Fancy Footwork, Rakish Audacity, Panache
- Thief — Fast Hands, Second-Story Work, Supreme Sneak
| TRAIT | DETAIL |
|---|---|
| Primary Ability | Dexterity |
| Hit Point Die | D8 per Rogue level |
| Saving Throw Proficiencies | Dexterity and Intelligence |
| Skill Proficiencies | Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, or Stealth |
| Weapon Proficiencies | Simple weapons, Hand Crossbows, Rapiers, Scimitars, and Shortswords |
| Armor Training | Light armor |
| LEVEL | FEATURE |
|---|---|
| 1 | Expertise, Sneak Attack, Weapon Mastery |
| 2 | Cunning Action |
| 3 | Steady Aim, Subclass |
| 5 | Cunning Strike, Uncanny Dodge |
| 7 | Evasion, Reliable Talent |
| 11 | Improved Sneak Attack |
Expertise You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
Sneak Attack Once per turn, you can deal extra damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or Ranged weapon. The extra damage doesn't require Advantage if another enemy of the target is within 5 feet of it and you don't have Disadvantage on the roll.
Sneak Attack damage scales with Rogue level: 1d6 at Lv1 → 3d6 at Lv5 → 6d6 at Lv11 (increased by Improved Sneak Attack).
Weapon Mastery Choose two weapons whose Mastery properties you can apply when you attack with them. You can change your Mastery choices when you finish a Long Rest.
Cunning Action On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Steady Aim As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Cunning Strike When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect costs 1d6 of Sneak Attack damage (minimum 1d6 Sneak Attack damage must remain).
Cunning Strike: Poison — You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
Cunning Strike: Trip — If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
Cunning Strike: Withdraw — Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge When an attacker that you can see hits you with an attack roll, you can use your Reaction to halve the attack's damage against you (round down).
Evasion When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent Whenever you make an ability check that uses a skill or tool proficiency, treat a d20 roll of 9 or lower as a 10.
Improved Sneak Attack Your Sneak Attack's damage dice increase by an additional 2d6. You can also apply two Cunning Strike effects on the same attack.
The Rogue's damage concentrates into a single hit per turn — Sneak Attack — making every positioning and action economy decision serve that one roll. Cunning Strike at Level 5 adds a second variable: spend 1d6 on a control effect (Trip for next-turn melee Advantage, Poison for sustained debuff, Withdraw for repositioning) or keep the full dice for burst damage. That trade-off applies every turn.
Evasion at Level 7 provides extreme AOE damage reduction: full immunity to area damage on a successful Dexterity save, half on failure. Combined with high Dexterity, most area spells deal zero damage to the Rogue.
Subclass defines the secondary identity:
- Arcane Trickster — Intelligence spellcasting layered on top of Rogue core, with enhanced Mage Hand
- Assassin — Initiative burst and massive first-round bonus damage
- Blade of Radiance — Wisdom-based holy warrior; sanctifies a weapon for Radiant damage and Finesse, and spends Divine Points on defensive and offensive reactions
- Soulknife — Psionic Blades summoned at will, Psionic Energy Dice for skill and attack checks
- Thief — Extra Bonus Action use via Fast Hands; bonus Throw and Spell Scroll use, stealth mastery
- Swashbuckler — Charisma-based solo combatant; Sneak Attack without Advantage or ally adjacency
- Scion of the Three — Intelligence-based death god affiliation; Frightened synergy
- Highway Rider — Firearms + mounted combat; Intelligence-based steed and ranged dominance