The Rogue

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, medium armor
  • Weapons: Simple weapons, shortswords & scimitars
  • Saving Throws: Dexterity, Intelligence
  • Skills: Two from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armour or (b) a chain shirt
  • any two light weapons
  • (a) a set of thrown weapons or (b) any simple weapon
  • (a) a burglar's, (b) dungeoneer's or (c) explorerer's pack

Roguish Archetype

Though you're eager to press any advantage, you have a few favourite tricks . Choose the Assassin and Thief. Your choice grants you features at 1st, 3rd, 7th, 11th and 15th level.

Sneak Attack

Once per turn, when you hit a target with a one-handed melee weapon or a ranged weapon and you have advantage on the attack roll, you can deal extra damage as shown in the Sneak Attack column of the Rogue table.

You don't need advantage on the attack roll if another foe of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Cunning Action

Starting at 2nd level, you can use your bonus action to Dash, Disengage, Hide, or use an object.

Roguish Talent

Starting at 2nd level, you learn to cheat foes outside physical altercation. Choose the Hustler or Snoop talent. The talent you choose grants you features at 2nd, 10th and 18th level.

Ability Score Improvement

At 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1.

Uncanny Dodge

Starting at 5th level, when an attacker you can see hits you with an attack, you can use your reaction to halve the damage

Evasion

Starting at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half


The Rogue
Level  Prof.  Features             Sneak Dice
1st +2 Sneak Attack, Roguish Archetype 1d6
2nd +2 Cunning Action, Roguish Talent 1d6
3rd +2 Archetype Feature 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Ability Score Improvement 3d6
7th +3 Archetype Feature, Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Catlike Grace 5d6
10th +4 Talent Feature 5d6
11th +4 Archetype Feature 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Vanish 7d6
14th +5 Ability Score Improvement 7d6
15th +5 Archetype Feature 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Elusive 9d6
18th +6 Talent Feature 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Stroke of Luck 10d6

damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Catlike Grace

Starting at 9th level, when you aren't wearing heavy armor, you can move along vertical surfaces on your turn without falling during the move, and you can use your reaction to reduce any falling damage you take by to 5 x your rogue level.

Vanish

Starting at 13th level, you can only be tracked by magic.

Elusive

Starting at 17th level, no attack roll has advantage against you while you aren't incapacitated.

Stroke of Luck

Starting at 20th level, when you make an attack or make 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.


Archetype #1: Assassin

You focus your training on the grim art of death. Hired killers, monster slayers, guerilla soldiers and kidnappers are masters of this archetype.

Abduct

Starting at 1st level, when you have advantage on melee attacks against a target, you gain advantage on checks to grapple or shove that target. In addition, when you grapple such a target, it cannot see you until the grapple ends.

You don't need advantage on melee attacks if another foe of the target is within 5 ft of it, that foe isn't incapacitated, and you don't have disadvantage on melee attacks.

Assassinate

Starting at 1st level, you have advantage on attack rolls against any creature that hasn't taken a turn in combat yet.

In addition, any Sneak Attack you score on a surprised creature is a critical hit.

Maim

Starting at 3rd level, when you score a Sneak Attack, you can choose not to deal extra damage. Instead, your target suffers one of the following injuries until the start of your next turn.

If your Sneak Attack was a critical hit, your target instead suffers the chosen injury until it regains at least 1 hit point.

Injury Effect
Cripple One of the target's speeds is reduced to 0. In addition, the target counts as one size smaller for the purposes of carrying capacity, bearing a rider, and resisting effects that would knock it Prone.
Daze The target cannot take reactions or concentrate on spells. In addition, the target can take either an action or bonus action on its turn: not both.
Gouge The target loses one sense other than sight (e.g. hearing, smell, blindsight). Alternatively, the target is blinded in one eye, giving it disadvantage on ability relying on sight.

Phantom Killer

Starting at 7th level, you can explode out of hiding, strike, and return to hiding faster than any creature can spot you.

When you are hidden, and you reveal yourself by making an attack or leaving your hiding place, you remain hidden until the end of the turn. If you end the turn in a new hiding place, you remain hidden until discovered.

Mangle

Starting at 11th level, your Maim feature does not reduce your Sneak Attack damage to 0 . Instead, it reduces your Sneak Attack damage by 5d6.

Death Strike

Starting at 15th level, you become a master of instant death. When you damage a creature of CR 3 or less with a Sneak Attack, you can instantly reduce that creature to 0 hit points.



Roguish Talent #1: Hustler

As a hustler, you thrive in the shadows and the spotlight alike. By captivating and misdirecting your victims' attention, you steal their treasures, secrets and lives before their very eyes.

Talk Your Way In

Starting at 2nd level, you can use your action to inspire naive curiosity in a non-hostile creature who can see or hear you and who regards you as a stranger.

Your target is Charmed by you until it is becomes hostile, or until it no longer sees you as a stranger.

Talk Your Way Out

Starting at 2nd level, when a hostile creature who can see or hear you speaks to you, you sense that it is willing to listen, desperate to be heard, and vulnerable to your influence.

Using your reaction, you can cause such a creature to cease being hostile until it is no longer interested in speaking.

Treachery

Starting at 2nd level, you gain advantage on any attack rolls or Dexterity (Sleight of Hand) checks that you make against non-hostile creatures.

Slippery Mind

Starting at 10th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Soul of Deceit

Starting at 18th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making 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.


Roguish Archetype #2: Thief

You hone your skill in the larcenous arts. Burglars, cutpurses, and pickpockets practice this discipline, as do pranksters, performers, saboteurs and spies.

Dirty Trick

As a thief, you can use your action to play an underhanded trick on a creature that you can see and reach (e.g. blowing a horn in a soldier's ear, throwing sand in a gladiator's face, staking a lord's cape to the ground, or jamming a sock in a wizard's mouth).

Your target must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or be Blinded, Deafened, Restrained, or unable to speak until the start of your next turn (as appropriate for the trick you describe).

Once a creature experiences or witnesses you attempt a particular trick, it becomes immune to that trick.

Quick Work

As a thief, when you fail to pick a pocket or to plant an object on a creature, you can choose to succeed instead. The deed is done, but the creature notices.

Likewise, when you fail to pick a simple lock or disarm a simple trap, you can choose to succeed instead. A loud knock, audible from 300 feet away, emanates from the object.

Fast Hands

Starting at 3rd level, you can use your bonus action to make a Dexterity (Sleight of Hand) check, to perform a Dirty Trick, or to use your thieves' tools.

Just the Thing

Starting at 3rd level, you have an uncanny knack for knowing what you will need before you need it. At any moment you can choose to retroactively purchase or pack any object that you have had the chance to purchase or pack in the last 24 hours.

You can't use this feature to make a purchase or acquisition that contradicts history as you know it. For example, you can't use this feature to purchase an item that you could not afford at the time, to pack an object that you could not have carried, or to commit a theft that could have resulted in an encounter.

Phantom Thief

Starting at 7th level, you can explode out of hiding, strike, and return to hiding faster than any creature can spot you.

When you are hidden, you can move in the open, make Dexterity (Sleight of Hand) checks, and perform Dirty Tricks without revealing yourself as long as you end the turn in a new hiding place.

Use Magic Device

Starting at 11th level, you ignore all class, race, and level requirements on the use of magic items.

Thief's Reflexes

Starting at 15th level, if you are surprised, you act during the surprise round. If you are not surprised, you begin combat with a surprise round, and only you act during this round.


Roguish Talent #2: Snoop

As a snoop, you aim to see, hear, and know more than your victims. Armed with this knowledge, you can blindside, blackmail, and shepherd them into unwitting demise.

Leer

Starting at 2nd level, you can Search as a bonus action.

Listen In

Starting at 2nd level, you can read lips. In addition, when you detect a faint noise (such as a whisper in another creature's ear, a conversation in a crowd, or a ruckus on the other side of a wall), you always hear it loud and clear.

Look Out

Starting at 2nd level, when you detect traces of a creature's presence (such as the sight of its shadow or the sound of its footsteps), you can pinpoint that creature's location, recognize its identity, and determine what activity it is engaged in.

Sixth Sense

Starting at 10th level, you can spend 1 minute focusing your powers of perception. When you do so you gain one of the following benefits, which lasts until you use this feature to gain a different benefit:

  • Blindsight. You gain blindsight to a range of 10 feet.
  • Darkvision. You gain darkvision to a range of 60 feet.
  • Eagleeye. You can see up to 1 mile away with no difficulty. When you do so, you can discern fine details as if looking at something no more than 100 feet away from you.

Unerring Eye

Starting at 18th level, as an action, you can detect illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet. You sense that an effect is meant to trick you, but you gain no insight into what is hidden or into its true nature.