|Level||Proficiency Bonus||Features||Sneak Attack|
|1st||+2||Sneak Attack, Roguish Background||1d6|
|2nd||+2||Cunning Action, Expertise||1d6|
|4th||+2||Ability Score Improvement||2d6|
|6th||+3||Roguish Archetype Feature||4d6|
|8th||+3||Ability Score Improvement||5d6|
|10th||+4||Roguish Archetype Feature||6d6|
As a rogue, you gain the following class features
- 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: Light Armor
- Weapons: All light and one handed melee weapons, non-heavy ranged weapons.
- Tools: One of your choice
- Saving Throws: Full proficiency with Dexterity and Intelligence saves. Half proficiency with Wisdom and Charisma saves.
- Skills: Choose any four
You start with the following equipment, in addition to the equipment granted by your background and roguish background:
- (a) a non-heavy melee weapon, (b) a non-heavy ranged weapon and 20 ammo
- (a) a non-heavy melee weapon, (b) a non-heavy ranged weapon and 20 ammo
- (a) Leather armor and two daggers
- Any one equipment pack of your choice
Not all rogues follow the same paths. Some are thieves, some are lawyers, and some scavenge the wilderness. Begining at first level, choose one of the following Roguish backgrounds. You can't change this once chosen.
You are particularly familiar with exploring natural environments and are adept at traveling and surviving in such regions.
While in natural terrain, you gain the following benefits:
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- While tracking creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
- You have advantage on Wisdom (Survival) and Intelligence (Nature) checks. Additionally you have advantage on Intelligence checks regarding information on beasts, fey, giants, humanoids, and plants.
Additionally, you gain proficiency in the Cartographer’s Tools and gain a set upon first level.
You have learned the fine art of writing a contract.
Anytime a deal is made, you have advantage in spotting when you're about to get screwed or any subtle issues that most would miss.
You have advantage at hiding small details in contracts that can screw over others or give you a leg up. These little details are typically changing a price to be paid, number of days something needs to be done in, one or two words, or what item is to be exchanged.
Additionally, you gain proficiency in the Calligrapher’s Supplies and gain a set upon first level.
Over the course of your upbringing you have learned how to own a city. You can pick up on secret mix of dialects, jargon, and code that allows people to hide messages in seemingly normal conversation. It takes double the amount of time to convey such a message than it does to speak the same idea plainly when both are trained in streetwise. To convey this message to someone that isn't trained, it takes 4 times as long to get your subtle hints across.
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.
You have advantage whenever you track a creature, try to find an item or try to find information while in a city or settlement.
Additionally, you gain proficiency in the Thieves' Tools and gain a set upon first level.
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 non-heavy 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.
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.
At 2nd level, choose two of your skill or tool proficiencies of your choice. You have advantage on 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 a tool) to gain this benefit.
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, 6th, and 10th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 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.
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.
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.
By 9th 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.
Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus - not necessarily an indication of your chosen profession, but a description of your preferred techniques.
Starting when you take this subclass option at 3rd level, you gain proficiency with medium armor, shields, and all non-heavy weapons.
Starting at 3rd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Also starting at 3rd level, if you meet the requirements of sneak attack on your turn, you use any melee weapon to sneak attack a creature that is within 5' of you.
At 6th level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on initiative checks.
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Intelligence or Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
At 3rd level, you have struck a bargain and wrote up a contract with an otherworldly being of your choice. This can be a powerful celestial, demon, devil, fey, outsider, or any other creature with immeasearable power. Choose one of the bargains below, once this is chosen you can't change it unless you succeed in a DC 30 Persuasion check. Failing this check results in you not being able to try for 1 week and you gain one level of exhaustion. Your choice of patron can determine which bargain you can pick, a patron that's a devil or demon won't ever allow for the selfless deed bargain.
If you do not live up to the end of your bargian, you gain a level of exhaustion each time you use your features gained from your patron or cast a spell from your subclass spell list. Trying to get around your bargain or attempting to fool your patron leaves you with two levels of exhaustion when you next use the features or cast spells granted to you by your patron.
Once per month, you must convince someone to do an evil act. Convincing a knowingly evil creature to do an evil act counts as trying to get around your bargain.
Once per month, you must convince someone to do a good act. Convincing a knowingly good creature to do a good act counts as trying to get around your bargain.
Once per month, you must fast for at least 24 hours straight. This reduces your maximum HP by 1/4 until the end of your next long rest. Sequestering yourself during the time of lower HP counts as trying to get around your bargain.
Starting at 3rd level when you choose this roguish archetype, you are given a limited amount of magic based on your rogue level. You gain two spell slots to cast your magic, these spell slots refreshes at the end of a short or long rest.
Additionally at 3rd level you choose a cult from the fiend, fey, and star cults. Once you make this choice it can't be changed.
Charisma or Intelligence is your spellcasting ability for your cult spells, so you use your choice whenever a spell refers to your spellcasting ability. In addition, you use your Charisma or Intelligence modifier when setting the saving throw DC for a cult spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Casting modifier
- Spell attack modifier = your proficiency bonus + your Casting modifier
Once you make a choice for your spellcasting ability, you can't change it.
You can use an arcane focus as a spellcasting focus for your cult member spells.
Spell List and Spells Known
You may learn spells at the Rogue levels designated below depending on your pact. You gain all three 1st level spells, two 2nd level spells, and one 3rd level spell from your pact.
- 3rd level (1st level spells): Burning Hands, Command, Thunderwave
- 6th level (2nd level spells): Acid Arrow, Suggestion, Shatter
- 9th level (3rd level spells): Conjure Lesser Demons, Fireball, or Lightning Bolt
- 3rd level (1st level spells): Charm Person, Faerie Fire, Silent Image
- 6th level (2nd level spells): Calm Emotions, Moon Beam, or Spike Growth
- 9th level (3rd level spells): Conjure Animals, Hypnotic Pattern, or Major Image
- 3rd level (1st level spells): Arms of Hadar, Cause Fear, Puppet
- 6th level (2nd level spells): Crown of Madness, Enthrall, or Spider Climb
- 9th level (3rd level spells): Enemies Abound, Hungar of Hadar, or Melf's Minute Meteors
Your spells are always the highest level that you can cast. So at 8th level you can cast command as a 2nd level spell but at 10th level you cast it as a 3rd level spell.
Starting at 3rd level, you learn that standing out in a crowd is a fast way to meet the quick end of a blade. Starting at 3rd level you gain proficiency in the disguise kit and you have advantage with any roll using the kit
Starting at 10th level you are able to channel a greater portion of your patron's power. You gain one of the following features based on your patron.
One per long rest you may cast Wall of Fire as a 4th level spell.
Once per long rest you may cast Phantasmal Killer as a 4th level spell.
Channel The Old One
Once per long rest you may cast Black Tentacles as a 4th level spell.
Mechanically inclined, you can fix pretty much anything in a jiffy! Unlike the artificer, your specialty isn't creating, but fixing and modifying.
You know the cantrips light, mage hand, and mending. You may choose to cast light and mage hand as an action or bonus action and you may control your mage hand with a bonus action. Mending only takes an action to cast.
Additionally, you may cast grease a number of times per long rest equal to 1 + Intelligence modifier (minimum 1).
Intelligence is your spellcasting ability score.
You add your dexterity or intelligence modifier to any roll with artisan tools. You gain proficiency with Smith's tools, Tinker tools, and one additional artisan tool of your choice.
Starting at 6th level you may modifiy a set of armor or a weapon. If given 8 hours you can reduce the weight of a set of armor by 1/2. This does not change what proficiencies you need to effectively wear the armor. Armor modified in this way reduces the strength requirements by 5. Additionally, you don't have disadvantage on stealth checks while wearing medium or heavy armor that has been modified by the grease monkey.
Additionally, you may spend 8 hours to modify a weapon. This weapon is a now a masterwork weapon and gains the following benefits depending on the type of weapon turned into a masterwork weapon.
- Damage from this weapon ignores resistances to damage.
- Ranged heavy weapons lose the heavy tag.
- Ranged weapons have their normal and long range doubled.
- Melee heavy weapons lose the heavy and two-handed tags and become versatile. If using the weapon in one hand the weapon's damage dice is reduced by one step (1d12 -> 1d10).
- Weapons without a weight tag becomes light.
- Melee light weapons become finesse weapons.
- Melee finesse weapons gain the the thrown property with a range of 10/30.
- Thrown weapons have their short and long range doubled.
If you attempt to sell a masterwork weapon, you typically can only get a few more gold out of it as most people don't have a need for items of such quality. Selling to a noble can typically bring a better price but more of a hassle.
Starting at 10th level, your ability to use your arcanic spells expands.
Light now has a range of 30'.
Your mage hand may attack. As an action you may make a melee spell attack against a creature adjacent to your Mage Hand. This deals 2d6 force damage.
You may repair an object that is up to 10' in any one dimension.
You may target a huge or smaller creature with your Grease spell.
The target of your grease spell is covered in the grease and has advantage on any check or saving throw meant to escape being grappled or restrained. If a target moves more than 15' on their turn they must make a dexterity saving throw or fall prone and end their movement.
A successful dexterity saving throw negates the spell. A creature can choose to fail this saving throw.
Masters of seduction, the honey pot is too sweet to not put a hand in...
Starting at 3rd level, you can cast Charm Person at will. Any creature that was passed or failed the saving throw is immune to any further attempts to cast this spell on them for 24 hours.
Also starting at 3rd level, you have advantage on weapon attacks against a creature you have charmed with your charming smile feature when they're within 5' of you.
Simultaneous Lovin, Baby
Starting at 6th level, when you use your charming smile feature, you may target up to a number of creatures equal to your charisma modifier.
Beginning at 10th level, you have become a master at heartbreak.
You may use your action to end the charmed condition brought forth by your charming smile feature early by insulting one or more creatures affected by it. Any creature whose heart is broken by you has 2 levels of exhaustion for 24 hours. This exhaustion doesn't stack with other forms of exhaustion.
At the end of each turn the target gains a charisma saving throw to reduce the exhaustion by 1 level. The target has disadvantage on this saving throw unless you physically harm the target, in which case the target has advantage on the saving throw.
A creature that has had their heart broken by you is immune to your charming smile for 1 year and has advantage on the saving throw against it for life.
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
At 3rd level, you gain two of the following features of your choice. You may change switch these options during a long rest.
You have advantage on escaping a grapple or from being restrained.
When a creature hits you with an attack, they have disadvantage on all subsequent attacks made by that creature against you for the rest of the turn.
You have advantage on saving throws against being charmed or frightened.
Starting at 6th level, moving through difficult terrain costs you no extra movement. You can also pass through natural plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Starting at 10th level you may use an action to choose an adjacent creature as your prey. You remember their scent, the sound of their breath, and how they move with incredible clarity. When your prey is within 30' of you, you know their location. You do not have disadvantage on attacks against your prey for not being able to see them.
Additionally, not being able to see your prey doesn't give your prey advantage on attacks against you.
You hone your skills in the larcenous arts.
When you choose this feature at 3rd level, you may move through other creature's spaces no matter their size. This space is not considered difficult terrain for you.
Additionally, if you move through a creature's space, you may sneak attack that creature on the same turn as long as you don't have disadvantage on the attack roll and you aren't wielding a heavy weapon. You may still only use sneak attack once per turn with this feature.
Also 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.
Even Faster Hands
Starting at 6th level you may use specific adventuring gear, as seen on the list below, once on your turn as an action or bonus action.
- Acid: Add your proficiency bonus to the ranged attack roll. You don't have disadvantage on the attack when you have an enemy adjacent to you.
- Alchemist Fire: Add your proficiency bonus to the attack roll and DC. You don't have disadvantage on the attack when you have an enemy adjacent to you.
- Ball Bearings: Choose a point within 15', you may throw a bag of ball bearings to that point which causes the ball bearings to spread in a 10' diameter around that point. Add your proficiency bonus to the DC.
- Caltrops: Choose a point within 30', you may throw a bag of caltrops to that point and they spread in a 10' diameter around that point.
- Holy Water: Add your proficiency bonus to the ranged attack roll. You don't have disadvantage on the attack when you have an enemy adjacent to you.
- Oil: Add your proficiency bonus to the attack roll. You don't have disadvantage on the attack when you have an enemy adjacent to you.
By 10th level, you have advantage on Dexterity (Sleight of Hand), Dexterity (Stealth), and thieves' tools checks.
Additionally, whenever you move through a creature's space, you do not provoke opportunity attacks from that creature or creatures adjacent to that creature.