The Rogue
The small urchin placed a stone in the pouch of his slingshot as he fled the inn he’d been casing. Despite the dirt that covered his ratty clothes he managed to infiltrate the inn and make his way to the hidden basement. What he discovered shocked him, and he fled the scene to alert his guild. As the innkeeper chased him down an alley, his previously hidden snakelike eyes and fangs glinted in the moonlight. The urchin let loose his slingshot and felled the serpentine man.
A dwarven professor surveyed the room around her as the dust cleared. After years, she had finally unearthed the lost tomb of Emperor Durin IV. Despite her age, she had overcome a number of deadly traps to reach the burial chamber of the long-dead dwarven Emperor. After a short pause, the treasure hunter began to assess the value of the tomb.
After a lifetime of searching, a disheveled half-elf finally stood in front of the Count who had murdered his father. For the past thirty years, the half-elf had done nothing but study swordplay, all for this moment. He drew his rapier, whispered the name of his long-dead father, and lunged forward to cross swords with the villainous Count who had ruined his life.
The three characters described above are examples of the exceptional experts known as Rogues. Using nothing but their mastery of skill and subterfuge, they are able to achieve any goals, overcome any challenges, and outwit any enemies.
Wondrous Skill
Despite their infamous reputation, the true mark of a Rogue is their finely honed skills. Whether they be a master burglar, an exceptional swordsman, or a deadly assassin, a Rogue is relentless in pursuit of perfection in their chosen field. What they lack in brute force or arcane talent they can make up for with their near-supernatural skills and signature ingenuity.
When nobles, archmages, or guilds need a job completed without fail they turn to a Rogue with a suitable set of skills. The right Rogue can open any lock, eliminate any target, and infiltrate any tomb, no matter how many traps are in the way.
Deadly Precision
Where other warriors overwhelm their foes with brutal force or flurries of strikes, Rogues leverage their cunning and exact aim to land single devastating blows on their foes. They will wait for the right moment, a foe distracted by a powerful ally or a monster caught in the throes of a spell, and when that opportunity arises, a Rogue can make a single strike count.
Some Rogues prefer to lurk in the shadows, stabbing their foes in the back while they are unaware, and others work to draw their adversary into single combat, deftly avoiding its attacks until a deadly opportunity presents itself to them.
This mindset of precision carries over into all facets of a Rogue’s life. When using their thieves’ tools to disarm a trap in an ancient dungeon, they will make only the most precise movements. When stalking a mark, a Rogue will often follow them for days, learning their every routine before they make their move, taking their target for all they are worth.
Creating Your Rogue
When creating your Rogue, there are a few things to consider. What skills have they chosen to master? Are they a criminal who can infiltrate even the most secure vault? Or, are they a master manipulator with a silver tongue? Or, has your Rogue combined minor magics with their talents for subterfuge?
You should also consider where your Rogue gained their exceptional skills. Were they an urchin living on the streets, forced to steal food in order to survive? Were they taken in by a thieves’ guild and taught everything the guild knew? Or, are they the scion of a noble house, raised from birth as a master of political intrigue, artful swordplay, and public speaking?
Rogue Leveling Table
| Level | PB | Features | Sneak Attack | Exploits Known | Exploit Die | Exploit Dice |
|---|---|---|---|---|---|---|
| 1st | +2 | Expertise, Sneak Attack, Thieves’ Cant | 1d6 | ─ | ─ | ─ |
| 2nd | +2 | Cunning Action, Devious Exploits | 1d6 | 2 | d4 | 2 |
| 3rd | +2 | Roguish Archetype | 2d6 | 2 | d4 | 2 |
| 4th | +2 | Ability Score Improvement | 2d6 | 2 | d4 | 2 |
| 5th | +3 | Cunning Strike | 3d6 | 3 | d6 | 3 |
| 6th | +3 | Expertise, Uncanny Dodge | 3d6 | 3 | d6 | 3 |
| 7th | +3 | Archetype Feature | 4d6 | 4 | d6 | 3 |
| 8th | +3 | Ability Score Improvement | 4d6 | 4 | d6 | 3 |
| 9th | +4 | Evasion | 5d6 | 5 | d6 | 3 |
| 10th | +4 | Expertise, Reliable Talent | 5d6 | 5 | d6 | 3 |
| 11th | +4 | Cunning Action (2), Ruthless | 6d6 | 6 | d8 | 4 |
| 12th | +4 | Ability Score Improvement | 6d6 | 6 | d8 | 4 |
| 13th | +5 | Archetype Feature | 7d6 | 7 | d8 | 4 |
| 14th | +5 | Blindsense (10 feet) | 7d6 | 7 | d8 | 4 |
| 15th | +5 | Expertise, Slippery Mind | 8d6 | 7 | d8 | 4 |
| 16th | +5 | Ability Score Improvement | 8d6 | 7 | d8 | 4 |
| 17th | +6 | Archetype Feature, Blindsense (20 feet) | 9d6 | 8 | d10 | 5 |
| 18th | +6 | Elusive, Expertise | 9d6 | 8 | d10 | 5 |
| 19th | +6 | Ability Score Improvement | 10d6 | 8 | d10 | 5 |
| 20th | +6 | Blindsense (30 feet), Stroke of Luck | 10d6 | 8 | d10 | 5 |
Class Features
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
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Armor: Light armor
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Weapons: Simple weapons, blowguns, hand crossbows, scimitars, shortswords, rapiers, and whips
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Tools: One set of tools of your choice
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Saving Throws: Dexterity, Intelligence
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Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Equipment
As a Rogue, you start with the following equipment, along with the equipment granted to you by your Background:
- (a) a rapier, (b) a scimitar, or (c) a shortsword
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a burglar’s pack or (b) a dungeoneer’s pack
- Leather armor, two daggers, and a tool set of your choice
Quick Build
You can make a Rogue quickly by using these suggestions. First, make Dexterity your highest ability score, followed by Charisma. Second, choose the Charlatan background.
Expertise
You master a signature set of skills and abilities. At 1st level, choose any combination of two skill and tool proficiencies.
If you were not proficient, you gain proficiency. If you were already proficient, you add double your Proficiency Bonus to any ability checks you make with that skill or tool.
As you gain levels in this class, you are able to specialize with additional skills. Another skill or tool proficiency of your choice gains this benefit at 6th, 10th, 15th, and 18th level.
Sneak Attack
Also starting at 1st level, you ruthlessly exploit distractions or flaws when striking. Once per turn when you hit a target with a finesse or ranged weapon attack, you can deal a bonus 1d6 damage on hit if you had advantage on your attack roll.
You do not need advantage on this attack roll if your target has another conscious hostile creature within 5 feet of it, and you do not have disadvantage on your attack roll.
This bonus damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue table.
Thieves’ Cant
Finally at 1st level, you learn to speak, understand, and leave messages in Thieves’ Cant, the secret jargon of the criminal underworld. You can use this secret code to hide messages in normal conversation or leave secret markings on objects.
Alternately, you can forgo Thieves’ Cant and instead learn to speak, read, and write two languages of your choice.
Cunning Action
Your sharp reflexes allow you quickly maneuver. Beginning at 2nd level, you can take either the Dash, Disengage, Hide, or Use an Object action as a bonus action on your turn.
At 11th level, you can take a second bonus action on each turn, but you cannot use the same bonus action twice.
Devious Exploits
Also at 2nd level, you learn to employ various tricks called Devious Exploits to enhance your signature set of skills and talents:
Exploit Dice
The Rogue table shows the number of Exploit Dice you have to perform Exploits you know. Most require you to expend Exploit Dice in order to use them. You can only use one Exploit per weapon attack, ability check, or saving throw, and you regain all of your expended Exploit Dice when you finish a short or long rest.
Your Exploit Dice begin as d4s, and increase in size as you gain levels, as indicated in the Rogue table.
Whenever you add an Exploit Die to a roll, always roll your Exploit Die and add the result to your roll.
Exploits known
At 2nd level, you know two Exploits of your choice from the list at the end of this class description. To learn an Exploit, you must meet any prerequisites it has, like a minimum level or ability score.
You learn more Devious Exploits of your choice as you reach certain levels in this class, as shown in the Exploits Known column of the Rogue table.
Finally, when you gain a Rogue level, you can replace one Exploit you know with another you could learn.
Saving Throws
When an Exploit requires a saving throw, its Save DC is based on your Strength or Dexterity. Once you choose which ability score to use, it cannot be changed:
Exploit save DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice)
Roguish Archetype
At 3rd level, choose the Roguish Archetype that best reflects your skills: Arcane Trickster, Assassin, Burglar, Investigator, Mastermind, Phantom, Psiknife, Scout, or Swashbuckler. All of which are based on options for the official Rogue class.
Choose a Roguish Archetype from the following options that best represents the signature set of abilities for your Rogue:
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Your Archetype grants you features at 3rd level, and again when you reach 7th, 13th, and 17th level in this class.
Archetype Explots
Some Archetypes have a list of Archetype Exploits that you learn at the Rogue levels noted in the Archetype description. These Exploits do not count against your number of Exploits Known and cannot be switched out for other Exploits. If you do not meet their prerequisites, you learn them regardless.
Ability Score Improvement
When you reach 4th level, you can increase one of your ability scores by 2, or two of your ability scores by 1. You cannot use this feature to increase your ability scores above 20. You gain this feature again at 8th, 12th, 16th, and 19th level.
Cunning Strike
At 5th level, you learn to leverage distractions to great effect. When you add your Sneak Attack bonus to a damage roll, you can forgo some of the bonus damage to use a Devious Exploit without expending Exploit Dice using these rules:
- The Devious Exploit must be one of your Exploits Known.
- The Devious Exploit must be used as part of your attack.
- You reduce your Sneak Attack bonus damage by a number of d6s equal to the degree of that Devious Exploit.
- If the Devious Exploit deals additional damage, it does not deal any additional damage when used with this feature.
For example, you could use your Cunning Strike to use the crippling strike Exploit by reducing your Sneak Attack bonus damage by 2d6 since crippling strike is a 2nd-degree Exploit. However, you would not add the Exploit Die bonus damage of crippling strike if the creature failed its saving throw.
Uncanny Dodge
Beginning at 6th level, your reflexes you to dodge, deflect, and avoid damage. Whenever you are hit by an attack that you can see, you can use your reaction to halve the damage you take.
At 14th level, you can move up to half your speed without provoking opportunity attacks as part of this reaction.
Evasion
Starting at 9th level, your supernatural agility lets you dodge out of the way of certain area effects, like a dragon’s breath or a lightning bolt spell. Whenever an effect allows you to make a Dexterity saving throw to take only half damage, you take no damage on a success, and only half damage on a failure.
Reliable Talent
Your signature skills that made you famous, or infamous, are beyond reproach. Beginning at 10th level, when you make an ability check that adds your Proficiency Bonus or an Exploit Die, you treat a roll of 9 or lower on the d20 as a 10.
Ruthless
Starting at 11th level, when you use a Devious Exploit as part of an attack that includes your Sneak Attack bonus damage, you can reduce the bonus damage by 2d6 to force your target to make its saving throw with disadvantage. You can use this feature and Cunning Strike as part of the same attack.
For example, if you were to use Cunning Strike to use the crippling strike Exploit, you could reduce your Sneak Attack bonus by an additional 2d6 (for a total reduction of 4d6), to force the target to make its Constitution saving throw at disadvantage.
Blindsense
Your senses have been honed to supernatural levels. Starting at 14th level, if you can hear, you are aware of the location of any invisible or hidden creature within 10 feet of you.
The radius of Blindsense increases again when you reach 17th level (20 feet) and 20th level (30 feet) in this class.
Slippery Mind
Your endless pursuit of perfection in your chosen area of skill has honed your mind. Starting at 15th level, whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you gain a bonus to your roll equal to your Exploit Die.
Elusive
Your uncanny sense for danger makes it nearly impossible for your foes to gain the upper hand against you. Starting at 18th level, so long as you are not Incapacitated, no attack rolls that target you can be made with advantage.
Stroke of Luck
You have a supernatural knack for finding success when you need it most. Upon reaching 20th level, when you roll a d20 for an ability check, attack roll, or saving throw, you can treat the result as a 20 on the d20. You can do so after you know the result of your roll and whether you succeed or fail.
Once you use this feature you must finish a short or long rest before you can use it again.
Multiclassing and the Rogue
If your group uses the optional multiclassing rule, here is what you need to know when you choose to take your first level in the Rogue class.
Ability Score Minimum. As a multiclass character, you must have a minimum Dexterity score of 13 to take your first level as a Rogue, or to take a level in another class if you are already a Rogue.
Proficiencies. If Rogue isn’t your initial class, here are the proficiencies you gain when you take your first level as a Rogue: light armor, one skill from the Rogue class skill list, and one set of tools.
Exploits. If you learn Exploits from more than one source, use the rules Linked Here to determine your total number of Exploit Dice and Exploits Known.
