Rogue
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Table of Contents

Level 1

Talented

You master a signature set of skills and abilities. Choose two of: any skill or tool.

You gain proficiency in the chosen skill or tool; if you were already proficient, you gain expertise instead. You gain two additional choices at level 6 and 11.

Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency.

Whenever you level up, you can change the kinds of weapons you chose.

Sneak Attack

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 roll with a Finesse or a Ranged weapon, so long as one of the conditions below are met:

  • You have advantage on your attack roll.

  • One of your allies is within 5 meters of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.

The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.

Sneak Attack Per Level

Level

Sneak Attack

1

1d6

2

1d6

3

2d6

4

2d6

5

3d6

6

3d6

7

4d6

8

4d6

9

5d6

10

5d6

11

6d6

12

6d6

13

7d6

14

7d6

15

8d6

16

8d6

17

9d6

18

9d6

19

10d6

20

10d6


Level 2

Cunning Action

Your quick thinking and agility allow you to move and act quickly. Choose two of the following actions: Dash, Disengage, Hide, Throw or Study. You can use one of these chosen actions as a bonus action on each of your turns.

You gain an additional choice at levels 6 and 10.

Devious Exploits

You learn to utilise various tricks that enhance your particular set of skills, both on and off the field of battle. You gain Exploit Dice, which you can use to perform Devious Exploits.

Exploit Dice. The Rogue table shows the number of Exploit Dice you have. Most Exploits require you to expend these Dice in order to use them, and you regain all Exploit Dice when you finish a short or long rest.

Your Exploit Dice begin as d4s, and increase in size as you gain levels in this class, as indicated in the Rogue table.

Exploits Known. You know two Exploits of your choice from Devious Exploits list. You can only use one Exploit per attack, ability check, or saving throw. The Exploits Known column of the Rogue table shows when you learn more Exploits of your choice. When you gain a Rogue level, you can replace one Devious Exploit you know with another Exploit of your choice.

Saving Throws. If one of your Exploits requires a creature to make a saving throw, your Exploit saving throw DC is 8 + your proficiency bonus + your Intelligence modifier.


Level 3

Rogue Subclass

You gain a Rogue subclass of your choice. A subclass is a specialisation that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass's features that are of your Rogue level or lower.

Subclass Exploits

Some Rogue subclasses include a list of Exploits that you gain at the levels in its description. These Exploits don't count against your number of Exploits Known, and they can't be replaced when you gain a level. If you don't meet the prerequisites, you learn them regardless.

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.


Level 4

Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 6, 8, 12, and 16.


Level 5

Cunning Strike

You can exploit even the smallest weaknesses to great effect. When you add your Sneak Attack bonus to a damage roll, you can forgo some of the bonus to use a Devious Exploit you know without expending an Exploit Die, with the following rules:

  • It must be a Devious Exploit that you know that can be used as part of a weapon attack;

  • You reduce your Sneak Attack bonus damage by a number of d6s equal to the degree of the Exploit;

For example, if you were to use this feature to use Dirty Hit as part of a Sneak Attack, you would reduce your Sneak Attack bonus damage by 2d6 since dirty hit is a 2nd-degree Exploit.

Uncanny Dodge

When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).


Level 7

Reliable Talent

Pick one skill or tool proficiency. Whenever you make a check with the chosen skill or tool, you can't roll lower than a 10 on the d20.

You gain an additional choice at level 10 and 13.

Level 9

Evasion

You can nimbly dodge out of the way of certain dangers. 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.


Level 11

Ruthless

You can use Cunning Strike to reduce your Sneak Attack bonus damage by an additional number of d6s equal to the degree of the Exploit you are using and force your target to make its saving throw with disadvantage.

For example, if you used Cunning Strike to use dirty hit, you would reduce your Sneak Attack bonus by an additional 2d6 to impose disadvantage on the Constitution saving throw.


Level 14

Blindsense

Your senses have been honed to supernatural levels. You gain the Blind Fighting fighting style, and you benefit from it even if you already have another fighting style from another feature.


Level 15

Slippery Mind

Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.


Level 18

Elusive

You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.


Level 19

Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.


Level 20

Stroke of Luck

You have a marvellous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.

Once you use this feature, you can't use it again until you finish a Short or Long Rest.