Rogue
Hit Points
Hit Dice: d8 per Rogue level
Hit Points at first Level: 8 + Constitution Modifier
Hit Points at Higher Levels: 1d8 + Constitution Modifier per rogue level after 1st
Proficiences
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords.
Tools: Thieves' Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth.
Overview & Creation
Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
You must have a Dexterity score of 13 or higher in order to multiclass in or out of this class.
Level |
Proficiency Bonus |
Sneak Attack |
Features |
1st |
+2 |
1d6 |
Expertise, Sneak Attack, Thieves' Cant |
2nd |
+2 |
1d6 |
Cunning Action |
3rd |
+2 |
2d6 |
Roguish Archetype |
4th |
+2 |
2d6 |
Ability Score Improvement |
5th |
+3 |
3d6 |
Uncanny Dodge |
6th |
+3 |
3d6 |
Expertise |
7th |
+3 |
4d6 |
Evasion |
8th |
+3 |
4d6 |
Ability Score Improvement |
9th |
+4 |
5d6 |
Roguish Archetype feature |
10th |
+4 |
5d6 |
Ability Score Improvement |
11th |
+4 |
6d6 |
Reliable Talent |
12th |
+4 |
6d6 |
Ability Score Improvement |
13th |
+5 |
7d6 |
Roguish Archetype feature |
14th |
+5 |
7d6 |
Blindsense |
15th |
+5 |
8d6 |
Slippery Mind |
16th |
+5 |
8d6 |
Ability Score Improvement |
17th |
+6 |
9d6 |
Roguish Archetype feature |
18th |
+6 |
9d6 |
Elusive |
19th |
+6 |
10d6 |
Ability Score Improvement |
20th |
+6 |
10d6 |
Stroke of Luck |
Class Features
Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for 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 thieves' tools) to gain this benefit.
Sneak Attack
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 finesse or a ranged 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.
Thieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey sue h a message than it does to speak the same idea plainly. 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.
Cunning Action
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 or to give yourself advantage on your next attack roll on the current turn (provided you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn).
Roguish Archetype
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Soulknife Tasha's Cauldron of Everything
Archetype |
Source |
Arcane Trickster |
Player's Handbook |
Assassin |
Player's Handbook |
Inquisitive |
Xanathar's Guide to Everything |
Mastermind |
Xanathar's Guide to Everything |
Phantom |
Tasha's Cauldron of Everything |
Scout |
Xanathar's Guide to Everything |
Soulknife |
Tasha's Cauldron of Everything |
Swashbuckler |
Xanathar's Guide to Everything |
Thief |
Player's Handbook |
Trickster |
Arkadia |
Ability Score Increase
At 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.
Alternatively, you can choose to gain a single feat of your choice.
Uncanny Dodge
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.
Evasion
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.
Reliable Talent
By 11th 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.
Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Slippery Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail 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.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a rapier or (b) a shortsword
• (a) a shortbow and quiver of 20 arrows or (b) a shortsword
• (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
• Leather armor, two daggers, and thieves' tools
Subclass Options
Arcane Trickster
Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells.
Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.
The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Rogue Level |
Cantrips Known |
Spells Known |
1st |
2nd |
3rd |
4th |
3rd |
3 |
3 |
2 |
|
|
|
4th |
3 |
4 |
3 |
|
|
|
5th |
3 |
4 |
3 |
|
|
|
6th |
3 |
4 |
3 |
|
|
|
7th |
3 |
5 |
4 |
2 |
|
|
8th |
3 |
6 |
4 |
2 |
|
|
9th |
3 |
6 |
4 |
2 |
|
|
10th |
4 |
7 |
4 |
3 |
|
|
11th |
4 |
8 |
4 |
3 |
|
|
12th |
4 |
8 |
4 |
3 |
|
|
13th |
4 |
9 |
4 |
3 |
2 |
|
14th |
4 |
10 |
4 |
3 |
2 |
|
15th |
4 |
10 |
4 |
3 |
2 |
|
16th |
4 |
11 |
4 |
3 |
3 |
|
17th |
4 |
11 |
4 |
3 |
3 |
|
18th |
4 |
11 |
4 |
3 |
3 |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Mage Hand Legerdemain
Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
• You can stow one object the hand is holding in a container worn or carried by another creature.
• You can retrieve an object in a container worn or carried by another creature.
• You can use thieves’ tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.
In addition, you can use the bonus action granted by your Cunning Action to control the hand.
Magical Ambush
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
Versatile Trickster
At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.
Spell Thief
At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.
Once you use this feature, you can’t use it again until you finish a long rest.
Assassin
You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.
Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Infiltration Expertise
Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. Vou can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
Imposter
At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Inquisitive
As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.
Ear for Deceit
When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Eye for Detail
Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Steady Eye
At 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.
Unerring Eye
At 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Eye for Weakness
At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.
Mastermind
Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.
Master of Intrigue
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the
forgery kit, and one gaming set of your choice. You also learn two languages of your choice.
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear
speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular
land, provided that you know the language.
Master of Tactics
Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use
the Help action to aid an ally in attacking a creature, the target of that attack can be within 30
feet of you, rather than within 5 feet of you, if the target can see or hear you.
Insightful Manipulator
Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature
outside combat, you can learn certain information about its capabilities compared to your own.
The DM tells you if the creature is your equal, superior, or inferior in regard to two of the
following characteristics of your choice:
• Intelligence score
• Wisdom score
• Charisma score
• Class levels (if any)
At the DM’s option, you might also realize you know a piece of the creature’s history or one of
its personality traits, if it has any.
Misdirection
Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for
you. When you are targeted by an attack while a creature within 5 feet of you is granting you
cover against that attack, you can use your reaction to have the attack target that creature instead
of you.
Soul of Deceit
Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow
it. You can present false thoughts by succeeding on 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.
Phantom
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and spies.
Whispers of the Dead
Echoes of those who have died cling to you. Whenever you finish a rest you may designate one skill or tool proficiency to become proficient in until your next rest.
Wails from the Grave
Immediately after you deal sneak attack damage you may target a second creature you can see within 30ft of the initial target. You may then roll half your sneak dice rounded up and deal that much necrotic damage to the second target.
You may use this a number of times equal to your proficiency bonus and regain expended uses on a long rest.
Tokens of the Departed
At 9th level, whenever a creature dies within 30ft of you may claim a portion of their departing soul in the form of a soul trinket.
You may have a maximum number of these equal to your proficiency bonus and may not create more while you have the maximum.
They may be used in the following ways:
- Passively gain advantage on death saving throws and constitution saving throws by carrying at least one.
- Destroying one to trigger Wails from the Grave without expending a use of it's feature after successfully sneak attacking.
- Destroy the trinket to ask the soul contained therein a single question, it will answer as concisely as possible but has no obligation to tell you the truth.
Ghost Walk
At 13th level you may spend a bonus action to assume a spectral form. While in this form you have a flying speed of 10 ft, you can hover and attack rolls have disadvantage against you. You can also move through objects and creatures as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside an object or creature.
You stay in this form for 10 minutes or until you end it as a bonus action.
You may use this once per long rest unless you destroy a soul trinket as part of the bonus action to use it again.
Death's Friend
At 17th level your association with death grants you the following benefits.
- When you use your Wails from the Grave you can deal the necrotic damage to both the first and second creature.
- At the end of a long rest, a soul trinket appears in your hand if you don't currently have any, as the souls of the dead are drawn to you.
Scout
You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter – these are just a few of the roles that Scouts assume as they range the world.
Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your
speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t
provoke opportunity attacks.
Survivalist
When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival
skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you
make that uses either of those proficiencies.
Superior Mobility
At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming
speed, this increase applies to that speed as well.
Ambush Master
Starting at 13th level, you excel at leading ambushes and acting first in a fight.
You have advantage on initiative rolls. In addition, the first creature you hit during the first round
of a combat becomes easier for you and others to strike; attack rolls against that target have
advantage until the start of your next turn.
Sudden Strike
Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your
turn, you can make one additional attack as a bonus action. This attack can benefit from your
Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack
against the same target more than once in a turn.
Soulknife
Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations, whereas a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves’ guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business, and most governments would be happy to employ a Soulknife as a spy.
Psionic Powers
You have a number of Psionic Energy dice equal to twice your proficiency bonus, all of which are d6s. They may be used for the following effects.
You also may reclaim expended dice after a long rest or may regain one dice on a bonus action once per rest.
As you reach higher levels the dice increase in size: at 5th level (d8), at 11th level (d10), and 17th level (d12).
When failing a skill or tool check in something you are proficient in you may spend a Psionic Energy dice to roll it and add the number on to the check.
As an action choose a number of creatures equal to your proficiency bonus and then roll one Psionic Energy dice. For a number of hours equal to the result rolled you and the chosen creatures may communicate telepathically within 1 mile of each other, if you chose a creature that cannot speak at least 1 language it cannot benefit from this. Any creature within this telepathic connection may disconnect themselves from it prematurely at will.
You can use this once per day without expending a Psionic Energy die, subsequent uses spend the rolled dice.
Psychic Blades
You can manifest a psionic blade as part of an Attack action to use as the attacking weapon.
The blade is a simple melee weapon with the finesse and thrown properties with a normal range of 60ft and no long range and on a hit deals damage equal to 1d6 + the ability modifier used for the attack.
After the attack the weapon immediately vanishes and leaves no trace that can identify the wound as a psychic blade.
Immediately after the attack you may spend a bonus action to make a second attack with your other hand. The damage dice this time is 1d4 instead of 1d6
Soul Blades
At 9th level your Psychic Blades are now Soul Blades, granting them the following benefits.
If you make an attack roll and miss you can roll one Psionic Energy dice and add the number rolled to the attack roll. If this would case the attack to hit the dice is expended.
As a bonus action you may spend a Psionic Energy die to throw a Psychic blade at a distance in feet up to 10x the number rolled on the spent Psionic Energy die. You then teleport to this location, causing the blade to vanish as you do.
Psychic Veil
At 13th level you can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying for 1 hour or until you dismiss the effect at will. This effect ends by you dealing damage or inflicting a saving throw on another.
Once you've used this feature you cannot again until after a long rest or after you spend a Psionic Energy die.
Rend Mind
At 17th level you can sweep your psionic blade through the mind of a target. When you use your Psychic Blades to deal Sneak Attack damage you can force the target creature to make a Wisdom saving throw of DC 8 + proficiency bonus + Dex modifier. If they fail the save the target is stunned for 1 minute.
The stunned creature may repeat the save at the end of each of its turns.
You can only use this ability once per long rest, unless you expend 3 Psionic Energy dice to use it again.
Swashbuckler
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.
A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
Fancy Footwork
When you choose this archetype at 3rd level, you learn how to land a strike and then slip away
without reprisal. During your turn, if you make a melee attack against a creature, that creature
can’t make opportunity attacks against you for the rest of your turn.
Rakish Audacity
Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to
your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the
attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other
creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the
other rules for Sneak Attack still apply to you.
Panache
At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a
Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature
must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls
against targets other than you and can’t make opportunity attacks against targets other than you.
This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a
spell, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1
minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately
if you or your companions do anything harmful to it.
Elegant Maneuver
Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next
Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.
Master Duelist
Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If
you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use
this feature again until you finish a short or long rest.
Thief
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.
Fast Hands
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.
Second-Story Work
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Supreme Sneak
Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Use Magic Device
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for YOU. You ignore all class, race, and level requirements on the use of magic items.
Thief's Reflexes
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.
Trickster
The tools of your trade are a silver tongue and wit keener than any blade. Those who fit this archetype are often as foolish as they are wise, talking themselves into trouble as often as they do out. Armed with clever words and cunning plans, tricksters make for unlikely heroes with tales of their acts of canny bravery and skillful deceit becoming the stuff of legend.
Fated
Starting when you choose this archetype at 3rd level, when you have advantage or disadvantage you must roll 3d20 instead of 2d20. If you have advantage, use the highest of the three rolls. If you have disadvantage, use the lowest of the three rolls.
Cleverness
Beginning at 3rd level you can use your Cunning Action to give an ally within 30 feet that can see or hear you advantage on an attack roll or ability check until the start of your next turn.
Cunning Plan
Starting at 9th level you can spend 10 minutes making a specific plan. Choose a number of friendly creatures up to to your Charisma modifier (minimum 1). When each of these creatures carries out a predetermined action within the next hour they will have advantage on that action. You can’t use this feature again until you finish a short rest.
Guile
By 13th level your wits are unfailing. If your total for a Charisma skill check or saving throw is less than your Charisma score, you can use that score in place of the total. You can’t use this feature again until you finish a short rest.
Hero’s Trick
At 17th level when you would make a roll with disadvantage you may choose to roll with advantage instead. You can’t use this feature again until you finish a short rest.
Lvl | Proficiency Bonus | Sneak Attack | Features |
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1st | +2 | 1d6 | Expertise, Sneak Attack, Thieves' Cant |
2nd | +2 | 1d6 | Cunning Action |
3rd | +2 | 2d6 | Roguish Archetype |
4th | +2 | 2d6 | Ability Score Improvement |
5th | +3 | 3d6 | Uncanny Dodge |
6th | +3 | 3d6 | Expertise |
7th | +3 | 4d6 | Evasion |
8th | +3 | 4d6 | Ability Score Improvement |
9th | +4 | 5d6 | Roguish Archetype Feature |
10th | +4 | 5d6 | Ability Score Improvement |
11th | +4 | 6d6 | Reliable Talent |
12th | +4 | 6d6 | Ability Score Improvement |
13th | +5 | 7d6 | Roguish Archetype Feature |
14th | +5 | 7d6 | Blindsense |
15th | +5 | 8d6 | Slippery Mind |
16th | +5 | 8d6 | Ability Score Improvement |
17th | +6 | 9d6 | Roguish Archetype Feature |
18th | +6 | 9d6 | Elusive |
19th | +6 | 10d6 | Ability Score Improvement |
20th | +6 | 10d6 | Stroke of Luck |