Rogue
Hit Points
- Hit Dice
- 1D8 per Rogue level
Description
The Rogue is a distinctive character class in Dungeons & Dragons 5th Edition.
With a D8 Hit Die, the Rogue balances combat effectiveness with survivability.
Key features include: Ability Score Improvement, Cunning Action, Cunning Strike.
The Rogue offers 1 subclass options for customization and specialization.
Class Progression
| Level | Proficiency Bonus | Sneak Attack |
|---|---|---|
| 1 | +2 | 1d6 |
| 2 | +2 | 1d6 |
| 3 | +2 | 2d6 |
| 4 | +2 | 2d6 |
| 5 | +3 | 3d6 |
| 6 | +3 | 3d6 |
| 7 | +3 | 4d6 |
| 8 | +3 | 4d6 |
| 9 | +4 | 5d6 |
| 10 | +4 | 5d6 |
| 11 | +4 | 6d6 |
| 12 | +4 | 6d6 |
| 13 | +5 | 7d6 |
| 14 | +5 | 7d6 |
| 15 | +5 | 8d6 |
| 16 | +5 | 8d6 |
| 17 | +6 | 9d6 |
| 18 | +6 | 9d6 |
| 19 | +6 | 10d6 |
| 20 | +6 | 10d6 |
Subclasses
Class Features
Expertise
Level 1
Level 6
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Thieves' Cant
Level 1
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in "Character Creation."
Weapon Mastery
Level 1
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Cunning Action
Level 2
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Rogue Subclass
Level 3
You gain a Rogue subclass of your choice. The Thief subclass is detailed after this class's description. A subclass is a specialization 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.
Steady Aim
Level 3
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.
Ability Score Improvement
Level 4
Level 8
Level 10
Level 12
Level 16
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 12, and 16.
Cunning Strike
Level 5
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling.
If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person.
Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
Level 5
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).
Evasion
Level 7
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.
Reliable Talent
Level 7
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Improved Cunning Strike
Level 11
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Devious Strikes
Level 14
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Slippery Mind
Level 15
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Elusive
Level 18
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.
Epic Boon
Level 19
You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Stroke of Luck
Level 20
You have a marvelous 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.
Core Rogue Traits
| Primary Ability | Dexterity |
| Hit Point Die | D8 per Rogue level |
| Saving Throw Proficiencies | Dexterity and Intelligence |
| Skill Proficiencies | Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth |
| Weapon Proficiencies | Simple weapons and Martial weapons that have the Finesse or Light property |
| Tool Proficiencies | Thieves' Tools |
| Armor Training | Light armor |
| Starting Equipment | Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves' Tools, Burglar's Pack, and 8 GP; or (B) 100 GP |
About Rogue
The Rogue is a D8 hit die class .
Subclasses & Specializations
Explore paths
Subclasses & Specializations
Rogue has 1 subclasses for customization.
{Build Tips & Playing Guide
{Role in Party
The Rogue excels at leveraging their unique strengths.
Key Saving Throws
You are proficient in these saving throws
{Subclass Selection
{Choose a subclass at the appropriate level based on your desired playstyle. Each subclass offers unique features and abilities that define your character's specialization.
Quick Build Tips
- Focus on your primary ability score during character creation
- Choose feats that complement your class features
- Consider your subclass features when selecting multiclass options
- Review your class features at each level-up for optimal choices
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