Rogue

A precise, sneaky expert who wins with Sneak Attack, Expertise and quick Bonus Action moves.

  • Hit die: d8
  • Primary ability: DEX
  • Saving throws: DEX, INT
  • Skills: choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, Stealth
  • Armor: light
  • Weapons: simple, martial finesse or light
  • Tools: thieves tools

Features by level

  • 1: Expertise. Expertise (double Proficiency Bonus) in two of your skill proficiencies.
  • 1: Sneak Attack. Once per turn, extra damage when you hit with a Finesse or Ranged weapon and have Advantage or an ally next to the target.
  • 1: Thieves' Cant. You know Thieves' Cant and one other language.
  • 1: Weapon Mastery. Use the mastery properties of two kinds of weapons you're proficient with.
  • 2: Cunning Action. Dash, Disengage or Hide as a Bonus Action.
  • 3: Rogue Subclass. Choose a Rogue subclass.
  • 3: Steady Aim. Bonus Action: Advantage on your next attack this turn if you haven't moved; your Speed becomes 0.
  • 4: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
  • 5: Cunning Strike. Trade Sneak Attack dice for Poison, Trip or Withdraw effects.
  • 5: Uncanny Dodge. Reaction: halve the damage of an attack that hits you.
  • 6: Expertise. Expertise in two more of your skill proficiencies.
  • 7: Evasion. Dexterity saves for half damage: no damage on a success, half on a failure.
  • 7: Reliable Talent. Treat a d20 of 9 or lower as 10 on checks with your skill or tool proficiencies.
  • 8: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
  • 9: Subclass Feature. Gain a feature from your Rogue subclass.
  • 10: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
  • 11: Improved Cunning Strike. Use up to two Cunning Strike effects at once.
  • 12: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
  • 13: Subclass Feature. Gain a feature from your Rogue subclass.
  • 14: Devious Strikes. New Cunning Strike options: Daze (2d6), Knock Out (6d6), Obscure (3d6).
  • 15: Slippery Mind. Proficiency in Wisdom and Charisma saving throws.
  • 16: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
  • 17: Subclass Feature. Gain a feature from your Rogue subclass.
  • 18: Elusive. No attack roll has Advantage against you unless you're Incapacitated.
  • 19: Epic Boon. Gain an Epic Boon feat or another feat you qualify for.
  • 20: Stroke of Luck. Once per rest, turn a failed D20 Test into a 20.

Subclasses (from level 3)

Arcane Trickster

Mixes Wizard illusions and enchantments with an invisible Mage Hand for remote larceny.

  • 3: Spellcasting. Cast Wizard spells with Intelligence: Mage Hand plus two cantrips, three prepared spells.
  • 3: Mage Hand Legerdemain. Your Mage Hand is invisible and can pick locks, disarm traps and pick pockets at range.
  • 9: Magical Ambush. While you're Invisible, a creature has Disadvantage on saves against your spells this turn.
  • 13: Versatile Trickster. Use Trip through your Mage Hand on a creature within 5 feet of it.
  • 17: Spell Thief. Reaction: stop a spell cast at you and steal it for 8 hours.

Assassin

Strikes first and hardest: Advantage and extra damage in the first round, poisons and disguises.

  • 3: Assassinate. Advantage on Initiative; first round, Advantage against creatures that haven't acted and Sneak Attack adds your Rogue level.
  • 3: Assassin's Tools. Proficiency with the Disguise Kit and Poisoner's Kit.
  • 9: Infiltration Expertise. Mimic voices and handwriting; Steady Aim no longer drops your Speed to 0.
  • 13: Envenom Weapons. Poison Cunning Strike also deals 2d6 Poison damage that ignores Resistance.
  • 17: Death Strike. First-round Sneak Attack: target makes a Con save (DC 8 + Dex + PB) or the attack's damage is doubled.

Phantom

Rogues who walk beside death itself, striking with the cries of the dead and carrying trinkets of departed souls.

  • 3: Wails from the Grave. After Sneak Attack, a second creature within 30 feet of the first takes half your Sneak Attack dice as Necrotic (Dexterity-modifier uses per Long Rest).
  • 3: Whispers of the Dead. After each rest, gain one skill or tool proficiency you lack (it replaces the previous one).
  • 9: Tokens of the Departed. Gain soul trinkets each Long Rest (2, more later): Advantage on death and Constitution saves while you hold one; spend one for a free Wails or an Augury; regain one when a creature dies near you.
  • 9: Voice of Death. Cast Speak with Dead once per Short Rest without a slot or components, using Dexterity.
  • 13: Ghost Walk. Bonus Action: a spectral form for 10 minutes (fly 10 ft and hover, attacks against you have Disadvantage, move through creatures). Once per Long Rest or a soul trinket.
  • 17: Death's Friend. Wails from the Grave also hits the first creature; regain a soul trinket on Initiative if you have none.

Scion of the Three

Occult gifts from the Dead Three turn a rogue into a terrifying pursuer.

  • 3: Bloodthirst. Reaction when a visible enemy within 30 feet takes damage, survives, and is Bloodied: teleport to a visible empty space within 5 feet of it and make one melee attack. Uses equal Intelligence modifier (minimum 1) per Long Rest.
  • 3: Dread Allegiance. Choose a god for Resistance and an Intelligence cantrip. You may change this allegiance after a Long Rest.
  • 9: Strike Fear. Cunning Strike option: spend 1d6 Sneak Attack for Terrify. The target makes a Wisdom save or is Frightened for 1 minute; you have Advantage against it while so Frightened. It repeats the save at each turn’s end to end the effect.
  • 13: Aura of Malevolence. When teleporting with Bloodthirst, chosen creatures within 10 feet of either departure or arrival (choose one) take Intelligence modifier damage of your Dread Allegiance resistance type. It ignores Resistance.
  • 17: Dread Incarnate. Regain one Bloodthirst use on a Short Rest. Treat Sneak Attack damage dice showing 1 or 2 as 3.

Soulknife

Manifests psychic blades and uses psionic energy to bolster skills and talk mind to mind.

  • 3: Psionic Power. Psionic Energy Dice fuel Psi-Bolstered Knack (add a die to a failed skill check) and Psychic Whispers (telepathy).
  • 3: Psychic Blades. Manifest a 1d6 Psychic Finesse/Thrown (60/120) blade with Vex; a second 1d4 blade as a Bonus Action.
  • 9: Soul Blades. Homing Strikes (add a die to a missed blade attack) and Psychic Teleportation.
  • 13: Psychic Veil. Magic action: become Invisible for 1 hour; once per Long Rest or spend a die.
  • 17: Rend Mind. Sneak Attack with a Psychic Blade can Stun the target for 1 minute (Wis save).

Thief

The classic adventurer: quick hands, climbing and jumping, and a knack for magic items.

  • 3: Fast Hands. Bonus Action: Sleight of Hand (locks, traps, pockets), Utilize, or use a magic item.
  • 3: Second-Story Work. Climb Speed equal to your Speed; jump distance uses Dexterity.
  • 9: Supreme Sneak. Stealth Attack Cunning Strike (1d6): stay Invisible from Hide if you end the turn behind cover.
  • 13: Use Magic Device. Attune to four items, maybe save charges, and use any Spell Scroll with Intelligence.
  • 17: Thief's Reflexes. Take two turns in the first round of combat (second at Initiative - 10).