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1.2.2 Rogue

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    You are resourceful, individualistic, with a wide range of talents. You may be a clever thief, canny woodsman, daring relic scavenger, madcap daredevil, or a savvy entertainer. Rogues can represent almost any character idea. A true jack-of-all-trades, you are handy in and out of a fight and always have a trick up your sleeve.

    Rogue Level Title Proficiency Bonus Sneak Attack Features
    1st Apprentice +2 1d6 Mastery, Sneak Attack, Rogue’s Scheme
    2nd Footpad +2 1d6 Cunning Action
    3rd Robber +2 2d6 Fast Hands, Second Story Work
    4th Burglar +2 2d6 Ability Score Improvement I
    5th Cutpurse +3 3d6 Uncanny Dodge
    6th Sharper +3 3d6 Greater Mastery
    7th Pilferer +3 4d6 Evasion
    8th Thief +3 4d6 Ability Score Improvement II
    9th Master Thief +4 5d6 Supreme Sneak
    10th Master Thief +4 5d6 Ability Score Improvement III

    Traits

    Hit Dice: 1d8 per rogue level

    Hit Points at 1st Level: 8 + Con modifier

    Hit Points at Higher Levels: 1d8 (or 5) + Con modifier per rogue level after 1st

    Ability Score Increase: Increase your Dex score and one other attribute score of your choice each by 1.

    Size: Your size is Medium.

    Speed: Your base walking speed is 30 feet.

    Armor: Light armor

    Weapons: All simple weapons, hand crossbow, scimitar, broadsword and rapier.

    Equipment: You start with the following equipment:

    • (a) a rapier/broadsword or (b) a scimitar/cutlass
    • (a) a shortbow and quiver of 20 arrows or (b) a scimitar/cutlass
    • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
    • (a) Leather armor, two daggers, and thieves’ tools

    Proficiency Area: All rogues are proficient in a Tool Kit of their choice and the art of stealth. You also gain an extra proficiency area from your chosen Rogue Scheme.

    1st Level Abilities

    Mastery

    You may treat an ability score of your choice as a proficiency area, adding your proficiency bonus to all ability checks with your chosen ability score.

    Furthermore, your proficiency bonus is doubled for any ability check, where two of your proficiency areas would give proficiency for the same check.

    Sneak Attack Once per turn, you can deal extra damage to one creature you hit with a finesse or ranged weapon, as shown in the Sneak Attack column. One of the following three conditions must apply:A) Advantage on the attack roll, or B) A non-incapacitated enemy of the target within 5 feet of it and no disadvantage on your attack roll orc) Attacking a surprised target.

    Class Feature – Rogue Scheme

    Individualistic to a fault, no two rogues are quite alike. Choose a scheme to define what kind your character is.

    You also gain the Scheme Focus (named in italics) listed for the scheme.

    Feature: Rogue Schemes

    Roll 1d4 or pick a scheme (Quick Pick: Thief).

    1 Thief

    Whether as a treasure hunter or a common burglar, you hone your skills in all the larcenous arts. You know either Thieves’ Cant or an ancient dead language of your choice.

    Proficiency Area: You are skilled in the larcenous arts, from discovery, investigation, retrieval and re-selling of your chosen object. Your choice of being a relic hunter or common thief may influence what this skill set entails.

    Trapfinder: You have advantage on saving throws versus traps and resistance to damage from traps. You have advantage on Wis and Int checks to detect the presence of secret doors (+5 for passive checks) and can Scout without slowing your pace.

    2 Drifter

    Bounty hunter, wood scout or explorer–You ’re at home in the great outdoors.

    You always know which way is north and the hours left until the next sunrise or sunset.

    Proficiency Area: You are skilled in all that being a a wanderer entails, in particular the perceptive arts, whether it is tracking or discovery.

    Watchful: You have advantage on initiative and can’t be surprised while conscious.

    Others don’t gain advantage on attack rolls against you due to being hidden from you.

    3 Acrobat

    You are an artful equilibrist or an elegant swashbuckler.

    Outside of combat, you can perform basic acrobatic feats, such as somersaults and tightrope walking, without having to roll a die.

    Proficiency Area: You are naturally adept in all areas of flair, panache, poise, deftness, elegance, agility, acrobatics and mobility, including feats of jumping and climbing.

    Light-footed: Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.

    After making a melee attack, you don’t provoke opportunity attacks from your target for the rest of your turn.

    4 Mountebank

    You live by your wit, guile and silver tongue. Perhaps you are a slick trader, a cunning charlatan or simply a suave gadabout.

    You’re proficient with Disguise Kit and your choice of a musical instrument or gaming set.

    Proficiency Area: Whatever involves fast-talk, deception, sleight-of-hand, legerdemain, tricks, ploys, persuasion or reading your mark – You are proficient in all these flim-flams.

    Conjurer of Tricks: You can cast the cantrips Mage Hand and Minor Illusion at will, as well as the 1st level spell Charm Person once per long rest. Your spellcasting ability is Charisma.

    2nd Level Abilities

    Cunning Action

    You can use your bonus action on your turn to take a Dash, Disengage, or Hide action.

    3rd Level Abilities

    Fast Hands

    You can use your bonus action on your turn to make a sleight of hand Dex check, disarm a trap, open a lock, or take a Use an Object action.

    Second-Story Work

    Climbing no longer costs you extra movement. You may use your Dex modifier instead of Str for any climbing rolls you make.

    4th Level Abilities

    Ability Score Improvement I

    Increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 with this feature.

    5th Level Abilities

    Uncanny Dodge

    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.

    6th Level Abilities

    Greater Mastery

    You gain all the benefits of Mastery with a second ability score of your choice.

    7th Level Abilities

    Evasion

    Whenever you make a Dex saving throw to take half damage, you instead take no damage if your save succeeds and only half damage if you fail.

    8th Level Abilities

    Ability Score Improvement II

    Same as the 4th level Ability Score Improvement.

    9th Level Abilities

    Supreme Sneak

    You have advantage on Dex (Stealth) checks if you move at half speed or less.

    10th Level Abilities

    Ability Score Improvement III

    Same as the 4th level Ability Score Improvement.