
Rogue Legacy This doesn't reflect the latest rules and lore. Learn More Class Details
Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open.
A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound.
Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard’s belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape.
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.
Skill and Precision
Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.
A Shady Living
Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and wererats—haunt the sewers.
As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.
Creating a Rogue
As you create your rogue character, consider the character’s relationship to the law. Do you have a criminal past—or present? Are you on the run from the law or from an angry thieves’ guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal?
What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to reevaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend—another member of your adventuring party—who showed you new possibilities for earning a living and employing your particular talents.
QUICK BUILD
You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at Investigation or plan to take up the Arcane Trickster archetype. Choose Charisma instead if you plan to emphasize deception and social interaction. Second, choose the charlatan background.
The Rogue Table
Level | Proficiency | Sneak | Features |
---|---|---|---|
1st | +2 | 1d6 | |
2nd | +2 | 1d6 | |
3rd | +2 | 2d6 | |
4th | +2 | 2d6 | |
5th | +3 | 3d6 | |
6th | +3 | 3d6 | |
7th | +3 | 4d6 | |
8th | +3 | 4d6 | |
9th | +4 | 5d6 | |
10th | +4 | 5d6 | |
11th | +4 | 6d6 | |
12th | +4 | 6d6 | |
13th | +5 | 7d6 | |
14th | +5 | 7d6 | |
15th | +5 | 8d6 | |
16th | +5 | 8d6 | |
17th | +6 | 9d6 | |
18th | +6 | 9d6 | |
19th | +6 | 10d6 | |
20th | +6 | 10d6 |
Class Features
As a rogue, you have the following class features.
Hit Points
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
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) a dungeoneer’s pack, or (c) an explorer’s pack
- Leather armor, two daggers, and thieves’ tools
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 such 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.
Roguish Archetype
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
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.
Expertise
At 6th level, choose two more of your skill proficiencies, or one more 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.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.
Roguish Archetypes
Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.
Thief Legacy This doesn't reflect the latest rules and lore. Learn More
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.
the soulknife is WAY to similar to the psycic warrior, plz change
where is the assassin?!
the soulknife needs to be properly initiated.
Per the monk class, monk weapons are all simple weapons and shortswords that don’t have the heavy or two-handed property. Per the description above Psychic Blades are simple weapons and don’t have any of the disqualifying properties so they should count as monk weapons. Ultimately it would be your DM’s call.
the psychic blades count as a ranged attack on D&D beyond with its text blurb at the bottom when it should be a simple melee weapon (with its traits simple, finesse, light, thrown) because the ability itself describes it as such. also with how the ability describes it I'm pretty sure it should count as a martial arts weapon for a multi classed monk/soulknife rouge
It will appear once you've purchased it. I just purchased the Players Handbook and Arcane Trickster and Assassin just popped up on this page for me.
The concept of realizing you've been dead before definitely makes more sense as a background instead of a subclass. I do like the idea of a rogue who is good at escaping death, but the subclass needs a rework.
I don’t think that is true, DM does whatever, and it goes. A player can be stopped by the DM. DM cannot be stopped by a player.
Why do they only have one archetype? I wish they had more so I don’t have to go to other websites to know what my roguish archetype features are. It gets annoying opening more tabs.
Where is the trickster archetype?
Make this official!
I like this one!
Revived would be super overpowered as a background. The fact that it lets you go without food, drink or air is super powerful alone, not to mention you no longer need to sleep, effectively getting to do an elven trance but better since you can still hear your surroundings. Your free interchangeable proficiency every long rest is also really useful, especially since your long rests are only 4 hours long. All that is just your third level features, not to mention your resistances to poison. Meanwhile, at 9th level you get to cast speak with dead for free every long rest and get a free buff out of it. audience with death is certainly a little situational at 13th level, but it's still really useful if you're trying to find some important information for the plot. Finally, at 17th level you get to use what is essentially misty step (but it can pass through walls) as a cunning action with no limit on how many times you can do it.
So whilst The Revived might not be your cup of tea, writing it off as a background with extra steps is just a little dumb to me. I get that people may not find it as practical as other rogue sub classes because of how basic some of its abilities may seem on paper, but a lot of this stuff is really strong, especially in campaigns with a heavy rp basis. For example, no longer needing to breath, eat or drink means you can take on even the most extreme of environments with very little effort necessary, and most of the abilities are incredibly useful if used in the right way. I respect your opinion, and I can see why you may not like it, but I have to disagree with you here.
Having read the comments, it seems one or two people are confused by how the 'Bolts of the Grave' feature works, so I thought I might help by clarifying as it is quite confusingly worded and I too found it confusing at first:
so, when you use your cunning action and if you haven't yet used your sneak attack this turn, you can make a ranged attack roll against a creature within 30 feet of you using the standard d20+your dexterity modifier, and if you hit you can roll your sneak attack damage dice and once again add your dexterity modifier in order to get your total damage
Also, in case anyone was wondering, I doubt sneak attack applies to the feature, it seems from the way its worded that it counts as a use of your sneak attack.
The DM only has the power the players give them.
I'll probably just stop using the item and if my group asks why I will point out long-term effects it'd have on my character. At best my DM can provide caveats for situations he set up unintentionally, at worst if he did know what he was doing I would let the group know I am done.
I am just not sure if there is a rule that allows that extreme aside from DM rules because it's way broken. Plus it is not clear when or how the item causing sanity to be lost, like I used it to check an NPC bitten by a vampire so I lose some sanity. I need it to be more clear or not have things so brutal or have way to regain sanity back or something. What makes it kind of suck is it's the only wonderous item my group has gotten that has effected someone negatively. All others the group has gotten hasn't done anything bad for them.
Not sure if it helps but the item are goggles that can give my character true sight. I have used them maybe 4 time since getting them
It sounds like your DM kind of sucks and wants to nerf your character into oblivion. However, the DM rules.
I don't like The Revived Archetype AT ALL. So I made my own:
Jester
You are skilled in entertaining crowds with feats of acrobatics and dexterity. Sometimes Jesters live to steal attention and be in the spotlight, while others do so as a means of diversion- allowing for purses to be cut while their owners are distracted.
Life of the Party
When you choose this archetype at 3rd level, you gain proficiency in the Acrobatics and Performance 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.
Performing Art
You are skilled at using certain weapons in your performances and in combat. When you choose this archetype at 3rd level, choose one of the following options.
Knife Juggler
You can interact with daggers for free during your turn. Whenever you attack with a dagger, you gain the Extra Attack feature until the end of the turn. Additionally, while you have a dagger equipped, your walking speed increases by 10 feet.
Ringmaster
You gain proficiency with the whip if you don’t already have it. You now roll 2d4 for damage rolls with whips. While you are wielding a whip, other creatures provoke an opportunity attack from you when they enter your reach.
Poledancer
The quarterstaff becomes a finesse weapon for you. When you attack with a quarterstaff during your turn, you can add your proficiency bonus to your AC until the start of your next turn, but cannot take any reactions. During your turn, if you take the Dash action, the distance you can jump is doubled.
Trapeze Artist
At 9th level, you enjoy flirting with gravity. You gain a climbing speed equal to your walking speed, and you can use your Uncanny Dodge feature to halve falling damage. If you begin your turn above an enemy, you gain advantage on any attack rolls against them if you attack them after lowering to their elevation.
Partystarter
At 13th level, you now add your proficiency bonus to initiative rolls. During your first turn in combat, your Sneak Attack damage increases by 3d6 if you hit a creature that has not taken a turn in combat yet.
Tonight’s Entertainment
At 17th level, you can use your Cunning Action to make a Charisma (Performance) check contested by the Wisdom (Insight) check of any creature that can see and hear you. If you succeed, an affected creature has disadvantage on attack rolls against creatures other than you, and any attack roll made against it by a creature other than you has advantage until the start of your next turn. Affected creatures also have disadvantage on Perception checks until the start of your next turn. Once you use this feature, you cannot use it again until you finish a long rest.
Weird question, I would ask in area about ability scores if it had comments area but it is relevant.
Is there a thing in Dnd 5e where you have permanent autofail on an entire ability checks?
Preface I am swashbuckler in group and have started getting insanity slowly from item DM gave me and he says when I lose too much all my charisma checks fail automatically. So I read this as meaning if I do panache at level 20, proficient in persuasion, full 20 in charisma so +5 modifier, with reliable talent and I role a nat20 on my persuasion for panache and the enemy rolls a nat 1 for their insight my panache would still FAIL
Is that an official thing in system or homebrew, not sure where it came from just feels kind of broken to have all rolls on an ability stat just auto fail and no way to get it back. I mean this isn't rolling with disadvantage roll twice take the lowest this is don't even bother because it won't work ever.
Are permanent autofails on an ability check a thing in fifth edition?
You have to pay for the books on D&D beyond to get more than the basic rules subclasses