
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.
Most of a rogues damage comes from sneak attack, which is the same damage type as the attack it comes with; daggers are used for it often because they are both have the light and thrown properties, making them versatile while not affecting overall damage by much. The psychic blade is a huge bonus late game, since it gives you built in psychic damage. Several powerful monsters resist non-magical bludgeoning, slashing, and piercing damage, so having psychic damage let's you get around that damage reduction without relying on your DM to give you a magic weapon. You've also got the added benefit of a weapon conjured from nothing, meaning you can't be disarmed for long and always have access to these weapons.
I posted this on the DND Beyond forum, but here are my thoughts on the Rogue Wildcard class.
I love the idea of a wildcard rogue but holey shnikeys is it unbalanced! It COULD be good, but there's a lot of fine tuning and editing that needs to happen with it.
For instance, loaded dice should NOT be equivalent to your sneak attack pool. By high levels the rogue would literally have twice as many dice (10) as a maxed out lore bard for an ability that is cutting words by any other name, and able to throw not 1, but 3 dice.
The pool should be charisma mod times per day, minimum of 1, just like all other abilities similar to it. The loaded dice at level 1 thrown should be max of 1D6 per use, 2D6 per use in T2, and 3D6 in T3 and 4D6 in T4. This scales the ability with ancestral guardian's spirit shield ability.
I love the throwing card ability but it should have the same range as daggers. 20/60 is sufficient. Also, the abilities of the card are all pretty cool thematically but incredibly overpowered for a level 3.
Blade: Doing half your sneak attack damage roll automatically on the next turn makes this potentially the most powerful damage over time ability per level. If you're looking at scaling then consider it doing similar damage to a weapon of wounding, which the card is basically doing. Constitution saving throw or the creature's wound bleeds further for an additional D4. Or just make it do an additional D4 damage.
Shackle is a single target slow: Half movement, can't multi-attack. The only thing it doesn't do is give them disadvantage on dex saves. Reducing movement speed should be enough for this ability, and maybe even impose disadvantage on dexterity saving throws for the next turn only.
Heart: This basically makes it a ranged vampiric touch. Making the hitpoints earned in excess become temp HP makes this incredibly unbalanced. Let's say you're level 4, you crit for 2D4 +3 dex + 4D6 and you roll really well. You essentially double your hitpoint total. Bosses don't have much more than 40-50hp at this level. Change this to a temp hitpoint gain that scales much like false life. 1D4 in T1, increasing by 1D4 per tier.
Wild Ace could be more fun than, "Choose one of the other three!" like...I don't know, either change the damage to a magic type that you roll for (Poison, lightning, thunder, radiant, etc.) or add a D4 damage of that random type.
Shifting the odds is more powerful and longer range than thunderstep. It also doesn't seem to fit a mostly non magic character. A once a day teleport/invisibility combo much like Archfey Warlock makes this more balanced.
Holy hell is twist of fate broken at any level. DM rolls a 21 initiative for the dragon. Rogue rolls a 3+dex = 8 at level 13. The rest of the party rolls above a 10. Your BBEG encounter ends before your BBEG gets a turn. How about this instead: Once per long rest you can give yourself and charisma modifier number of friendly creatures advantage on an initiative roll. A nice once a day buff for the party that isn't broken, and it still leaves results up to the dice.
The level 17 ability feels like it's built more for a Paladin than a Rogue. All of the rogue's wild card gambit abilities should be short rest recharges instead of long rest.
Additionally, with joker's being wild the roll for what happens should also be random to keep with the theme of being a wildcard rogue. Roll a D8 and decide what the ability is. Here's my sample.
1. Gain the ability to cast fireball at 7th level once centered on yourself using your charisma modifier for your spell save DC. (Fitting for rolling a 1)
2. Gain 3 additional sneak attack dice for the next minute.
3. Gain the effects of the haste spell, no concentration required.
4. Gain the effects of a greater invisibility spell, no concentration required.
5. Gain the effects of the far step spell, no concentration required.
6. Cast Bigby's hand at 5th level, no concentration required.
7. Gain the ability to cast Steel wind strike once. Roll with advantage when making your spell attack.
8. Jackpot! Choose one of the abilities.
Anyway, these are my thoughts on the class. I think it could be really fun but as it's posted in the UA it's broken.
For Soulknife: isn't 1D6 bit low for the Dmg of the psychic blade? i mean this is a special ability, but if I would just use a Rapier instead i'd do 1D8, so it feels like i would be making myself weaker by using the class feature.. or am I missing something?
the 3 sub classes pulled from multiple champions from bilgewater in them. the fighter has miss fortune and graves, even the barbarian has some pyke inspired features. The subclasses aren't a direct reflection of only one champion.
pyke doesn't throw cards
pyke
yeah I don't see where they get the incorporeal form from. Twisted Fate that it is based on, is one of the squishiest champs in lol. And teleport will be difficult to balance I think.
Damage helps them not die, I don't know about you but would you rather be weak or strong. They are adventurers
Does anyone else wish they just gave the swashbuckler the maneuvers system of the fighter-battlemaster? That way they could do sword master things like riposting, parrying, feinting, disarming, etc.?
Could the soul knife make a good yondu from guardian of the galaxy or is there a better one?
I Copied down the Phantom and Soulknife Subclasses just in case they don't make it through playtesting. Also I feel as if the Soulknife should have like a mist form or something or a sense ability to sense the souls of others? just me ok.
If it didn't include the ability modifier, why would it specify that it's a 1d4 instead of 1d6? That specification, to me, indicates that the die is the only thing changed from the main hand attack. And yes, it does essentially give them two-weapon fighting stance... with their psychic weapons only. You can only make that offhand attack if you made the original attack with a psychic blade, after all. :) So to me it's a feature, not a bug.
Because halving the enemy's movement speed (compared to the rogue's ability to Dash as a bonus action) and limiting them to one attack on their turn is already enough (especially if that enemy has Multiattack).
what are the additional combat features for a arcane trickster? i got no idea.
Got a cuestion. The Shackle of the wild card doesn´t apply sneak attack? Why?
I don't think people complaining about something being weak means they don't care about the roleplay aspect. I think they just want the game to be balanced. People can care about balance and optimized builds in equality to how much they care about roleplay. Getting to actually play my characters is the part of D&D I'm most excited to try (I haven't had the chance to actually play yet because I can't find a group or DM), but I still try and optimize my characters to a certain extent because I want to make sure I can effectively contribute to the team functionally as well as narratively. Getting into character and creating super emotional and narratively compelling moments is what I live for! But that doesn't mean I'm willing to be dead weight to the party when combat inevitably starts.
Wild Card seems cool, might use this subclass of rogue as one of the bosses im using for a Kingdom Hearts campaign im DMing(this subclass sounds just like Luxord)
the flavor of phantom seems forced it seems more like oh look theres a rogue who has magic death powers! Coooooooooool!
Yeah Joker Wild feels like a really weird addition at the end. Personally I'd make level 17 look something like:
In the soulknife interview with Jeremy Crawford, he specifically calls out that the offhand attack is 1d4+dex. The UA also says that the initial attack is 1d6+dex mod and that the offhand replaces the d6 with a d4. This implies that the attack is the same except for the die size. DnDBeyond showing the offhand as 1d4+dex mod is correct