
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.
So.... I kinda feel that mechanically speaking, Phantom is very underpowered, (while imo, Revived was very overpowered) the wailing attack is nice, but I think half the sneak attack die is kinda low, since that makes it only a fourth of your rogue level, rounded up. And the trinkets seem extremely useless till 13 when you can use them to Ghostwalk. Ghostwalking also seems too slow, maybe half your movement speed would be better, or even a third, but having it set at 10ft seems way to slow. (I think saying a third is better then 10ft, even though most characters have a base speed of 30, to suggest players go into movement speed increases to help themselves move faster) I will say that the last ability sounds great, dealing 14d6(5d6 from the wail, and the normal 9d6 from sneak attack)in damage to a target in addition to your weapon damage, giving high single target damage more reliably then Assassin even. Also, the asking the dead a question seems very bad, since they can lie, and want to leave as soon as possible, and its very likely your party would be the source of their death ( making them way more likely to lie )
Maybe to make it better, there should be a Con save attached to the wail, 8+Prof+Wis or Int, for full sneak attack dices instead of half, or even remove the charges of wail you have,change the trinkets so the ghosts Can't lie, but will answer the questions as directly as possible (or maybe you can tell when they lie?) Either way to limit the info you get without completely putting the players at the DM's mercy on what you learn, if anything.
You just learn to harness you magical ability. you don't have to multi class you just gain spellcasting at level 3 if you choose that subclass and you can just use the table as well as the features in order to find out your slots as well as spells
You would double the total damage of the attack so (20d6)*2 in this situation, rather than add an additional 10d6
How do you get access to Arcane Trickster archetype? I had to work-around by creating a Rogue - Wizard dual class character.
it doesnt double the dice it doubles the damage of the dice so if you used both it would be 20d6 and then times 2 whatever you rolled
Not gonna lie, the Swashbuckler Archetype reminds me of Zorro, its just perfect for the character.
question about Assassin/Assassinate/Death Strike:
At 17th level, the Assassin with a shortsword gets 9d6 sneak attack damage + 1d6 normal damage. Using Assassinate (surprise), the Assassin gets a critical hit, doubling the damage dice to 20d6. Does Death Strike double the 20d6, or does it just give an additional 10d6?
How about Sneak Attack with right hand, Bonus Attack with left hand, Move normally?
I'm trying to make a rogue gumshoe
They’re in the Player’s Handbook. You can buy them digitally on here for $1.99 each, or at discounted prices with other things.
sawshbucklers be like. In learning: Teacher:Hit,scream and run. swashbuclker:*Stab* *runs like a ****** Teacher:good job anyone else? Every other rouge using the 3 level disengaige: Yea im ok
where did assasin and arcane boi go...
Did you find it? If not I know where you can find it :)
I'm loving the changes to The Revived (now Phantom). Some of the feature changes could add to the mystery to your characters backstory if you and your character do not know it. Take Tokens of the Departed in that the information it gives phantoms does not need to be truthful. It also helps that you can't spam it like Revives could before by putting yourself into critical.
Just google revived 5e and the WotC UA PDF with it should pop up
i really wish I could find where the info for the revived went.
I am pretty sure that's how it is supposed to be used.
Of course you can.
That would make you un-hidden.
What you could do is: Cunning action to dash, disengage or even hide (but it doesn't make sense), immediately after Bolts from the Grave, and then hide as an action. Now you're hidden on the end of your turn and can even move if you haven't before cunning action.
But, depending on your GM hiding may not be so accessible to use consistently in every turn, unless you're fighting in the cornfield.
In my opinion where this skill shines is when you use it as second ranged attack similarly to two-weapon fighting. You shoot your crossbow/throw dagger than use cunning action to whatever and shoot Bolt (or the other way around depending on situation). That gives you second chance of landing sneak attack damage (similarly as bonus action to attack with off-hand but Bolt doesn't strip you of bonus action, although no weapon damage). 30feet is a lot and getting two attacks is a strong feature, especially assuming that you couldn't use sneak attack normally during said round. Then your 2d6 is already stronger than light crossbow, and potentially you can add your DEX modifier to damage twice per round (which is a lot if you have +5) without getting a Feat (which would be necessary to do it in melee). Also it doesn't use any kind of ammunition and is accessible even when you're stripped of all your gear, which means that when using before-mentioned tactics of hiding you can run circles around enemy, being butt-naked without any gear and spam them with your necrotic damage and still remain unseen (in the cornfield, of course), while as plain rogue you could at best punch them for about 1dmg (since STR is usually dump stat).
Is The Revived not balanced? It's stronger than Inquisitive buy weaker than Arcane Trickster. So I guess it is?
why can i not have assassin or arcane tricster
You have a good point, especially about using a ranged or finesse weapon, but you can just use your Cunning Action to hide, then use this. (I don't know for sure if that's actually accurate, but I'll just assume it is for the sake of discussion.) Alternately, if you dash, you'll be 60 ft. away (for most races), and (I'm pretty new to D&D, so I might be wrong here) it seems like many enemies, especially at lower levels, don't have a ranged attack. You can throw a (poisoned) dagger from, let's say, 20 ft. (normal range). You then either dash or hide, then use your Bolt from 80 ft. if you dashed. Actually, looking at it again, it has a range of 30 ft., so never mind that. I also see that it requires an attack roll, so yeah, it's balanced enough.
Well for one you can't hide afterwards so you're probably gonna get hit, but all the other stuff you described can already happen with sneak attack, most people use finesse or ranged weapons with sneak attack which add your Dex bonus, yes, not to every roll, but that is why it takes your cunning action coming first, to make it less powerful, you can throw Daggers or use ranged weapons for range, you can't poison bolts, just like soul knife's psychic blade, more powerful than a normal dagger, but less utility from poisons, if you ever wanted to go that route of course, and lastly, if you just get a magic weapon you overcome magic resistances, so yes, it is more powerful at face value, but it sorta evens out when you look at the actual gameplay of it, plus Revived is being replaced with a subclass called Phantom soon, thus it is archived, but it's sneak attack modification is even more powerful so just get ready for that.