
Rogue Class Details
Primary Ability | Dexterity |
---|---|
Hit Point Die | D8 per Rogue level |
Saving Throw Proficiencies | Dexterity and Intelligence |
Skill Proficiencies | Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth |
Weapon Proficiencies | Simple weapons and Martial weapons that have the Finesse or Light property |
Tool Proficiencies | Thieves’ Tools |
Armor Training | Light armor |
Starting Equipment | Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or (B) 100 GP |
Rogues rely on cunning, 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. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise strike than wear an opponent down with a barrage of blows.
Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue’s relation to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.
Becoming a Rogue...
As a Level 1 Character
- Gain all the traits in the Core Rogue Traits table.
- Gain the Rogue’s level 1 features, which are listed in the Rogue Features table.
As a Multiclass Character
- Gain the following traits from the Core Rogue Traits table: Hit Point Die, proficiency in one skill of your choice from the Rogue’s skill list, proficiency with Thieves’ Tools, and training with Light armor.
- Gain the Rogue’s level 1 features, which are listed in the Rogue Features table.
Level | Proficiency Bonus | Class Features | Sneak Attack |
---|---|---|---|
1 | +2 | Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery | 1d6 |
2 | +2 | Cunning Action | 1d6 |
3 | +2 | Rogue Subclass, Steady Aim | 2d6 |
4 | +2 | Ability Score Improvement | 2d6 |
5 | +3 | Cunning Strike, Uncanny Dodge | 3d6 |
6 | +3 | Expertise | 3d6 |
7 | +3 | Evasion, Reliable Talent | 4d6 |
8 | +3 | Ability Score Improvement | 4d6 |
9 | +4 | Subclass feature | 5d6 |
10 | +4 | Ability Score Improvement | 5d6 |
11 | +4 | Improved Cunning Strike | 6d6 |
12 | +4 | Ability Score Improvement | 6d6 |
13 | +5 | Subclass feature | 7d6 |
14 | +5 | Devious Strikes | 7d6 |
15 | +5 | Slippery Mind | 8d6 |
16 | +5 | Ability Score Improvement | 8d6 |
17 | +6 | Subclass feature | 9d6 |
18 | +6 | Elusive | 9d6 |
19 | +6 | Epic Boon | 10d6 |
20 | +6 | Stroke of Luck | 10d6 |
Rogue Class Features
As a Rogue, you gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table.
Level 1: Expertise
You gain Expertise in two of your skill proficiencies of your choice.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Level 1: Sneak Attack
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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type.
You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
Level 1: Thieves’ Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves’ Cant and one other language of your choice.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Level 2: Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Level 3: Rogue Subclass
You gain a Rogue subclass of your choice. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass’s features that are of your Rogue level or lower.
Level 3: Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.
Level 5: Cunning Strike
You’ve developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling.
If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner’s Kit on your person.
Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Level 5: Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down).
Level 7: Evasion
You can nimbly dodge out of the way of certain dangers. When you’re 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. You can’t use this feature if you have the Incapacitated condition.
Level 7: Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 11: Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 14: Devious Strikes
You’ve practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15: Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 18: Elusive
You’re so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Level 20: Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest.
Rogue Subclasses
A Rogue subclass is a specialization that grants you features at certain Rogue levels, as specified in the subclass.
Thief
Hunt for Treasure as a Classic Adventurer
A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.
Level 3: Fast Hands
As a Bonus Action, you can do one of the following.
Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket.
Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action.
Level 3: Second-Story Work
You’ve trained to get into especially hard-to-reach places, granting you these benefits.
Climber. You gain a Climb Speed equal to your Speed.
Jumper. You can determine your jump distance using your Dexterity rather than your Strength.
Level 9: Supreme Sneak
You gain the following Cunning Strike option.
Stealth Attack (Cost: 1d6). If you have the Hide action’s Invisible condition, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.
Level 13: Use Magic Device
You’ve learned how to maximize use of magic items, granting you the following benefits.
Attunement. You can attune to up to four magic items at once.
Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.
Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.
Level 17: Thief’s Reflexes
You are 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.
Seriously? It literally means exactly what it says. It's not changing the sneak attack damage, or it would say that. It says "extra damage of the weapon's type". So that's just literally extra damage on top, and the type of damage is dictated by the weapon. Piercing, blunt, slashing... potentially elemental if say, you're using a torch as an improvised weapon... and the amount of damage is equal to your rogue level. Clearly this has nothing to do with your sneak attack damage, or your damage would literally be decreasing. Just read the text man. Slow down, stop, and parse it word by word. This isn't legalese, it says it very clearly.
In short, you keep your sneak attack damage... and this is, as it says, extra.
Rogue update is really good, weapon masteries aside (Dual wield daggers go brr and you still have bonus action after for even more shenanigans...)
Fixing the language of a the subclasses as well as giving them a bit of polish is great, especially for the Thief. Assassin updates are also good.
I like how Cunning strikes are an optional thing you can do to augment your sneak attacks, you can flavor it in so many ways and it allows you to potentially stack debuffs on a target, it also allows you to get features similar to the battle master, but not so much that it's a copy paste situation, It allows the player to become the agent of chaos because rogues go first quite a bit or at least close to the top of the turn order. imagine getting a sneak attack off and opting to trip someone, and succeeding out the gate (Heck assassin gets more damage just to make up for the "damage loss"). It does suck that a lot of them are con saves but we have yet to get the new MM so they might take this into account.
Sure you lose out on damage but I think it's fair to say that this game isn't the only way you win by killing the enemy, this gives the rogue more options to help CAPTURE a target. Think if a guy has a bounty on him where he is worth more alive than dead.
After all this is a roleplaying game, we are here to have fun not to "Win" with big numbers.
can you add all of the subclasses
like if your rouge level 4 lets say and you attacked with slashing you add 4 slashing bc it's the damage type and your rouge level.
I'm confused here. What depleting resource? Are you talking about a specific subclass, or rogues as a whole?
If it’s a piercing weapon you do damage equal to your level as piercing damage. If it’s slashing, slashing.
So I'm wracking my brain and read through these comments, does anyone know what exactly Surprising Strikes under Assassin means? Maybe I'm just being dumb...
Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn’t taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon’s type equal to your Rogue level.
What the hell does "extra damage of the weapon's type equal to your rogue level mean?" Is it changing the sneak attack d6 to the weapon's hit die? Is it changing the damage to piercing or bludgeoning based on the weapon, but still follows the sneak attack table? I can't for the life of me figure this one out.
Casting a spell is a Magic Action so technically yes.
giving the rogue a depleting resource defeats the purpose of it being the only class without one
I honestly don't see why rogues have to spend their sneak attack dice for cunning actions. Why didn't they just get a new resource like cunning points, like a monk to spend, or cunning dice, like a battle master to spend for their cunning actions.
I kind of feel the last 2 features for AT are a little underwhelming for this rework
I do like the spell thief capstone feature, but i feel that the spell you steal should get a once per day free casting of it, and then its just on your spell list to use if you grabbed a spell you have spell slots for. They just need to reword that "and its a level you can cast bit"
the level 13 ability i was hoping for something more like band of the mystic scoundrel, if you take an attack action or a magic action you can cast an illusion or enchantment spell as a bonus action, still no 2 leveled spells on the same turn rules as normal.
Just some wishful thinking that I am screaming here into the void.
Never mind, found it
For Level 6 of rogue where is the description for Expertise?
Rule of thumb: 2 Features at the first subclass level (in this case 3) And 1 every subclass feature thereafter.
Commonly, one of the features in the beginning is a ribbon feature, which seems to be second-story work.
hi
I hate that the subclass feature descriptions, do not say "At level X, ....." Pain in @$$ to have to scroll back to chart at the top. Then the chart doesn't list what feature you get. So, I assume that since there are 3 subclass feature adds in chart, I take the last three features in chart are those. I initially thought I got all of these with subclass.
Oh lol, I was just looking at it's spell table .-.
Arcane trickster still has cantrips, as described here:
You still gain a 4th cantrip when you reach 10th level. The only difference between this and the 2014 version is that you can swap one of your cantrips whenever you gain a level.
Why did they remove Cantrips from arcane trickster????????? :(
So for the Thief's Fast Hands: Use Object feature. For the Magic action part. Does that include items that cast spell or just items that specifically indicate that they have the Magic Action on it.
For instance if you look at the 2024 version of the Helm of Brilliance it has features that say use a Magic action and another that is you can cast a spell. For its Fire Opal Flames Feature there would be no argument but for the Spells element would that work this this feature?
Personally right now I am inclined to only think it works with items that specifically have a Magic Action trigger in them and not the ones that grant you a the ability to cast a spell even though that would also be a magic action. This also works into how some of these items have spells that have cast times longer than an action which then produces a potentially odd interaction.
Are there other opinions on this?
please put the level you get the ability next to each one.