Rogue

Class Features
Rogues might be ruthless criminals, sly tricksters, deadly assassins, or good hearted thieves who steal from the rich and give to the poor. Whichever way you decide to play one, you're guaranteed to have a number of tricks to help you achieve your goals.

Saving Throws

 * Dexterity
 * Intelligence

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
 * 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

Sneak Attack
You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal 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. As you gain levels, the amount of damage increases, as shown on the level table.
 * 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.
 * Rogues typically only get one Sneak Attack per round of combat. However if some circumstance or feature allows them to react during another creature's turn, such as an Attack of Opportunity, the Battlemaster's Commander’s Strike, or the Thief Archetype's "Thief's Reflexes", and all other qualifications are met, the Rogue may get a second or third Sneak Attack during a single round of combat.

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.

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 your second 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 Archetypes
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities:
 * Thief
 * [|Assassin]
 * [Trickster|Arcane Trickster]
 * [|Inquisitive]
 * [|Mastermind]
 * [|Scout]
 * [|Swashbuckler]

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. Alternately you can take a [|Feat] in place of your Ability Score Improvement.

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.
 * Only damage resulting from attack rolls such as melee attacks, ranged attacks, or spells with attack rolls (i.e. firebolt, guiding bolt) qualify for Uncanny Dodge.
 * Due to the restriction of using your Reaction, only one attack per round can qualify for Uncanny Dodge.

Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a 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. Choose between Assassin, Thief, Arcane Trickster, Scout, and Swashbuckler.

Assassin
You focus your training on the grim art of death. Those who adhere to this archetype are diverse hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Bonus Proficiencies

 * You gain proficiency with the disguise kit and the poisoner’s kit.

Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have Advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
 * For reference, creatures that are "Surprised" can't move or take actions on their first turn of combat if they fail to notice approaching threats. This is done by comparing the Dexterity (stealth) checks of those hiding to the Wisdom (perception) checks of those not at the start of combat.

Infiltration Expertise
Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certificates to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Impostor
At the 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (deception) check you make to avoid detection.

Death strike
Starting at the 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus.) On a failed save, double the damage of your attack against the creature.

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Thief
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:
 * 1) Make a Dexterity (Sleight of Hand) check
 * 2) Use your thieves’ tools to disarm a trap or open a lock.
 * 3) 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. During each of those separate turns, you get an action and a bonus action, totaling two of each on your first round of combat. Because these are considered two separate turns, you may also Sneak Attack per the normal rules (if eligible) on each turn. That said, you can’t use this feature when you are surprised.

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Arcane Trickster
Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.

Spellcasting
Arcane Tricksters gain the ability to cast Wizard spells to enhance their abilities, trick their foes, and defend themselves more effectively.
 * Cantrips: You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. At 10th level you learn another cantrip from the wizard spell list.
 * Spells Known: You know three 1st level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. The third can be from any school of magic.
 * Thereafter you learn another spell at levels 4, 7, 8, 10, 11, 13, 14, 16, 19, and 20.
 * The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
 * Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list (of a level you can cast).
 * Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. Your spell saving throw DC is 8+ your proficiency bonus + your Intelligence modifier. Your spell attack bonus is your proficiency bonus + your Intelligence modifier.
 * Spell Slots: You start with two 1st level spell slots at Rogue level 3, and gain more as you gain more Rogue levels.

Mage Hand Legerdemain
Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.
 * You can stow one object the hand is holding in a container worn or carried by another creature.
 * You can retrieve an object in a container worn or carried by another creature.
 * You can use thieves’ tools to pick locks and disarm traps at range.

Magical Ambush
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Versatile Trickster
At 13th level, you gain the ability to distract targets with your Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you Advantage on attack rolls against that creature until the end of the turn, and therefore allowing you to Sneak Attack the creature when nobody else is within 5 feet.

Spell Thief
At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. -
 * Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your Reaction to force the creature to make a saving throw with its spellcasting ability modifier.
 * The DC equals your spell save DC and on a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell).
 * For the next 8 hours, you know the spell, can cast it using your spell slots, and the creature can’t cast that spell until the 8 hours have passed.
 * Once you use this feature, you can’t use it again until you finish a long rest.

Inquisitive (Unearthed Arcana)
As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for details, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.

Ear for Deceit
When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to sense if a creature is lying, you use the total of your check or 8 + your Wisdom modifier, whichever is higher. If you are proficient in Insight, you add your proficiency bonus to the fixed result. If you chose Insight as a skill augmented by your Expertise feature, add double your proficiency bonus.

Eye for Detail
Starting at 3rd level, you can use the bonus action granted by your Cunning Action feature to make a Wisdom (Perception) check to spot a hidden creature or object, to make an Intelligence (Investigation) check to uncover and decipher clues, or to use Insightful Fighting (see below).

Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As an action (or as a bonus action using Eye for Detail), you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, opposed by the target’s Charisma (Deception) check. If you succeed, you can use Sneak Attack against that creature even if you do not have advantage against it or if no enemy of the target is within 5 feet of it. You can use Sneak Attack in this way even if you have disadvantage against the target. This benefit lasts for 1 minute or until you successfully use Insightful Fighting against a different target.

Steady Eye
At 9th level, you gain advantage on any Wisdom (Perception) check made on your turn to find a hidden creature or object if you do not move during that turn. If you use this ability before moving, you cannot move or ready movement during your turn.

Unerring Eye
At 13th level, you gain the ability to detect magical deception. As an action, you sense the presence within 30 feet of you of illusions, shapechanger creatures not in their true form, and other magic designed to deceive the senses. Though you determine that an effect is attempting to trick you, you gain no special insight into what is hidden or its true nature.

Eye for Weakness
At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 2d6.

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Mastermind
Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.

Master of Intrigue
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language.

Master of Tactics
Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

Insightful Manipulator
Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.
 * Intelligence score
 * Wisdom score
 * Charisma score
 * Class levels (if any)

Misdirection
Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

Soul of Deceit
Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can’t be compelled to tell the truth by magic.

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Scout (Unearthed Arcana)
You are skilled in woodcraft and stealth, allowing you to range ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and fighters, as they serve as the eyes and ears of war bands across the world. Compared to other rogues, you are skilled at surviving in the wilds.

Survivalist
When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Superior Mobility
At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Ambush Master
Starting at 13th level, you excel at leading ambushes. If any of your foes are surprised, you can use a bonus action on your turn in the first round of the combat to grant each ally who can see you a +5 bonus to initiative that lasts until the combat ends. If the initiative bonus would increase an ally’s initiative above yours, the ally’s initiative instead equals your initiative. Each of the allies also receives a 10 -foot increase to speed that lasts until the end of the ally’s next turn.

Sudden Strike
Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but only if the attack is the only one you make against the target this turn.

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Scout (Xanathar's)
You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter — these are just a few of the roles that Scouts assume as they range the world.

Survivalist
When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival 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.

Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Superior Mobility
At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Ambush Master
Starting at 13th level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

Sudden Strike
Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn.

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Swashbuckler
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

Fancy Footwork
When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Two‐Weapon Fighting Note: Other rogue characters must use a cunning action to Disengage if they want to escape a melee, but you can use your bonus action to fight with two weapons, and then safely evade each foe you attacked.

Rakish Audacity
Starting at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls. In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.

Panache
At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
 * If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
 * If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Elegant Maneuver
Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Master Duelist
Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.