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Rogue

Criminals, spies, or secret agents. Rogues are specialized masters of many skills  and strike with precision, dealing devastating blows to single targets.

The rogue class presented here has most of the same abilities it did in baseline 5e rules, but most of the abilities have been shuffled around. We also made sneak attack easier to perform, tweaked the rogue's high level abilities, and gave them a new high level ability. Existing 5e subclasses will all work mechanically with this form of the rogue class. Click here for a summary of changes.



Level 1 Rogues

When you create a level 1 rogue, follow these steps to add the following to your character:

Ability Scores

You can take one of these recommended ability score arrays, or you can roll or assign them yourself. You can switch any two ability scores, but you do not add any further bonuses (they're already included).

Strength: 8   Dexterity: 16   Constitution: 14   Intelligence: 10   Wisdom: 10   Charisma: 16 

Strength: 8   Dexterity: 14   Constitution: 14   Intelligence: 12  Wisdom: 12   Charisma: 16  

Feat

You gain a level 1 feat of your choice. You can choose from the feats available to all classes or choose a level 1 class-specific feat, if there is one available.​

Hit Points

At First Level: 8 + Constitution Modifier

At Higher Levels: 1d8 (or 5) + Constitution Modifier

Hit Dice: 1d8 per rogue level

 

Proficiencies

Armor: Light Armor

Weapons: Simple Weapons, Hand Crossbows, Rapiers, Scimitars, and Shortswords

Tools: Thieves' Tools, and either an Exploration Tool -OR- Forgery Kit -OR- Poisoner's Tools

Saving Throws: Dexterity, Intelligence

Skill Proficiencies: four of: Acrobatics, Athletics, Deception, Engineering, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Language: Thieves' Cant. If you later learn Thieves' Cant, you can instead choose a different language.

 

Items

Multiclass Characters

Instead of leveling up in your original class, you can take a rogue level when you level up. When you do, you gain only a portion of what first level rogues gain.

Class Features

Class features here are sorted by level. When you reach a level as indicated by the icons on the left, you gain all feature or feature improvements listed between the red lines. For example, at first level Rogues gain the Expertise and Sneak Attack abilities.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. Click here for more information on our changes.

Archery

You gain a +2 bonus to attack rolls you make with ranged and thrown weapons.

Defense

While you are wearing armor, you gain a +1 bonus to Armor Class.​

Protection

Reaction - 1 Ally (5 ft.)

When a creature hits one of your allies with an attack and that ally is within 5 ft. of you, you can force the attacker to reroll the attack, targeting you instead. You must be holding a shield or melee weapon to use this ability.

Single Weapon Fighting

When you are wielding a single one or two-handed melee weapon and no other weapons, you gain a +2 bonus to damage rolls with that weapon.​

Two-Weapon Fighting

When you make an attack with an off-hand weapon, you do not suffer disadvantage on the attack roll. As normal, your off-hand weapon must be Light.

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Sneak Attack

Once Per Turn - 1 Creature

You know how to strike subtly and exploit a foe's distraction. You can deal extra damage to one creature you hit with a weapon attack. This damage counts as part of the attack, and if you roll critical hit and use sneak attack, your sneak attack damage is doubled. To deal this extra damage, your weapon cannot be a Heavy melee weapon, and you must meet one of the following criteria:

  • You have advantage on the attack roll against your target

  • Your target is within 5 ft. of another creature hostile to them, and the other creature is not incapacitated


Your Sneak Attack damage increases as you gain levels in this class, listed below and in the Sneak Attack column of the Rogue Progression Table.


Further Context

Let's say a rogue is attacking a bandit, and the bandit is also attacking a goblin. The rogue gets to add Sneak Attack because the goblin is hostile to the bandit, even though the rogue and the goblin are not allies.

If the goblin were to be stunned, the rogue could not use Sneak Attack on the bandit because the stunned condition will make the goblin incapacitated.

If the goblin were to die, but the rogue gained advantage because the bandit was knocked prone, the rogue could use Sneak Attack.


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Cunning Action

Bonus Action - Self

Your quick thinking and agility allow you to move and act quickly.

You can use Thieves' Tools or take the Dash, Disengage, or Hide action. You cannot use the Dash action twice in one turn, as normal.​​

Skill Expertise

Choose any two skills with which you have proficiency. You gain expertise (add double your proficiency bonus) with the chosen skills.

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Sneak Attack Improvement

Your Sneak Attack damage increases to 2d6.

Precision Attack

When you deal Sneak Attack damage, you can sacrifice damage on your attack for a secondary effect. This can reduce your sneak attack damage to 0, but still add a secondary effect. Sometimes, these sneak attack options change the damage type of your sneak attack damage. Some require you to be within 5 ft. of your target. Otherwise, these options function exactly the same as Sneak Attack.

When a sneak attack option requires the target to roll a saving throw, the DC is equal to 8 + your proficiency bonus + your strength or dexterity modifier (whichever is higher).

Choose one of the following Precision Attacks. You gain another at levels 7 and 11.

Hamstring

Alternative Sneak Attack - 1 Creature - 1 Round

You can sacrifice 1d6 of your sneak attack damage to briefly hobble your target's movement.

Dexterity Save

  • Failure: Sneak Attack (-1d6) damage. Target's speed is halved.

  • Success: Sneak Attack (-1d6) damage.

Knockdown

Alternative Melee Sneak Attack - 1 Creature

You can sacrifice 1d6 of your sneak attack damage to knock your target off their feet. You can use this option with melee attacks only.

Strength Save

  • Failure: Sneak Attack (-1d6) bludgeoning damage. Target falls prone.

  • Success: Sneak Attack (-1d6) bludgeoning damage.

Poisoned Weapon

Prerequisite: Proficiency with Poisoning Tools

Alternative Sneak Attack - 1 Creature - 1 Minute

You can sacrifice 2d6 of your sneak attack damage to poison them.

Constitution Save

  • Failure: Sneak Attack (-2d6) poison damage. Target is poisoned. Target rolls again at end of their turns, ending effect on success.

  • Success: Sneak Attack (-2d6) poison damage.

Slicing Blow

Alternative Sneak Attack - 1 Creature

You can transform your sneak attack into an ability that gashes and bleeds your target.

  • On Hit: Sneak Attack slashing damage. If your target has blood, they are drained a number of hit points equal to the sneak attack damage you deal. This drained effect lasts until the target finishes a long rest.


Roguish Archetype

You choose an archetype to embody. Your choice of roguish archetype represents training or exceptional practice at a roguish skillset. Your archetype grants you features at this level and again at 6th, 10th, and 14th level, also listed below.

Roguish Archetypes published elsewhere are compatible with this version of the rogue class.

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Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, and 16th 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.

Feat

At this level and every level you gain an ability score improvement, you also gain a feat of your choice.

Sneak Attack Improvement

Your Sneak Attack damage increases to 3d6.

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Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn. If you are dual-wielding, your off-hand attack brings you to a total of three attacks.

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Roguish Archetype Feature

Your chosen Roguish Archetype grants you a new feature. 

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Sneak Attack Improvement

Your Sneak Attack damage increases to 4d6.

Evasion

Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball 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. This ability does not function if you are incapacitated.

Precision Attack

Choose one of the following Precision Attacks or one of the level 3 options. You gain another at level 11.

Focusing Strike

Alternative Sneak Attack - 1 Creature

You can sacrifice 1d6 of your sneak attack damage to refocus your mind in the heat of battle.

Sand in the Eyes

Alternative Melee Sneak Attack - 1 Creature - 1 Round

You can sacrifice 2d6 of your sneak attack damage to briefly blind your target with sand, dirt, or something else in your environment. You can use this option with melee attacks only.​

Constitution Save

  • Failure: Sneak Attack (-2d6) damage. Target is blinded.

  • Success: Sneak Attack (-2d6) damage.

Sunder

Alternative Sneak Attack - 1 Creature - 1 Round

You can sacrifice 2d6 of your sneak attack damage to temporarily create an opening in your enemy's armor or defenses.

Dexterity Save

  • Failure: Sneak Attack (-2d6) damage. All attacks against the target have advantage.

  • Success: Sneak Attack (-2d6) damage.


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Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, and 16th 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.

Feat

At this level and every level you gain an ability score improvement, you also gain a feat of your choice.

Sneak Attack Improvement

Your Sneak Attack damage increases to 5d6.

Slippery Mind

You have acquired greater mental strength. You gain proficiency in Wisdom saving throws. If you already this proficiency, you may choose any other saving throw to become proficient in.

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Roguish Archetype Feature

Your chosen Roguish Archetype grants you a new feature. 

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Sneak Attack Improvement

Your Sneak Attack damage increases to 6d6.

Precision Attack

Choose one of the following Precision Attacks or one of the previous level 7 options or level 3 options.

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Sap

Alternative Sneak Attack - 1 Creature - 1 Round

You can sacrifice 3d6 of your sneak attack damage to strike your target in just the right way to disorient them.

Constitution Save

  • Failure: Sneak Attack (-3d6) damage. Target is dazed.

  • Success: Sneak Attack (-3d6) damage.

Throat Punch

Alternative Melee Sneak Attack - 1 Creature - 1 Round

You can sacrifice 1d6 of your sneak attack damage to interrupt and briefly prevent your opponent from speaking. You can use this option with melee attacks only.

Constitution Save

  • Failure: Sneak Attack (-1d6) damage. Target is silenced.

  • Success: Sneak Attack (-1d6) damage.

Vicious Wound

Alternative Sneak Attack - 1 Creature - 8 Hours

You can sacrifice 3d6 of your sneak attack damage to injure your target and prevent them from fighting at full effectiveness.

Constitution Save

  • Failure: Sneak Attack (-3d6) damage. Target takes one level of exhaustion.

  • Success: Sneak Attack (-3d6) damage.


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Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, and 16th 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.

Feat

At this level and every level you gain an ability score improvement, you also gain a feat of your choice.

Sneak Attack Improvement

Your Sneak Attack damage increases to 7d6.

Reliable Talent

You have refined your chosen skills until they approach perfection. Whenever you make an ability check (including a skill check or ability check using tools) that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

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Roguish Archetype Feature

Your chosen Roguish Archetype grants you a new feature. 

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Sneak Attack Improvement

Your Sneak Attack damage increases to 8d6.

Precision Attack

Choose one of the Precision Attack options from the level 11 optionslevel 7 options or level 3 options.

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Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, and 16th 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.

Feat

At this level and every level you gain an ability score improvement, you also gain a feat of your choice.

Sneak Attack Improvement

Your Sneak Attack damage increases to 9d6.

Elusive

You are so evasive that attackers rarely gain the upper hand against you. Any creature that would normally have advantage on an attack roll against you rolls without advantage, unless you are incapacitated.

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Blindsight

You remain aware of creatures and objects near you even when you can't see them. You have blindsight with a radius of 30 ft. ​

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Superior Ability

You increase one ability score of your choice by 2, to a maximum of 22.

Sneak Attack Improvement

Your Sneak Attack damage increases to 10d6.

Sneak Attack Improvement

Your Sneak Attack damage increases to 9d6.

Elusive

You are so evasive that attackers rarely gain the upper hand against you. Any creature that would normally have advantage on an attack roll against you rolls without advantage, unless you are incapacitated.

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