Rogue (5A)

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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.

You must have a Dexterity score of 13 or higher in order to multiclass in or out of this class.

The Rogue

The Rogue
Level Proficiency Bonus Sneak Attack Features
1st +2 1d6 Expertise, Sneak Attack, Thieves' Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Roguish Archetype, Steady Aim (Optional)
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion, Ready Strike
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Roguish Archetype feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Roguish Archetype feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Roguish Archetype feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck

Class Features

As a rogue, you gain 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, and scimitars. If 5A weapons are in use, add the sabre.
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 or (c) a light crossbow and a quiver of 20 bolts.
(a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack.
Studded 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. This allows you to slip in a message in Thieves' Cant into a normal conversation. 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. When in an urban environment or a place frequented by treasure hunters (such as many dungeons) you can use an Intelligence (Investigation) check to find such information.

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 Ready, Dash, Disengage, or Hide action.

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

  1. Acrobat5A
  2. Arcane Trickster
  3. Assassin
  4. Barber5A
  5. Chirurgeon5A
  6. Curse-HandedEN
  7. Ghost Gunner5A
  8. Heavy5A
  9. Holy Slayer5A
  10. Mage Slayer5A
  11. Inquisitive
  12. Mastermind
  13. Mountebank5A
  14. Pet Partner5A
  15. Phantom
  16. Saint of Sinners5A
  17. Sapper5A
  18. Scout
  19. Soulknife
  20. Swashbuckler
  21. Thief
  22. Valet5A
  23. Witch HunterEN

Steady Aim

At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn. and after you use the bonus action, your speed is 0 until the end of the current turn.

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.

Ready Strike

At 5th levels you learn to always be ready. When a creature moves into a space within 5 ft. of you, you can use a reaction to make a weapon attack against them.

Uncanny Dodge

Starting at 5th level, when you take damage, you can use a reaction to gain resistance to all damage until the start of your next turn. an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

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. have Blindsight with a range of 10 ft.

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.

Designer's Notes

I get the feeling that the entire rogue class and the subclasses in the PH were made at an early point in the design process, and the rules then changed. The primary clue is found in Cunning Action "You can take a bonus action on each of your turns in combat." The implication is that bonus actions is something only rogues get.

I think this is the reason why rogues and rogue subclasses from the Player's Handbook are so weak: the other classes were developed later, where power standards were higher.

This revision has three major items.

First, Cunning Action can now be used to ready, and the new Ready Strike ability. Both these things make it easier for the rogue to get a sneak attack outside of their own turn. Ready Strike comes at the point where some other classes gain an additional attack.

Second, Uncanny Dodge now gives resistance to attack damage until the start of your next turn. This is quite powerful, especially since the rogue tends to try and hang back, so only occasional attacks are likely. But considering the weak defenses the rogue has, and the high cost of a reaction to a rogue (see the preceding paragraph), I think it has to be this good. Compare it to the Shield spell the Arcane trickster is likely to learn. A finesse is that once you have used this, intelligent enemies are unlikely to attack you again, which is like a second layer of defense..

Third, Blindsense now gives actual blindsight. Since the location of an invisible creature is known until they take an action to Hide, which only rogues do in combat, the old ability basically did nothing.