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.

Class Profile

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


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.


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, (b) a shortsword, (c) a light crossbow and a quiver of 20 bolts, or (d) a hand 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.

Alternatively you can start with 4d4 x 10 gp or 100 gp.


You must have a Dexterity of 13 to multiclass into or out of this class.

Multiclassing into the class gives you proficiency with light armor, one skill from the rogue skill list, and thieves' tools.

Rogue multiclassing gives no spellcasing progression, or one-third progression if you have a subclass with spell progression such as the Arcane Trickster.

Rogue Table

The Rogue
Level Proficiency Bonus Sneak Attack Features
1st +2 1d6 Expertise, Sneak Attack, Thieves' Cant
2nd +2 1d6 Cunning Action, Limited Darkvision
3rd +2 2d6 Roguish Archetype, Steady Aim
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge, Ready Strike
6th +3 3d6 Expertise
7th +3 4d6 Evasion
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.


At 1st level, choose two of your skill, vehicle, or tool 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 Dash, Disengage, or Hide action.

Limited Darkvision

At 2nd level you have developed your perception to such a degree that you can see in the dark. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Roguish Archetype

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

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.

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.

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.

Ready Strike

At 5th level you can always be ready for an opportunity to come up. Add Ready to the actions you can use with Cunning Action.


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 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.

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.


Starting at 14th level, if you are able to hear, you have Blindsight with a range of 10 ft. 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.


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 other classes then developed in a more powerful direction. 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, when power standards were higher.

This revision has three major items.

First, all rogues get limited darkvision at level 2. This allows rogues of races that do not have darkvision to function as scouts in a dungeon, an essential function for a rogue.

Second, Ready Strike greatly improves the rogue's ability to act outside their own turn. Doing so potentially allows a second Sneak Attack in a round.

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.