Rogue
Classic fifth-edition (2014) SRD 5.1 rules. The complete rules for this entry are reproduced below for use at the table.
- Hit Die: d8
- Saving Throws: DEX, INT
- Proficiencies: Light Armor, Simple Weapons, Longswords, Rapiers, Shortswords, Hand crossbows, Thieves' Tools, Saving Throw: DEX, Saving Throw: INT
- Skill choices: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Starting Equipment
- 1 × Leather Armor
- 2 × Dagger
- 1 × Thieves' Tools
- Choose: (a) a rapier or (b) a shortsword
- Choose: (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- Choose: (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
Class Progression
| Level | Proficiency Bonus | Features | Sneak Attack |
|---|---|---|---|
| 1 | +2 | Expertise, Sneak Attack, Thieves' Cant | 1d6 |
| 2 | +2 | Cunning Action | 1d6 |
| 3 | +2 | Roguish Archetype | 2d6 |
| 4 | +2 | Ability Score Improvement | 2d6 |
| 5 | +3 | Uncanny Dodge | 3d6 |
| 6 | +3 | Expertise | 3d6 |
| 7 | +3 | Evasion | 4d6 |
| 8 | +3 | Ability Score Improvement | 4d6 |
| 9 | +4 | Roguish Archetype feature | 5d6 |
| 10 | +4 | Ability Score Improvement | 5d6 |
| 11 | +4 | Reliable Talent | 6d6 |
| 12 | +4 | Ability Score Improvement | 6d6 |
| 13 | +5 | Roguish Archetype feature | 7d6 |
| 14 | +5 | Blindsense | 7d6 |
| 15 | +5 | Slippery Mind | 8d6 |
| 16 | +5 | Ability Score Improvement | 8d6 |
| 17 | +6 | Roguish Archetype feature | 9d6 |
| 18 | +6 | Elusive | 9d6 |
| 19 | +6 | Ability Score Improvement | 10d6 |
| 20 | +6 | Stroke of Luck | 10d6 |
Class Features
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. 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 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.
Roguish Archetype
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities, such as Thief. Additional archetypes are available in the original source material. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
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.
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.
Subclasses
- Arcane Trickster — Arcane Trickster (PHB)
- Assassin — Assassin (PHB)
- Inquisitive — Inquisitive (XGE)
- Mastermind — Mastermind (XGE)
- Phantom — Phantom (TCE)
- Scout — Scout (XGE)
- Soulknife — Soulknife (TCE)
- Swashbuckler — Swashbuckler (XGE)
- Thief — Thief (PHB)
Epic Levels 21-40
The following epic progression is fully summarized here for play on Tazzurath. All epic rules in this section use the purple epic-text style.
The character editor presents levels 1-40 as one Rogue class. When synchronized to Avrae, levels above 20 are automatically stored under ERogue while retaining the same subclass.
| Level | Proficiency Bonus | Sneak | Features |
|---|---|---|---|
| 21st | +7 | 10d8 | Expertise, Extra Attack |
| 22nd | +7 | 10d8 | Cunning Action Improvement, Reflexes |
| 23rd | +7 | 11d8 | Second Roguish Archetype |
| 24th | +7 | 11d8 | Ability Score Improvement |
| 25th | +8 | 11d8 | Uncanny Dodge Improvement |
| 26th | +8 | 11d8 | Unbreakable Mind |
| 27th | +8 | 12d8 | -- |
| 28th | +8 | 12d8 | Ability Score Improvement |
| 29th | +9 | 12d8 | Second Roguish Archetype Feature |
| 30th | +9 | 12d8 | Ability Score Improvement, Expertise |
| 31st | +9 | 13d8 | Extra Attack, Improved Sneak Attack |
| 32nd | +9 | 13d8 | Ability Score Improvement |
| 33rd | +10 | 13d8 | Second Roguish Archetype Feature |
| 34th | +10 | 13d8 | -- |
| 35th | +10 | 14d8 | -- |
| 36th | +10 | 14d8 | Ability Score Improvement |
| 37th | +11 | 14d8 | Second Roguish Archetype Feature |
| 38th | +11 | 14d8 | -- |
| 39th | +11 | 15d8 | -- |
| 40th | +12 | 15d8 | Ability Score Improvement, Absolute Attack |
Epic feature rules
Expertise
Choose two proficient skills or tools at level 21 and two more at level 30; double your proficiency bonus for checks using them.
Extra Attack
Attack twice at level 21 and three times at level 31 whenever you take the Attack action.
Cunning Action Improvement
A Cunning Action may perform two of Dash, Disengage, or Hide, and Dodge becomes another available option.
Reflexes
You can take two reactions each round.
Second Roguish Archetype
Choose another Roguish Archetype at level 23 and gain its corresponding features at levels 23, 27, 30, 35, and 38.
Ability Score Improvement
Gain 3 ability-score points. No score can exceed the character's total level. Instead, take a feat and increase one ability score by 1.
Uncanny Dodge Improvement
At level 25, when a visible attacker hits you, use your reaction to make a Dexterity save against its attack roll; exceeding the roll reduces the damage to 0.
Improved Sneak Attack
At level 31, when Sneak Attack is available during your Attack action, choose two attacks that both apply Sneak Attack or three attacks with Sneak Attack on one.
Unbreakable Mind
Gain advantage on Intelligence and Wisdom saving throws.
Absolute Strikes
At level 40, every attack you make adds your Sneak Attack damage.
Epic progression credited to Adalwolf's Epic Level Handbook: Players.