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Rogue (One)

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Noncanon

Rogue [1] class (pointer)
Class Group: Experts
Primary Abiliy: Dexterity

Unofficial Description: Rogues are experts in skills, damage evasion, and sneak attacks.[1]

The Rogue
Level Proficiency
Bonus
Class Features Sneak Attack
1st +2 Expertise, Sneak Attack, Thieves' Cant 1d6
2nd +2 Cunning Action 1d6
3rd +2 Rogue Subclass 2d6
4th +2 Feat 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Subclass Feature 3d6
7th +3 Expertise 4d6
8th +3 Feat 4d6
9th +4 Evasion 5d6
10th +4 Feat, Subclass Feature 5d6
11th +4 Reliable Talent 6d6
12th +4 Feat 6d6
13th +5 Subtle Strikes 7d6
14th +5 Subclass Feature 7d6
15th +5 Slippery Mind 8d6
16th +5 Feat 8d6
17th +6 Elusive 9d6
18th +6 Stroke of Luck 9d6
19th +6 Feat 10d6
20th +6 Epic Boon 10d6


Creating a Rogue

[1] Class Group: Experts
Primary Ability: Dexterity
To create a Rogue, consult the following lists, which provide Hit Points, Proficiencies, and Armor Training. If you’re making a 1st-level character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see the “Multiclassing and the Rogue” section.

Then look at the Rogue table to see the Class Features you get at each level in this Class. The descriptions of those features appear in the “Rogue Class Features” section.

Hit Points

Hit Dice: 1d8 per Rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points per Level after 1st: 1d8 (or 5) + your Constitution modifier

Proficiencies

Saving Throws: Dexterity, Intelligence.
Skills: Choose 4 from Acrobatics, Investigation, Sleight of Hand, Stealth (or choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth).
Weapons: Simple Weapons, Martial Weapons that have the Finess Property
Tools: Thieves' Tools

Armor Training

Light Armor

Starting Equipment

As a 1st-level character, you start with the following equipment, or you can forgo it and spend 110 GP on equipment of your choice. Arrows (20), Burglar's Pack, Dagger (2), Leather Armor, Quiver, Shortbow, Shortsword, Thieves' Tools, 18 gp

Multiclassing and the Rogue

If your group uses the multiclassing rules in the Player's Handbook, here’s what you need to know if you choose Rogue as one of your Classes.
  Ability Score Minimum. 13 Dexterity
  Proficiencies. Thieves' Tools and one Skill.
  Armor Training. Light Armor Training
  Spell Slots. None.



Rogue Class Features

As a Rogue, you gain the following Class Features when you reach the specified levels in this Class. These features are listed on the Rogue table.

Expertise

1st and 7th Level
Summary: Double Proficiency in two Skills.[1]

Sneak Attack

1st Level
Summary: Bonus damage (see Sneak Attack on Rogue table), once per Turn if you have Advantage or ally within 5 feet of the target.[1]

Thieves' Cant

1st level
Summary: You know Thieves’ Cant and one other Language.[1]

Cunning Action

2nd Level
Summary: Can use a Bonus Action to Dash, Disengage, or Hide.[1]

Rogue Subclass

3rd Level (features at 3rd, 6th, 10th, 14th)
Summary: Choose a Rogue Subclass.[1]

List of Rogue Subclasses

4 official and unofficial Rogue subclasses.

SubclassSummaryCanonSource
Arcane TricksterThese rogues have learned Arcane magic to augment their abilities.falseUA 2023 Player's Handbook Playtest 6, "Varied"
AssassinThis Rogue specializes in dispatching enemies through guile, stealth, and sometimes poison.falseUA 2023 Player's Handbook Playtest 6, "Varied"
SwashbucklerThese Rogues focus on dueling and stylized attack.falseUA 2023 Player's Handbook Playtest 6, "Varied"
ThiefThis rogue subclass specializes in stealth and quick actions.falseUA 2023 Player's Handbook Playtest 6, "Varied"

Feat

4th, 8th, 12th, 16th, 19th Levels
Summary: Gain a Feat (Ability Score Improvement Feat or another). [1]

Uncanny Dodge

5th Level
Summary: If you are hit by an Attack Roll, you may use your Reaction to halve (round down) the damage.[1]

Evasion

9th Level
Summary: When you attempt a Dexterity Saving Throw to halve damage, you take no damage if you succeed or half (round down) damage if you fail.[1]

Reliable Talent

11th Level
Summary: If you are Proficient with a Skill or Tool, your d20 roll has a floor of 10.[1]

Subtle Strikes

13th Level
Summary: If an ally is within 5 feet of a target, you gain Advantage on attacks against that target.[1]

Slippery Mind

15th Level
Summary: Gain Proficiency in Wisdom and Charisma Saving Throws.[1]

Elusive

17th Level
Summary: If you are not Incapacitated, enemies cannot gain Advantage against you.[1]

Stroke of Luck

18th Level
Summary: Once per Rest, if you fail a d20 Test, replace the roll with a 20.[1]

Epic Boon

20th Level
Summary: Gain Epic Boon Feat (Epic Boon of Undetectability suggested).[1]

Sources and Notes

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 summarized from — Jeremy Crawford, with Christopher Perkins, Ray Winninger (29 September 2022). UA 2022 Expert Classes. (Dungeons and Dragons One D&D) Wizards of the Coast. © Wizards of the Coast (used under 'fair use' clause). Descriptions are unofficial summaries.

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