Rogue (One)

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Disambiguation.png This article is about Rogue
For other uses of Rogue, see Rogue (disambiguation).

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Noncanon

Rogue [1] class
Class Group: Experts
Primary Ability: Dexterity


Design Notes: Rogue Updates[edit]

 + Here are the main updates in this class since its last playtest version:

  • Sneak Attack Sneak Attack is no longer required to be used on your turn with the Attack action.
  • Weapon Mastery is a new 1st-level feature.
  • Rogue Subclass levels now match the level progression in the 2014 Rogue, ensuring compatibility with subclasses already in print.
  • Steady Aim is a new 3rd-level feature, imported from Tasha’s Cauldron of Everything. This addition was requested by many playtesters.
  • Cunning Strikes is a new 5th-level feature, giving tactical options to Sneak Attack.
  • Expertise has returned to 6th level.
  • Evasion has returned to 7th level.
  • Reliable Talent has moved from 11th level to 7th level.
  • Subtle Strikes has been removed because of the addition of Steady Aim.
  • Improved Cunning Strike is a new 11th-level feature.
  • Devious Strikes is a new 14th-level feature, which builds on Cunning Strike.
  • Elusive has returned to 18th level.
  • Stroke of Luck has returned to 20th level, replacing Epic Boon (Epic Boon feats will return in a future UA, but they won’t be built into a class’s level progression).

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

The Rogue [1]
Level Proficiency
Bonus
Class Features Sneak Attack
1st +2 Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery 1d6
2nd +2 Cunning Action 1d6
3rd +2 Rogue Subclass, Steady Aim 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Cunning Strike, Uncanny Dodge 3d6
6th +3 Expertise 3d6
7th +3 Evasion, Reliable Talent 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Subclass Feature 5d6
10th +4 Ability Score Improvement 5d6
11th +4 Improved Cunning Strike 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Subclass Feature 7d6
14th +5 Devious Strikes 7d6
15th +5 Slippery Mind 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Subclass Feature 9d6
18th +6 Elusive 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Stroke of Luck 10d6

Creating a Rogue[edit]

Creating a Rogue[edit]

[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[edit]

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[edit]

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

Armor Training[edit]

Light Armor

Starting Equipment[edit]

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[edit]

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 of your choice
  Armor Training. Light Armor



Rogue Class Features[edit]

Expertise[edit]

1st, 6th Level
Summary: Gain Expertise in two Skills

Sneak Attack[edit]

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.

Thieves' Cant[edit]

1st level
Summary: You gain Thieves’ Cant and one other language of your choice.

Weapon Mastery[edit]

1st level
Summary: You gain use of the Mastery property of two weapons with which you have proficiency. May change the choice of weapons after a Long Rest.

Cunning Action[edit]

2nd Level
Summary: Use a Bonus Action to Dash, Disengage, or Hide.

Rogue Subclass[edit]

3rd Level (features at 3rd, 9th, 13th, 17th)
Summary: Choose a Rogue Subclass.

List of Rogue Subclasses[edit]

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"

Steady Aim[edit]

3rd Levels
Summary: If you have not moved, use a Bonus Action to give yourself Advantage on your next attack roll this turn. This reduces your Speed to 0 for this turn.

Feat[edit]

4th, 8th, 10th, 12th, 16th, 19th Levels
Summary: Gain the Ability Score Improvement Feat or another Feat of choice.

Cunning Strike[edit]

5th Level
Summary: When you use Sneak Attack, you can reduce your sneak attack damage to inflict a special effect on the target. If the effect requires a saving throw the DC is 8 + Proficiency Bonus + Dexterity modifier.

  • Disarm (Cost: 1d6). Target drops an item of your choice (Dexterity save to avoid).
  • Poison (Cost: 1d6). Use a Poisoner's Kit to inflict the Poisoned condition for a period of time (Constitution save to avoid).
  • Trip (Cost: 1d6). Large or smaller creature becomes Prone (Dexterity save to avoid).
  • Withdraw (Cost: 1d6). Move up to half [2] your Speed without provoking Opportunity Attacks.

Uncanny Dodge[edit]

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

Evasion[edit]

7th 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.

Reliable Talent[edit]

7th Level
Summary: If you are Proficient with a Skill or Tool, your d20 roll has a floor of 10.

Improved Cunning Strike[edit]

11th Level
Summary: Sneak Attack can apply two Cunning Strike effects (must pay both costs).

Devious Strikes[edit]

14th Level
Summary: Cunning Strike now has the following additional options:

  • Daze (Cost: 2d6). Target is Dazed (Constitution save to avoid).
  • Knock Out (Cost: 6d6). Target becomes Unconscious for a period of time (Constitution save to avoid).
  • Obscure (Cost: 3d6). Target is Blinded (Dexterity save to avoid).

Slippery Mind[edit]

15th Level
Summary: Gain proficiency in Wisdom and Charisma Saving Throws.

Elusive[edit]

18th Level
Summary: Attack Rolls can't gain Advantage on you.

Stroke of Luck[edit]

20th Level
Summary: Once per Short or Long Rest, if you fail a d20 Test you can change the result to a 20.

Sources and Notes[edit]

  1. 1.0 1.1 1.2 Jeremy Crawford, WotC Development Team (29 June 2023). UA 2023 Player's Handbook Playtest 6. (Dungeons and Dragons One D&D) Wizards of the Coast. Licensed: © Wizards of the Coast (used under 'fair use' clause).
  2. Rule Tip: Round Down. Whenever you end up with a fraction in the game, round down, even if the fraction is one-half or greater, unless a rule explicitly tells you to round up. - Player's Handbook (5e) p.7, UA 2020 Subclasses Part 3.

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Facts about "Rogue (One)"
Armor TypeLight Armor +
AuthorUA 2023 Player's Handbook Playtest 6 + and "Varied" +
Canonfalse +
Class AbilityDexterity +
Class GroupExperts +
EquipmentArrows (20), [[SRD5:Burgla Tools|Thieves' Tools]], 18 gp +
Equipment Cost110 +
FeaturesDexterity, Intelligence + and Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery, Cunning Action, Rogue Subclass, Steady Aim, Ability Score Improvement, Cunning Strike, Uncanny Dodge, Expertise, Evasion, Reliable Talent, Devious Strikes, Slippery Mind, Elusive, Stroke of Luck +
Hit Dice1d8 +
Is Classtrue +
Length20 +
MC Ability13+ Dexterity +
MC ArmorLight Armor +
MC ProficienciesThieves' Tools and one Skill of your choice +
NameRogue +
OneDnD Playtesttrue +
PublicationUA 2023 Player's Handbook Playtest 6 + and "Varied" +
SaveDexterity, Intelligence +
SkillAcrobatics, [[SRD5:Atht of Hand]], and Stealth) +
SortTextRogue One +
SummaryThis class uses specializes in skills, damage evasion, and sneak attacks. +
ToolsThieves' Tools +
Unearthed Arcanatrue +
WeaponSimple Weapons, Martial Weapons that have the Finesse Property +