|This article is about Rogue, class from the 5th ed. SRD.|
|For other uses of Rogue, see Rogue (disambiguation).|
|This material from the 5th edition SRD is published under the OGL|
Rogue is a class in 5th edition.
- 1 Class Features
- 1.1 Hit Points
- 1.2 Proficiencies
- 1.3 Equipment
- 1.4 Rogue Overview Table
- 1.5 Expertise
- 1.6 Sneak Attack
- 1.7 Thieves' Cant
- 1.8 Cunning Action
- 1.9 Roguish Archetype
- 1.10 Ability Score Improvement
- 1.11 Uncanny Dodge
- 1.12 Evasion
- 1.13 Reliable Talent
- 1.14 Blindsense
- 1.15 Slippery Mind
- 1.16 Elusive
- 1.17 Stroke of Luck
- 2 Sources
As a Rogue, you gain the following class features.
Hit Dice: 1d8 per Rogue level
Hit Points at 1st Level: 8 + your
Hit Points at Higher Levels: 1d8 (or 5) + your
modifier per Rogue level after first
Weapons: Simple Weapons, Hand Crossbow, Longsword, Rapier, Shortsword
Tools: Thieves' Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, 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 or (b) a shortsword
- (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
- leather armor, two daggers, and thieves' tools
Rogue Overview Table
|1st||+2||Expertise, Sneak Attack, Thieves' Cant||1d6|
|4th||+2||Ability Score Improvement||2d6|
|8th||+3||Ability Score Improvement||4d6|
|9th||+4||Roguish Archetype Feature||5d6|
|10th||+4||Ability Score Improvement||5d6|
|12th||+4||Ability Score Improvement||6d6|
|13th||+5||Roguish Archetype Feature||7d6|
|16th||+5||Ability Score Improvement||8d6|
|17th||+6||Roguish Archetype feature||9d6|
|19th||+6||Ability Score Improvement||10d6|
|20th||+6||Stroke of Luck||10d6|
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.
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.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue Overview table.
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.
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly, so you can take a bonus action on each of your turns. This action can be used only to take the dash, disengage, or hide.
At 3rd level, you choose an roguish archetype that you emulate in the exercise of your rogue abilities. Your choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
|This section exceeds the text of the SRD|
The Thief is the only roguish archetype listed in the SRD. Below is a list of official and unofficial roguish archetypes.
(13 official and unofficial roguish archetypes.)
|Arcane Trickster||Spellcasting , Mage Hand Legerdemain, Magical Ambush, Versatile Trickster, Spell Thief||These rogues use illusion and conjuration spells.||Player's Handbook (5e)|
|Assassin||Bonus Proficiencies, Assassinate, Infiltration Expertise, Imposter, Death Stroke||This archetype specializes in dispatching enemies through guile, stealth, and sometimes poison.||Player's Handbook (5e)|
|Chi Blocker||Having studied various pressure points within the body, you are able to manipulate those points to bring your foes agonizing pain.||Ghostwheel|
|Firearms (5e Sourcebook)/Bushwhacker||A tricksy gunslinger who combines stealth with gunplay.|
|Inquisitive||Ear for Deceit, Eye for Detail, Insightful Fighting, Steady Eye, Unerring Eye, Eye for Weakness||This subclass focuses on determining true intent.||Xanathar's Guide to Everything|
|Mastermind||Master of Intrigue, Master of Tactics, Insightful Manipulator, Misdirection, Soul of Deceit||This subclass focuses on intrigue and manipulation.||Sword Coast Adventurer's Guide|
|Mountebank||A cunning rogue, one who sold their soul to powerful fiends for power.||Stryker|
|Ruffian||A brutish rogue, one who fights more through strength and intimidation then through cunning and agility.||Stryker|
|Scout||Skirmisher, Survivalist, Superior Mobility, Ambush Master, Sudden Strike||This subclass focuses on wilderness survival||Xanathar's Guide to Everything|
|Shadow Hunter||A devoted rogue, hunting the monsters from the very dark in which they hide, and smiting them to dust with holy fire.||Zhenra-Khal|
|Soulknife||By focusing your mind, you gain the ability to create a weapon that rivals those of legend.||Ghostwheel|
|Swashbuckler||Fancy Footwork, Rakish Audacity, Panache, Elegant Maneuver, Master Duelist||This style focuses on two-weapon two-weapon fighting and stylized attack||Sword Coast Adventurer's Guide|
|Thief||Fast Hands, Second-Story Work, Supreme Sneak, Use Magic Device, Thief's Reflexes||Burglars, bandits, cutpurses, treasure seekers, explorers, delvers, and investigators||SRD5|
Ability Score Improvement
See the Ability Score Improvement article.
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.
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.
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.
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.
|Features||Expertise +, Sneak Attack +, Thieves' Cant +, Cunning Action +, Roguish Archetype +, Ability Score Improvement +, Uncanny Dodge +, Evasion +, Reliable Talent +, Blindsense +, Slippery Mind +, Elusive + and Stroke of Luck +|
|Hit Die||1d8 +|
|Save||Dexterity + and Intelligence +|
|Skill||Acrobatics +, Athletics +, Deception +, Insight +, Intimidation +, Investigation +, Perception +, Performance +, Persuasion +, Sleight of Hand + and Stealth +|
|Summary||Assassins, thieves, scoundrels, and spies +|