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Rogues rely on cunning, stealth, and their enemies’ vulnerabilities to gain the upper hand. They have a talent for finding solutions to difficult problems, whether through careful planning, quick improvisation, or specialized expertise. Some even learn magical techniques to supplement their other abilities.

Many Rogues focus on stealth and deception, while others develop skills suited to infiltration and exploration, such as climbing, finding and disarming traps, opening locks, and slipping through guarded places.

In combat, Rogues favor precision over brute strength. Rather than overwhelming an opponent with repeated attacks, they look for the right opening and make a single strike count.

Some Rogues begin their careers as criminals, while others use similar talents as investigators, scouts, spies, treasure hunters, or agents of the law. Whatever path they follow, the greatest Rogues distinguish themselves through adaptability, expertise, and an ability to exploit opportunities others overlook.

This version of the Rogue remains close to the 2024 class framework. Sneak Attack continues to provide the class’s primary damage progression, while Weapon Mastery, Cunning Action, and Steady Aim support positioning and reliable access to advantageous attacks.

Cunning Strike expands Sneak Attack by allowing the Rogue to trade damage dice for additional effects such as Poison, Trip, or Withdraw. Improved Cunning Strike later allows two effects to be combined, while Devious Strikes adds stronger control options at higher levels.

Reliable Talent arrives at 7th level alongside Evasion, reinforcing the Rogue’s role as the game’s premier skill specialist. The older Blindsense feature is retained at 14th level as heightened awareness of nearby hidden or invisible creatures, without granting full Blindsight.

Slippery Mind grants proficiency in both Wisdom and Charisma saving throws, while Elusive and Stroke of Luck provide strong late-game reliability. The aim is to preserve the Rogue’s straightforward damage progression while giving Sneak Attack more tactical uses and maintaining the class’s exceptional skill versatility.

Core Rogue Traits  
Primary Ability Dexterity
Hit Point Die D8 per Rogue level
Saving Throw Proficiencies Dexterity and Intelligence
Skill Proficiencies Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth
Weapon Proficiencies Simple weapons and Martial weapons that have the Finesse or Light property
Tool Proficiencies Thieves’ Tools
Armor Training Light armor
Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or (B) 100 GP

Becoming a Rogue

As a Level 1 Character

Gain all the traits in the Core Rogue Traits table.

Gain the Rogue’s level 1 features, which are listed in the Rogue Features table.

As a Multiclass Character

Gain the following traits from the Core Rogue Traits table: Hit Point Die, proficiency in one skill of your choice from the Rogue skill list, proficiency with Thieves’ Tools, and training with Light armor.

Gain the Rogue’s level 1 features, which are listed in the Rogue Features table.

Rogue Features

Level Proficiency Bonus 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, Blindsense 7d6
15th +5 Slippery Mind 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Subclass Feature 9d6
18th +6 Elusive 9d6
19th +6 Epic Boon 10d6
20th +6 Stroke of Luck 10d6

Level 1: Expertise

Choose two of your skill proficiencies.

You gain Expertise in those skills.

At Rogue level 6, choose two more of your skill proficiencies. You gain Expertise in those skills as well.

Level 1: Sneak Attack

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 roll if you have Advantage on the attack roll and the attack uses a Finesse or Ranged weapon.

The extra damage is the same damage type dealt by the weapon.

You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, that ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.

The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.

Level 1: Thieves’ Cant

You know Thieves’ Cant, a mixture of jargon, coded speech, signs, and symbols used among Rogues and others familiar with criminal or clandestine communities.

You also learn one additional language of your choice.

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency.

Whenever you finish a Long Rest, you can practice weapon drills and replace one of those weapon choices with another eligible weapon.

Level 2: Cunning Action

Your quick thinking and agility allow you to move and act quickly.

On your turn, you can take one of the following actions as a Bonus Action:

  • Dash

  • Disengage

  • Hide

Level 3: Rogue Subclass

You gain a Rogue subclass of your choice.

A subclass represents a particular approach to your talents, training, or methods.

Your subclass grants features at Rogue levels 3, 9, 13, and 17.

Level 3: Steady Aim

As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn.

You can use this feature only if you haven’t moved during the current turn. After you use it, your Speed is 0 until the end of the turn.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

You gain this feature again at Rogue levels 8, 10, 12, and 16.

Level 5: Cunning Strike

You have developed cunning ways to alter the effects of your Sneak Attack.

When you deal Sneak Attack damage, you can add one of the Cunning Strike effects below.

Each effect has a die cost. To use the effect, you forgo the indicated number of Sneak Attack damage dice before rolling the damage. The chosen effect occurs immediately after the attack’s damage is dealt.

If a Cunning Strike effect requires a saving throw, the save DC equals:

8 + your Dexterity modifier + your Proficiency Bonus

Poison

Cost: 1d6

You apply a toxin to the attack.

The target must make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute.

At the end of each of its turns, the target repeats the saving throw, ending the effect on itself on a success.

You must have a Poisoner’s Kit on your person to use this effect.

Trip

Cost: 1d6

If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.

Withdraw

Cost: 1d6

Immediately after the attack, you can move up to half your Speed without provoking Opportunity Attacks.

Level 5: Uncanny Dodge

When an attacker you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you, rounded down.

Level 7: Evasion

Your agility allows you to avoid the worst effects of certain dangers.

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.

You don’t benefit from this feature while you have the Incapacitated condition.

Level 7: Reliable Talent

Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.

Level 11: Improved Cunning Strike

You can use up to two Cunning Strike effects when you deal Sneak Attack damage.

You must pay the die cost of each effect separately.

Level 14: Devious Strikes

You have developed more powerful ways to use your Sneak Attack.

The following options are added to your Cunning Strike effects.

Daze

Cost: 2d6

The target must succeed on a Constitution saving throw.

On a failed save, the target can do only one of the following on its next turn: move, take an action, or take a Bonus Action.

Knock Out

Cost: 6d6

The target must succeed on a Constitution saving throw or have the Unconscious condition for 1 minute or until it takes any damage.

At the end of each of its turns, the target repeats the saving throw, ending the effect on itself on a success.

Obscure

Cost: 3d6

The target must succeed on a Dexterity saving throw or have the Blinded condition until the end of its next turn.

Level 14: Blindsense

Your awareness has become exceptionally sharp.

If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of yourself.

This feature doesn’t grant Blindsight or otherwise allow you to see such a creature.

Level 15: Slippery Mind

Your cunning mind is exceptionally difficult to control.

You gain proficiency in Wisdom and Charisma saving throws.

Level 18: Elusive

You are so evasive that attackers rarely gain the upper hand against you.

No attack roll can have Advantage against you unless you have the Incapacitated condition.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20: Stroke of Luck

You have an uncanny ability to succeed when it matters most.

If you fail a D20 Test, you can turn the d20 roll into a 20.

Once you use this feature, you can’t use it again until you finish a Short or Long Rest.

Continue Reading

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