Rogue
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:
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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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