As a rogue, you have the following class
Features.
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your
Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per rogue level after 1st
You are proficient with the following
items, in addition to any
Proficiencies provided by your
race or
background.
Armor:
Light ArmorWeapons: simple
Weapons,
hand crossbows,
longswords,
rapiers,
shortswordsTools: thieves' toolsSaving Throws: Dexterity, Intelligence Skills: Choose four from
Acrobatics,
Athletics,
Deception,
Insight,
Intimidation,
Investigation,
Perception,
Performance.
Persuasion,
Sleight of Hand, and
StealthYou 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
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.
You don't need advantage on the
Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't
incapacitated, and you don't have disadvantage on the
Attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the
Sneak Attack column of the
Rogue 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. You can take a bonus
Action on each of your turns in
Combat. This
Action can be used only to take the
Dash,
Disengage, or
Hide Action.
At
3rd Level, you choose an
archetype that you emulate in the exercise of your rogue
Abilities, such as
Thief. Your archetype choice grants you
Features at
3rd Level and then again at 9th, 13th, and 17th level.
When you reach
4th Level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two
Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Starting at
5th Level, 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.
Starting at 14th level, if you are able to hear, you are aware of the
Location of any hidden or
invisible creature within 10 feet of you.
By 15th level, you have acquired greater mental
Strength. You gain
Proficiency in
Wisdom Saving Throws.
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.
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.
Once you use this feature, you can't use it again until you finish a short or
Long Rest.
Rogues have many
Features in
Common, including their emphasis on perfecting their
Skills, their precise and deadly approach to
Combat, and their increasingly quick reflexes. But different rogues steer those
Talents in varying
Directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred
Techniques.
You hone your
Skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional
Treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and
Stealth, you learn
Skills useful for delving into ancient ruins, reading unfamiliar
Languages, and using magic
items you normally couldn’t employ.
Starting at
3rd Level, you can use the bonus
Action granted by your
Cunning Action to make a
Dexterity (Sleight of Hand) check, use your
thieves’ tools to
Disarm a trap or open a lock, or take the
Use an Object Action.
Second-Story Work
When you choose this archetype at
3rd Level, you gain the ability to climb faster than normal; climbing no longer costs you extra
Movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your
Dexterity modifier.
Starting at
9th Level, you have
advantage on a
Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Use Magic Device
By 13th level, you have learned enough about the workings of magic that you can improvise the use of
items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic
items.
Thief’s Reflexes
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any
Combat. You take your first turn at your normal
Initiative and your second turn at your
Initiative minus 10. You can’t use this feature when you are
surprised.