Rogue
Hit Points
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
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from: Acrobatics, Athletics, Insight, Investigation, Perception, Performance, Sleight of Hand, Speech, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted to you by your background:
(a) a rapier or (b) a shortsword
(a) a shortbow or (b) a shortsword
(a) a burglars pack, (b) a dungeoneers pack or (c) an explorer's pack
Leather armor, two daggers, and thieves' tools
Maneuvers
This class grants you maneuvers, see Chapter 12: Maneuvers for more information.
Expertise
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.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, your weapon deals 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. The extra damages' type is the same as the weapons damage type.Â
Thieves' Cant
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.
You also learn an additional language of your choice.
Cunning Action
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 11th level, you can take a second bonus action on your turn as long as you use either the Dash, Disengage, or Hide action
Roguish Escape
At 2nd level, you can temporarily escape a foes sight in combat. On your turn, you can use the hide action to temporarily hide from one enemy of your choice, provided you have at least half cover from them, or are partially obscured. You do not need to make a stealth check to hide from the enemy when you do so this way. If you lose cover from the enemy or are no longer obscured from the enemy on your turn, you must make a stealth check versus their passive perception to remain out of their sight. If you end your turn without cover or when you are not obscured, you stop being hidden from the enemy. While you are hidden, the enemy still knows your approximate location, and instantly spots you on their turn if they move to a location that gets rid of the cover between you and them, or if they use their action to search for you.
Additionally, at 5th level, your sneak attack deals an extra 1d6 damage when you use it while you are hidden with Roguish Escape. At 10th level, this bonus increases to 2d6, and at 15th level this bonus increases to 3d6.
Rogue Subclass
At 3rd level, you gain a Rogue subclass of your choice: Arcane Trickster, Assassin, Inquisitive, Phantom, Scout, Soulknife, or Swashbuckler.
The subclass you choose grants you features at 3rd level, and again when you reach 9th, 13th, and 17th level.
Steady Aim
At 3rd level, if you have used half of your speed or less, you can use your bonus action to give yourself a +3 to hit on your next weapon attack this turn. This can be used before or after you make an attack roll. After you use this feature, your speed becomes 0 until the end of your current turn.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 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.
Cunning Strike
At 5th level, you have developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. The effect takes place immediately after the attacks damage is dealt. If the effect requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Intelligence modifier.
Trip (cost: 1d6). If the target is large or smaller, they must succeed on a strength saving throw or be knocked prone.
Disorient (cost: 1d6). The target must make a wisdom saving throw or it cannot take reactions until the start of it's next turn.
Poison (cost: 1d6). The target must make a constitution saving throw or it has disadvantage on it's next attack roll.
Discombobulate (cost: 1d6). The target must make a dexterity saving throw or it's AC is reduced by 1 until the start of your next turn.
Uncanny Dodge
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.
Evasion
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.
Extra Expertise
At 10th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain the benefits of expertise.
Improved Cunning Strike
At 11th level, you have become even more clever with your sneak attack. When you use your effects, you can choose to upgrade them for additional effects, paying an extra sneak attack damage die.
Trip (cost: 2d6). Your target can be huge.
Disorient (cost: 2d6). Regardless of whether or not the creature fails the save, you can move up to half your speed after using this effect without provoking attacks of opportunity from that creature.
Poison (cost: 2d6). The poison effect lingers for 1 minute. The first attack roll on the creatures turn has disadvantage until the poison ends. The target can repeat the saving throw at the end of each of it's turns.
Discombobulate (cost: 2d6). The targets AC is reduced by 2 instead of 1.
Additionally, you can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Devious Strikes
At 14th level, you have learned to use your sneak attack deviously. Your effects have been upgraded even further, but they cost an additional 3 sneak attack damage dice to use them this way.
Trip (cost: 5d6). Allies within 5 feet of the target (including yourself) can make one melee weapon attack against the creature when they fall prone as a reaction.
Disorient (cost: 5d6). On the targets next turn, it can move or take an action, not both.
Poison (cost: 5d6). If a target is immune to the poisoned condition, you can still activate this effect on them, but it does not linger. The creature has disadvantage on it's first two attack rolls while poisoned.
Discombobulate (cost: 5d6). The targets AC is reduced by 3 instead of 2.
Slippery Mind
At 15th level, you mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Additionally, You know whenever any creature attempts to read your mind, and they automatically fail unless you willing let them succeed, or you may feed the target false information without them knowing that their attempt failed. You also know if a creature is using any magic or magical effect that prevents you from lying or detecting if you are lying, and the effect does not work on you. You may decide if the target knows that their effect has failed on you.
Elusive
At 18th level, no attack can have advantage against you unless you are incapacitated, and you cannot have disadvantage on a dexterity saving throw unless you are incapacitated.
Opportunist
At 20th level, whenever an ally is within 5 feet of an enemy, your attacks have advantage against that enemy. Additionally, your sneak attack bonus from Roguish Escape is now 4d6, and as long as you have advantage on your attack, you don't need to use Roguish Escape to get the bonus sneak attack damage.