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Rogue

Hit Points

Hit Dice: 1d8 per level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 + your Constitution modifier per level after 1st

 

Starting Proficiencies

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

 

Armor: Light Armor

Weapons: simple Weapons, crossbows, longswords, rapiers, shortswords

Skills: Choose four from: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth

 

Starting Equipment

You start with the following items, plus anything provided 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

 

Alternatively, you may start with 4d4 x 10 gp to buy your own Equipment.

 

Attributes

Saving Throws: Dexterity, Intelligence

Alignment: Any EXCEPT Lawful Good or Lawful Neutral.

Magical Abilities: None.

 

Other Features

Sneak Attack

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.

 

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.

 

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.

 

Blindsense

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.

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