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Rogue

Source: Player's Handbook (SCAR Version)

Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open.


A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound.


Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard’s belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape.


Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.

Skill and Precision

Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.


When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.

A Shady Living

Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and wererats—haunt the sewers.


As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.

Creating a Rogue

As you create your rogue character, consider the character’s relationship to the law. Do you have a criminal past—or present? Are you on the run from the law or from an angry thieves’ guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal?


What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to reevaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend—another member of your adventuring party—who showed you new possibilities for earning a living and employing your particular talents.

Quick Build

You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at Investigation or plan to take up the Arcane Trickster archetype. Choose Charisma instead if you plan to emphasize deception and social interaction. Second, choose the Charlatan, or similar background.

Features Table

Level Proficiency Bonus Sneak Attack Features
1st+21d6Expertise, Sneak Attack, Thieves' Cant
2nd+21d6Cunning Action
3rd+22d6Roguish Archetype
4th+22d6Ability Score Improvement
5th+33d6Uncanny Dodge
6th+33d6Expertise
7th+34d6Evasion
8th+34d6Ability Score Improvement
9th+45d6Roguish Archetype Feature
10th+45d6Ability Score Improvement
11th+46d6Reliable Talent
12th+46d6Ability Score Improvement
13th+57d6Roguish Archetype Feature
14th+57d6Blindsense
15th+58d6Slippery Mind
16th+58d6Ability Score Improvement
17th+69d6Roguish Archetype Feature
18th+69d6Elusive
19th+610d6Ability Score Improvement
20th+610d6Stroke of Luck

Class Features

As a Rogue, you gain the following class features:

Hit Points
  • Hit Dice: 1d8 per Rogue level
  • Hit Points at 1st Level: 8 + CON modifier
  • Hit Points at Higher Levels: 5 + CON modifier per Rogue level
Proficiencies
  • Armor: Light Armor
  • Weapons: Select 2 Simple weapon of choice, and 1 Martial weapon of choice.
  • Tools: Thieves' tools
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

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.


At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

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.


This "language" cannot be learned outside of this class unless by special circumstance. Thieves' Cant can change depending on the culture and even group using it. Some guilds will recognize some phrases to mean something that others do not.

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.

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Improvement

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.


Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack (from an attack roll, not a saving throw), you can use your reaction to halve the attack's damage against you.

Expertise

At 6th level, choose two more of your skill proficiencies, or one more 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.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check for a skill that you are proficient in, you can treat a d20 roll of 9 or lower as a 10.

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. This does not allow you to see them directly, only sense that they are there.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive

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.

Stroke of Luck

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. This feature can be used 3 times per short or long rest.

Multiclassing

To multiclass into Rogue, you must have a minimum Dexterity of 13. You gain proficiency in Light armor, one skill from the class's skill list, and thieves' tools. For full rules on Multiclassing a PHB class, see D&D 5th Edition Multiclassing Rules.


Any multi-class option must be discussed with Dungeon Masters before being accepted. This may be allowed for story or in-game reasons, but not level or ability dips. Homebrew classes in particular generally provide unique mechanics that should not be abused. We require evolved reasons from character development during the server to obtain them.

Roguish Archetypes (Subclasses)

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.

Arcane Trickster (Subclass)

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.


Rogue LevelCantrips KnownSpells Known1st2nd3rd4th
3rdMage Hand + 232---
4thMage Hand + 243---
5thMage Hand + 243---
6thMage Hand + 243---
7thMage Hand + 2542--
8thMage Hand + 2642--
9thMage Hand + 2642--
10thMage Hand + 3743--
11thMage Hand + 3843--
12thMage Hand + 3843--
13thMage Hand + 39432-
14thMage Hand + 310432-
15thMage Hand + 310432-
16thMage Hand + 311433-
17thMage Hand + 311433-
18thMage Hand + 311433-
19thMage Hand + 3124331
20thMage Hand + 3134331

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.


Cantrips

You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.


Spell Slots

The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.


For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.


Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.


The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.


The spells you learn at 8th, 14th, and 20th level can come from any school of magic.


Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.


Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Mage Hand Legerdemain

Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  1. You can stow one object the hand is holding in a container worn or carried by another creature.
  2. You can retrieve an object in a container worn or carried by another creature.
  3. You can use thieves' tools to pick locks and disarm traps at range.
  4. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.


In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Magical Ambush

Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Versatile Trickster

At 13th level, you gain the ability to distract targets with your Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.

Spell Thief

At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.


Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a Constitution saving throw against your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.


Once you use this feature, you can't use it again until you finish a long rest.

Assassin (Subclass)

You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the Disguise Kit and the one Standard or Exotic language of choice.

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised (in a surprise round) is a critical hit.

Infiltration Expertise

Starting at 9th level, you are able to find your way into many places most cannot. Once per day, as an action, you can spin a string of lies or confusing truths, granting the effects of the spell Mass Suggestion on a number of creatures equal to your Charisma modifier. This effect lasts 1 hour.


In addition, you gain advantage on Deception checks, and checks made to create or maintain a Disguise.

Impostor's Disguise

At 13th level, as an action, you can assume the form and appearance of any humanoid creature you have touched before. When you activate this ability, you become a perfect copy of the target, including their voice and mannerisms. The effect lasts for a period of one hour, and requires concentration.

Death Strike

Starting at 17th level, you become a master of instant death. When you roll initiative, you become Invisible, as per the spell, until the end of your first turn. Enemy creatures that could see you, and that rely on sight, are no longer aware you were there, allowing you to act as if in a Surprise round.

Inquisitive (Subclass)

As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.

Intelligent Eye

When you choose this archetype at 3rd level, your Insight checks may use your Intelligence modifier, instead of Wisdom. In addition, you gain proficiency and Expertise in Investigation.

Insightful Fighting

At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you target a creature within 30 feet, forcing them to make an Intelligence saving throw. The saving throw is equal to 8 + your Proficiency Bonus + your Intelligence modifier. On a failed save, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. On a success, the target is not affected.


This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Steady Eye

At 9th level, you can gain advantage on a Wisdom (Perception) or Intelligence (Investigation) check with an additional bonus to the roll equal to your Intelligence modifier. This can be done a number of times equal to your Intelligence modifier, per long rest.

Unerring Eye

At 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.


You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Eye for Weakness

At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.

Mastermind (Subclass)

Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.

Master of Intrigue

When you choose this archetype at 3rd level, you gain proficiency with the Disguise Kit and one Gaming Set of your choice. You also learn one Standard language and one Exotic language of choice


Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

Master of Tactics

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

Insightful Manipulator

Starting at 9th level, you learn how to intuitively guess at the traits of your opponents. You can use your bonus action to study a creature. When you do so, you learn one of the creature's traits. This can be done as many times per day equal to half your Charisma modifier (rounded down). The trait you learn is determined by rolling a 1d8 on the following list:

  1. Armor Class
  2. Damage Immunities
  3. Damage Resistances
  4. Damage Vulnerabilities
  5. Highest Ability Score
  6. Hit Points Remaining
  7. Lowest Ability Score
  8. Saving Throw Proficiencies

Misdirection

Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

Soul of Deceit

Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.


Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic, and you are immune to Charm effects.

Scout (Subclass)

You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter – these are just a few of the roles that Scouts assume as they range the world.

Skirmisher

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Survivalist

When you choose this archetype at 3rd level, you gain proficiency and Expertise in the Nature and Survival skills if you don't already have it.

Superior Mobility

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Ambush Master

Starting at 13th level, you excel at leading ambushes and acting first in a fight.


You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

Sudden Strike

Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.

Swashbuckler (Subclass)

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.


A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

Fancy Footwork

When you choose this archetype at 3rd level, you learn how to swing a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Rakish Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.


You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Panache

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can target a creature you can see within 15 feet of you, forcing them to make a Wisdom saving throw against a DC equal to 8 + your Proficiency Bonus + your Charisma modifier. The creature must be able to hear you, and the two of you must share a language.


On a failed save, if the creature is hostile to you, it has disadvantage on attack rolls against targets other than you, and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.


On a failed save, if the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Master Duelist

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you still graze the target dealing half the damage of your weapon damage (and sneak damage if sneak would apply). This can be done two times per short or long rest.

Thief (Subclass)

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.

Fast Hands

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.

Supreme Sneak

Starting at 9th level, you can move at your full speed while attempting to move Stealthily. In addition, once per long rest, if someone notices you while you are attempting to Stealth or Hide, you can make a secondary roll to attempt to remain hidden.



Thief's Gambit

At 13th level, you can use your reaction to force an enemy within 30 feet of you to reroll a successful attack roll against you or an ally. Additionally, as part of the reaction, you can make a weapon attack against the same target, if they are within your reach.

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.