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# The Rogue (por)
##### The Rogue | Level | Proficiency Bonus | Sneak Attack | Reliable Talent | Features | |:---:|:---:|:---:|:---:|:---| | 1st | +2 | 1d6 | 8 | Reliable Talent, Sneak Attack, Thieves' Cant | | 2nd | +2 | 1d6 | 8 | Cunning Action | 3rd | +2 | 2d6 | 9 | Roguish Archetype | 4th | +2 | 2d6 | 9 | Ability Score Improvement | 5th | +3 | 3d6 | 9 | Uncanny Dodge | 6th | +3 | 3d6 | 10| Reliable Talent | 7th | +3 | 4d6 | 10| Evasion | 8th | +3 | 4d6 | 10| Ability Score Improvement | 9th | +4 | 5d6 | 11| Roguish Archetype feature | 10th | +4 | 5d6 | 11 | Ability Score Improvement | 11th | +4 | 6d6 | 11 | Expertise | 12th | +4 | 6d6 | 12 | Ability Score Improvement | 13th | +5 | 7d6 | 12 | Roguish Archetype feature | 14th | +5 | 7d6 | 12 | Blindsense | 15th | +5 | 8d6 | 13 | Slippery Mind | 16th | +5 | 8d6 | 13 | Ability Score Improvement | 17th | +6 | 9d6 | 13 | Roguish Archetype Feature | 18th | +6 | 9d6 | 14 | Elusive | 19th | +6 | 10d6 | 14 | Double Ability Score Improvement | 20th | +6 | 10d6 | 15 | Stroke 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 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier for each 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, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth \columnbreak #### Equipment You 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)* dungeoneer's pack, or *(c)* an explorer's pack - Leather armor, two daggers, and thieves' tools \pagebreakNum ### Reliable Talent At 1st level, choose two of the skill proficiencies granted by this class, or one of those skill proficiencies and your proficiency with thieves' tools. For any ability check you make that uses either of the chosen proficiencies, you can treat a d20 roll of 7 or lower as a 8. This minimum value changes as you gain rogue levels, as shown in the Reliable Talent column of the Rogue table. At 6th level, you can choose two more of your proficiencies (in skills granted by this class 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 weapon, a ranged weapon, or an unarmed strike. 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. ### 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, Assassin, or Arcane Trickster, all 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. \columnbreak ### Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 12th, and 16th level, and twice at 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, 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. ### Expertise By 11th level, you have refined your chosen skills until they approach perfection. Choose five of your skill proficiencies, or three 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. Also beginning at 11th level, your Reliable Talent feature now applies to all ability checks you make that let you add your proficiency bonus. ### Blindsense Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 30 feet of you. ### 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 or saving throw, 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. \pagebreakNum ## Roguish Archetypes 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. ### Thief 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 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. \columnbreak ### Assassin 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 poisoner's kit. #### 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 is a critical hit. #### Infiltration Expertise Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to. #### Impostor At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. #### Death Strike Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature. ### Arcane Trickster 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. \pagebreakNum #### 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 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* Ledgermain 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: - You can stow one object the hand is holding in a container worn or carried by another creature. - You can retrieve an object in a container worn or carried by another creature. - You can use thieves' tools to pick locks and disarm traps at range. 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). \columnbreak ##### Arcane Trickster Spellcasting | Rogue Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | |:----:|:---------:|:---------:|:---------:|:----:|:---------:|:---------:|:---------:| | 3rd | 3 | 3 | 2 | — | — | — | | 4th | 3 | 4 | 3 | — | — | — | | 5th | 3 | 4 | 3 | — | — | — | | 6th | 3 | 4 | 3 | — | — | — | | 7th | 3 | 5 | 4 | 2 | — | — | | 8th | 3 | 6 |4 | 2 | — | — | | 9th | 3 | 6 | 4 | 2 | — | — | | 10th | 4 | 7 | 4 | 3 | — | — | | 11th | 4 | 8 | 4 | 3 | — | — | | 12th | 4 | 8 | 4 | 3 | — | — | | 13th | 4 | 9 | 4 | 3 | 2 | — | | 14th | 4 | 10 | 4 | 3 | 2 | — | | 15th | 4 | 10 | 4 | 3 | 2 | — | | 16th | 4 | 11 | 4 | 3 | 3 | — | | 17th | 4 | 11 | 4 | 3 | 3 | — | | 18th | 4 | 11 | 4 | 3 | 3 | — | | 19th | 4 | 12 | 4 | 3 | 3 | 1 | | 20th | 4 | 13 | 4 | 3 | 3 | 1 | 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 saving throw with its spellcasting ability modifier. The DC equals 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. \pagebreakNum # Changelog ##### *Summary of Changes from PHB, By Level*
##### 1st Level - Expertise replaced with Reliable Talent - Reliable Talent now scales with Rogue level - Sneak Attack now includes unarmed strikes ##### 11th Level - Reliable Talent replaced with Expertise - Double proficiency bonus in 4 abilities ##### 14th Level - Blindsense range increased to 30 feet ##### 19th Level - Double ability score improvement ##### 20th Level - Stroke of Luck extended to apply to saving throws \columnbreak ## Roguish Archetypes ### Thief TBD. ### Assassin TBD. ### Arcane Trickster TBD.
> ##### What is this? > > This document is part of the *Player Options: Revised* project, a in-development project aimed at rehauling balance for races, feats, and classes. You can find the table of contents for this project by following [**this link.**](https://www.gmbinder.com/share/-Lt7I_CNALsH1kQ6_dMV "Table of Contents") > >If you have any comments or feedback whatsoever, please send it along to the authors at their email: sigurdchalphy@gmail.com