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
THE ROGUE
Proficiency Sneak
levei Bonus Attack Features
1st +2 1d6 Expertise,Sneak Attack,
Thieves’ Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 RoguishArchetype
4th +2 2d6 AbilityScore Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Experlise
7th +3 4d6 Evasion
8th +3 4d6 AbilityScore Improvement
9th +4 5d6 RoguishArchetype feature
10th +4 5d6 AbilityScore Improvemenl
11th +4 6d6 ReliableTalent
12th +4 6d6 AbilityScore Improvement
13th +5 7d6 RoguishArchetype feature
14th +5 7d6 Blindsense
15th +5 8d6 SlipperyMind
16th +5 8d6 AbilityScore Improvement
17th +6 9d6 RoguishArchetype fealure
18th +6 9d6 Elusive
19th +6 10d6 AbilityScore Improvement
20th +6 10d6 Stroke of luck
locksmilhs, invesligalors, or exlerminalors, which can
be a dangerous job in a world where dire rals-and
wererals-haunt lhe sewers.
As adventurers, rogues fali on both sides of lhe law.
Some are hardened criminais who decide lo seek
lheir forlune in lreasure hoards, while olhers lake up
a tife of advenlure to escape from lhe law. Some have
learned and perfecled lheir skills wilh lhe exptieit
purpose of infillrating aneient 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 ofyour !ife.
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 aelventuring party-who showeel you
new possibilities for earning a tiving anel 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 soeial
interaction. Second, choose the charlatan background.
CLASS FEATURES
As a rogue, you have the following cIass features.
HIT POINTS
Hil Diee: 1dS per rogue levei
Hil Poinls aI Is1 Levei: S + your Constitution modifier
Hil Poinls aI Higher LeveIs: 1dS (or 5) + your
Constitution modifier per rogue levei after 1st
PROFIClENCIES
Armor: Light armor
Weapons: Simple weapons, hand crossbows,
longsworels, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics,
Deception, Insight, Intimidation, Investigation,
Perception, Pcrformance, Persuasion. Sleight of
Hanel, anel Stealth
PART 1 CLASSES
95
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) a dungeoneer’s pack, or (c) an
explorer’s pack
Leather armor, two daggers, and thieves’ tools
EXPERTISE
At 1st leveI, choose two ofyour skill proficiencies, or
one of your skill proficiencies and your proficiency with
thieves’ tooIs. Your proficiency bonus is doubled for any
ability check you make that uses either of the chosen
proficiencies.
At 6th levei, you can choose two more of your
proficiencies (in skills or with thieves’ tools) to gain
this benefit.
SNEAK ATTACK
Beginning at 1st levei, you know how to strike subtly
and exploit a foe’s distraction. Once per turn, you can
deal an extra Id6 damage to one creature you hit with
an attack if you have advantage on the attack rol!. 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 rol!.
The amount of the extra damage increases as you
gain leveis 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. lt takes four times longer to convey sue h
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 levei, 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 leveI, you choose an archetype that you emulate
in the exercise of your rogue abilities: Thief, Assassin,
or Arcane Trickster, ali detailed at the end of the class
description. Your archetype choice grants you features
at 3rd levei and then again at 9th, 13th, and 17th leve!.
ABILITY SCORE IMPROVEMENT
When you reach 4th levei, and again at 8th, 10th, 12th,
16th, and 19th levei, 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.
UNCANNY DODGE
Starting at 5th levei, 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 levei, 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 fai!’
RELIABLE T ALENT
By 11th levei, 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.
BLINDSENSE
Starting at 14th levei, ifyou are able to hear, you are
aware of the location of any hidden or invisible creature
within lO feet ofyou.
SLIPPERY MIND
By 15th leveI, you have acquired greater mental
strength. You gain proficiency in Wisdom saving throws.
ELUSIVE
Beginning at 18th levei, 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.
96
PART I I CLASSES
STROKE OF LUCK
At 20th leveI, 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 resto
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.
Vour 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
Vou hone your skills in the larcenous arts. Burglars,
bandits, cutpurses, and other criminais 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 leveI, 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 levei, you gain
the ability to climb faster than normal; climbing no
longer costs you extra movement.
In addition, when you make a runningjump, the
distance you cover increases by a number of feet equal
to your Dexterity modifier.
SUPREME SNEAK
Starting at 9th levei, 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 leveI, 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. Vou
ignore ali class, race, and levei requirements on the use
of magic items.
THIEF’S REFLEXES
When you reach 17th levei, you have become adept at
laying ambushes and quickly escaping danger. Vou can
take two turns during the first round of any combat. Vou
take your first turn at your normal initiative and your
second turn at your initiative minus 10. Vou can’t use
this feature when you are surprised.
ASSASSIN
Vou 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 levei, you gain
proficiency with the disguise kit and the poisoner’s kit.
ASSASSINATE
Starting at 3rd levei, you are at your deadliest when you
get the drop on your enemies. Vou 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 criticai hit.
INFILTRATION EXPERTISE
Starting at 9th leveI, you can unfailingly create false
identities for yourself. Vou must spend seven days and
25 gp to establish the history, profession, and affiliations
for an identity. Vou 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 leveI, you gain the ability to unerringly mimic
another person’s speech, writing, and behavior.
Vou must spend at least three hours studying
these three components of the person’s behavior,
listening to speech, examining handwriting, and
observing mannerisms.
Vour ruse is indiscernible to the casual observer. Ir 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 leveI, 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.
PART 1 CLASSES
9i
98
SPELLCASTING
When you reach 3rd levei, you gain the ability to
cast spells. See chapter 10 for the general rules of
spellcasting and chapter 1i for the wizard spelllisl.
Cantrips. Vou learn three cantrips: mage hand and
two other cantrips of your choice fram the wizard spell
lisl. Vou learn another wizard cantrip of your choice
at 10th leveI.
Spel1 S/ots. The Arcane Trickster Spellcasting
table shows how many spell slots you have to cast
your spells of 1st levei and higher. To cast one of these
spells, you must expend a slot of the spell’s leveI or
higher. Vou regain ali expended spell slots when you
finish a long rest.
For example. ifyou know the Ist.level spell charm
person and have a Ist.level and a 2nd.level spell slot
available, you can cast charm person using either slol.
Spel1s Known of 1st.Level and Higher. Vou know
three I st.level wizard spells of your choice, two of which
you must choose from the enchantment and iIIusion
spells on the wizard spell lisl.
The Spells Known column of the Arcane Trickster
Spellcasting table shows when you learn more wizard
spells of 1st levei ar higher. Each of these spells must
be an enchantment or illusion spell of your choice, and
must be of a levei for which you have spell slots. For
instance, when you reach 7th levei in this c1ass. you can
learn one new spell of 1st or 2nd leveI.
The spells you learn at 8th. 14th, and 20th levei can
come fram any school of magic.
Whenever you gain a levei in this c1ass, you can
replace one of the wizard spells you know with another
spell of your choice from the wizard spell lisl. The
new spell must be of a levei for which you have spell
slots. and it must be an enchantment or illusion spell,
unless you’re replacing the spell you gained at 8th, 14th,
ar 20th leveI.
Spel1casting Ability. Intelligence is your spellcasting
ability for your wizard spells, since you learn your
spells thraugh dedicated study and memorization.
Vou use your lntelligence whenever a spell refers to
your spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving thraw
DC for a wizard spell you cast and when making an
allack rall with one.
Spell save De ~ 8 + your proficiency bonus +
your Intelligence modifier
Spell altack modifier ~ your proficiency bonus +
your Intelligence modifier
MACE HAND LEGERDEMAIN
Starting at 3rd levei, when you cast mage hand, you can
make the spectral hand invisible. and you can perform
the following additionaltasks with it:
Vou can stow one objectthe hand is holding in a
container worn ar carried by another creature.
Vou can retrieve an object in a container worn or
carried by another creature.
Vou can use thieves’ tools to pick locks and disarm
traps at range.
PA RT 1 CLASSES
ARCANE TRICKSTER SPELLCASTINC
Rogue Cantrips Spells -Spell Slots per Spell Level-
Levei Known 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
20th 4 13 4 3 3
Vou 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 contralthe hand.
MAGICAL AMBUSH
Starting at 9th levei, if you are hidden from a
creature when you cast a spell on it, the creature has
disadvantage on any saving throw it makes againstthe
spellthis turno
VERSATILE TRICKSTER
At 13th leveI, you gain the ability to distracttargets 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
allack ralls against that creature untilthe end of the turno
SPELL THIEF
At 17th levei, you gain the ability to magically
stealthe knowledge of how to cast a spell fram
another spellcaster.
Immediately after a creature casts a spellthattargets
you ar includes you in its area of effect, you can use your
reaction to force the creature to make a saving thraw
with its spellcasting ability modifier. The DC equals
your spell save De. On a failed save, you negate the
spell’s effect against you, and you stealthe knowledge
of the spell if it is at least 1st leveI and of a levei 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 slolS. The crealure can’t casl lhat spell untilthe
8 hours have passed.
Once you use this feature, you can’t use it again until
you finish a long resl.