Rogues are masterful burglars, swindlers, cutpurses or assassins. Often career criminals, they master a wide array of skills and trades in their pursuit of illicit activities. These scoundrels become experts at the art of being unseen, and knowing precisely when their opponent is most vulnerable to strike. An adventurer who wishes to delve into dungeons would be wise to be wary of traps, locks and illusions; all cornerstone components in a rogue's bag of tricks.

 

  • Strength is not important for rogues, but it can be helpful for saving throws or for commonly associated skill checks (such as athletics).

  • Dexterity is vital for rogues for the extra AC, for dual-wielding or using ranged or finesse weapons. It is also helpful for saving throws or for commonly associated skill checks (such as stealth, acrobatics or sleight of hand).

  • Constitution is not important for rogues for the extra HP. It is also helpful for saving throws.

  • Intelligence is not important for rogues, but it can be helpful for saving throws or for commonly associated skill checks (such as investigation).

  • Wisdom is not important for rogues, but it can be helpful for saving throws or for commonly associated skill checks (such as perception).

  • Charisma is not important for rogues, but it can be helpful for saving throws or for commonly associated skill checks (such as deception or persuasion).

Expertise

At 1st level, choose two of your skill proficiencies. 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) to gain this benefit.
 

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per round, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll.

 

At 3rd level, the extra damage from your Sneak Attack is increased to 2d6. At 5th level, the extra damage from your Sneak Attack is increased to 3d6. At 7th level, the extra damage from your Sneak Attack is increased to 4d6. At 9th level, the extra damage from your Sneak Attack is increased to 5d6.
 

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 Use an Object, Disengage, or Hide Action.
 

Assassinate

Beginning at 3rd level, you know how to strike for the vitals and catch an opponent who is unprepared. During the first round, your attack is at advantage and does critical damage, so long as your target has not taken a turn yet that round.
 

Uncanny Dodge

Starting at 5th level, when an attacker that you can see successfully 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 some hazards. 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.
 

Apply Poison

At 10th level, as part of a Melee Attack or Ranged Attack Action, you may attempt to poison your target. On hit, the target takes an additional 3d6 poison damage, and must succeed a Constitution saving throw against the Rogue Poison DC or be poisoned.

While poisoned, the target will take an additional 3d6 poison damage at the start of their turn (until combat ends or their poison is cured). At the end of each turn afterwards, they may repeat the Constitution saving throw. On a successful save, the poison damage they take on their subsequent turn decreases by 1d6. The poison ends when the damage has been decreased to 0d6.

 

Rogue Poison DC = 8 + your Charisma ability score modifier + your proficiency bonus.