Rogues rely on cunning, 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. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise strike than wear an opponent down with a barrage of blows.
Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue's relation to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.
Some Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters.
An Assassin's training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.
The Blades of Radiance, also called Steel Saints, are known to be one of the most lethal orders of the Church. In order to become a blade, one must be a devout follower of the faith, as only those who would die for the cause are deemed worthy. Prospective members are trained within the walls of the Church, taking on the clergy as their new kin and discarding whatever familial bonds they might have held onto. Their zealous fervor grants them unrivaled powers on the battlefield, wielding massive weapons as if they were mere toys, infusing their blade with divine powers, and breaking down their foes one by one.
The Blades of Radiance receive an incredibly diverse range of missions. The most brutal of their members handle gruesome matters in a lethal fashion, whereas those of a more empathetic temperament are tasked with protecting their fellows. Despite this sundry in character, they all share one goal: safeguarding the Church and its members, no matter what.
A Bookmaker treats the world as an endless ledger of techniques waiting to be catalogued. Every duel, every clash of steel or spell, is a chance to observe, dissect, and copy what makes another creature dangerous. Wherever you go, your grimoire — your Bookmaker — follows, growing heavier with borrowed power.
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 keen deductions make you well equipped to expose and end hidden evils.
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.
Embrace Death and Wield Ghostly Power. Some Rogues traverse the veil between life and death, shepherding opponents to the grave and slipping through the world as undetectable as a spirit. In these pursuits, a Rogue might discover a mystical connection to death itself. Such an individual becomes immersed in negative energy, infusing their strikes with deathly energy and stealing knowledge from souls who have passed on. Thieves' guilds value Rogues of this persuasion as highly effective information gatherers and spies.
A Scion of the Three draws power from a group of malevolent gods known in Baldur's Gate as the Dead Three: Bane, a god of tyranny; Bhaal, a god of violence and murder; and Myrkul, a god of death. While some Rogues of this subclass pledge themselves ardently to those three macabre gods, others are thrust on this path by a curse. Either way, a scion's power manifests as various occult gifts, as well as an uncanny talent for striking and terrifying foes.
Scions of the Three are most common in Baldur's Gate, where the Dead Three lived as mortals before ascending to godhood. Underground cults to Bane, Bhaal, and Myrkul often count Scions of the Three among their most useful agents. Outside Baldur's Gate, secular thieves' guilds such as the Shadow Thieves of Amn or the Xanathar Guild in Waterdeep might call on a Scion of the Three to undertake an especially violent contract.
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.
You are a miraculous shadow left behind by a dead god. As a divine shadow, you possess plenty of strange and wondrous powers. However, your existence is empty and lonesome; you mourn the passing of your former master and long to find a new one.
A Soulknife strikes with the mind, cutting through barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your psionic abilities might have haunted you since childhood, revealing their full potential only as you experienced the stress of adventure. Or you might have sought out an order of psychic adepts and spent years learning how to manifest your power.
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.
A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.
Core Rogue Traits
| Primary Ability | Dexterity |
|---|---|
| Hit Point Die | d8 per Rogue level |
| Saving Throw Proficiencies | Dexterity, Intelligence |
| Skill Proficiencies | Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, Stealth |
| Weapon Proficiencies | Simple weapons, Martial weapons that have the Finesse or Light property |
| Armor Training | Light armor |
| Tool Proficiencies | Thieves' Tools |
| Starting Equipment | Choose A or B: (A) Leather Armor, Dagger (2), Shortsword, Shortbow, Arrow (20), Quiver, Thieves' Tools, Burglar's Pack, 8 GP or (B) 100 GP |
Becoming a Rogue...
As a Level 1 Rogue
- Gain all the traits in the Core Rogue Traits table.
- Gain the Rogue's level 1 features, which are listed in the Rogue Features table.
As a Multiclass Rogue
- Gain the following traits from the Core Rogue Traits table: Hit Point Die, proficiency in one skill of your choice from the Rogue's skill list, proficiency with Thieves' Tools, and training with Light armor.
- Gain the Rogue's level 1 features, which are listed in the Rogue Features table.
Rogue Features
| Level | Proficiency Bonus | Class Features | Sneak Attack |
|---|---|---|---|
| 1 | +2 | Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery | 1d6 |
| 2 | +2 | Cunning Action | 1d6 |
| 3 | +2 | Rogue Subclass, Steady Aim | 2d6 |
| 4 | +2 | Ability Score Improvement | 2d6 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 3d6 |
| 6 | +3 | Expertise | 3d6 |
| 7 | +3 | Evasion, Reliable Talent | 4d6 |
| 8 | +3 | Ability Score Improvement | 4d6 |
| 9 | +4 | Subclass Feature | 5d6 |
| 10 | +4 | Ability Score Improvement | 5d6 |
| 11 | +4 | Improved Cunning Strike | 6d6 |
| 12 | +4 | Ability Score Improvement | 6d6 |
| 13 | +5 | Subclass Feature | 7d6 |
| 14 | +5 | Devious Strikes | 7d6 |
| 15 | +5 | Slippery Mind | 8d6 |
| 16 | +5 | Ability Score Improvement | 8d6 |
| 17 | +6 | Subclass Feature | 9d6 |
| 18 | +6 | Elusive | 9d6 |
| 19 | +6 | Epic Boon | 10d6 |
| 20 | +6 | Stroke of Luck | 10d6 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Sneak Attack
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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Level 3
Rogue Subclass
You gain a Rogue subclass of your choice.
Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Subclass Feature
You gain a feature from your Rogue Subclass.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Subclass Feature
You gain a feature from your Rogue Subclass.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Subclass Feature
You gain a feature from your Rogue Subclass.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Cantrips | Prepared Spells | Spell Slots per Spell Level | Sneak Attack | |||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | ||||||
| 1 | +2 | Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery | 0 | 0 | 0 | 0 | 0 | 0 | 1d6 |
| 2 | +2 | Cunning Action | 0 | 0 | 0 | 0 | 0 | 0 | 1d6 |
| 3 | +2 | Steady Aim, Mage Hand Legerdemain, Spellcasting | 2 | 3 | 2 | 0 | 0 | 0 | 2d6 |
| 4 | +2 | Ability Score Improvement | 2 | 4 | 3 | 0 | 0 | 0 | 2d6 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 2 | 4 | 3 | 0 | 0 | 0 | 3d6 |
| 6 | +3 | Expertise | 2 | 4 | 3 | 0 | 0 | 0 | 3d6 |
| 7 | +3 | Evasion, Reliable Talent | 2 | 5 | 4 | 2 | 0 | 0 | 4d6 |
| 8 | +3 | Ability Score Improvement | 2 | 6 | 4 | 2 | 0 | 0 | 4d6 |
| 9 | +4 | Magical Ambush | 2 | 6 | 4 | 2 | 0 | 0 | 5d6 |
| 10 | +4 | Ability Score Improvement | 3 | 7 | 4 | 3 | 0 | 0 | 5d6 |
| 11 | +4 | Improved Cunning Strike | 3 | 8 | 4 | 3 | 0 | 0 | 6d6 |
| 12 | +4 | Ability Score Improvement | 3 | 8 | 4 | 3 | 0 | 0 | 6d6 |
| 13 | +5 | Versatile Trickster | 3 | 9 | 4 | 3 | 2 | 0 | 7d6 |
| 14 | +5 | Devious Strikes | 3 | 10 | 4 | 3 | 2 | 0 | 7d6 |
| 15 | +5 | Slippery Mind | 3 | 10 | 4 | 3 | 2 | 0 | 8d6 |
| 16 | +5 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 0 | 8d6 |
| 17 | +6 | Spell Thief | 3 | 11 | 4 | 3 | 3 | 0 | 9d6 |
| 18 | +6 | Elusive | 3 | 11 | 4 | 3 | 3 | 0 | 9d6 |
| 19 | +6 | Epic Boon | 3 | 12 | 4 | 3 | 3 | 1 | 10d6 |
| 20 | +6 | Stroke of Luck | 3 | 13 | 4 | 3 | 3 | 1 | 10d6 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Sneak Attack
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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Level 3
Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Mage Hand Legerdemain
When you cast Mage Hand, you can cast it as a Bonus Action, and you can make the spectral hand Invisible. You can control the hand as a Bonus Action, and through it, you can make Dexterity (Sleight of Hand) checks.
Spellcasting
You have learned to cast spells. The information below details how you use those rules as an Arcane Trickster.
- Cantrips. You know three cantrips: Mage Hand and two other cantrips of your choice from the Wizard spell list (see that class's section for its list). Mind Sliver and Minor Illusion are recommended.
Whenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another Wizard cantrip of your choice.
When you reach Rogue level 10, you learn another Wizard cantrip of your choice. - Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Wizard spells. Charm Person, Disguise Self, and Fog Cloud are recommended.
The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Arcane Trickster Spellcasting table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the Arcane Trickster Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Rogue, your list of prepared spells can include five Wizard spells of level 1 or 2 in any combination. - Changing Your Prepared Spells. Whenever you gain a Rogue level, you can replace one spell on your list with another Wizard spell for which you have spell slots.
- Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
- Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Magical Ambush
If you have the Invisible condition when you cast a spell on a creature, it has Disadvantage on any saving throw it makes against the spell on the same turn.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Versatile Trickster
You gain the ability to distract targets with your Mage Hand. When you use the Trip option of your Cunning Strike on a creature, you can also use that option on another creature within 5 feet of the spectral hand.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Spell Thief
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 take a Reaction to force the creature to make an Intelligence saving throw. 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 level 1 and of a level you can cast (it doesn't need to be a Wizard spell). For the next 8 hours, you have the spell prepared. The creature can't cast it until the 8 hours have passed.
Once you steal a spell with this feature, you can't use this feature again until you finish a Long Rest.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Sneak Attack |
|---|---|---|---|
| 1 | +2 | Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery | 1d6 |
| 2 | +2 | Cunning Action | 1d6 |
| 3 | +2 | Steady Aim, Assassin's Tools, Assassinate | 2d6 |
| 4 | +2 | Ability Score Improvement | 2d6 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 3d6 |
| 6 | +3 | Expertise | 3d6 |
| 7 | +3 | Evasion, Reliable Talent | 4d6 |
| 8 | +3 | Ability Score Improvement | 4d6 |
| 9 | +4 | Infiltration Expertise | 5d6 |
| 10 | +4 | Ability Score Improvement | 5d6 |
| 11 | +4 | Improved Cunning Strike | 6d6 |
| 12 | +4 | Ability Score Improvement | 6d6 |
| 13 | +5 | Envenom Weapons | 7d6 |
| 14 | +5 | Devious Strikes | 7d6 |
| 15 | +5 | Slippery Mind | 8d6 |
| 16 | +5 | Ability Score Improvement | 8d6 |
| 17 | +6 | Death Strike | 9d6 |
| 18 | +6 | Elusive | 9d6 |
| 19 | +6 | Epic Boon | 10d6 |
| 20 | +6 | Stroke of Luck | 10d6 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Sneak Attack
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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Level 3
Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Assassin's Tools
You gain a Disguise Kit and a Poisoner's Kit, and you have proficiency with them.
Assassinate
You're adept at ambushing a target, granting you the following benefits.
- Initiative. You have Advantage on Initiative rolls.
- Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn't taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon's type equal to your Rogue level.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Infiltration Expertise
You are expert at the following techniques that aid your infiltrations.
- Masterful Mimicry. You can unerringly mimic another person's speech, handwriting, or both if you have spent at least 1 hour studying them.
- Roving Aim. Your Speed isn't reduced to 0 by using Steady Aim.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Envenom Weapons
When you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw. This damage ignores Resistance to Poison damage.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Death Strike
When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus), or the attack's damage is doubled against the target.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Sneak Attack |
|---|---|---|---|
| 1 | +2 | Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery | 1d6 |
| 2 | +2 | Cunning Action | 1d6 |
| 3 | +2 | Steady Aim, Divine Blessings, Sanctified Champion | 2d6 |
| 4 | +2 | Ability Score Improvement | 2d6 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 3d6 |
| 6 | +3 | Expertise | 3d6 |
| 7 | +3 | Evasion, Reliable Talent | 4d6 |
| 8 | +3 | Ability Score Improvement | 4d6 |
| 9 | +4 | Righteous Armament | 5d6 |
| 10 | +4 | Ability Score Improvement | 5d6 |
| 11 | +4 | Improved Cunning Strike | 6d6 |
| 12 | +4 | Ability Score Improvement | 6d6 |
| 13 | +5 | Saintly Revelations | 7d6 |
| 14 | +5 | Devious Strikes | 7d6 |
| 15 | +5 | Slippery Mind | 8d6 |
| 16 | +5 | Ability Score Improvement | 8d6 |
| 17 | +6 | Final Judgement | 9d6 |
| 18 | +6 | Elusive | 9d6 |
| 19 | +6 | Epic Boon | 10d6 |
| 20 | +6 | Stroke of Luck | 10d6 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Sneak Attack
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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Level 3
Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Divine Blessings
Your devotion to eradicating enemies of the Church manifests as righteous power. You have a pool of Divine Points equal to 1 plus your Wisdom modifier (minimum of 1 point). You regain all expended points when you finish a Short or Long Rest. In addition, whenever you kill an Aberration, Beast, Fiend, or Undead of CR ½ or higher with your sanctified blade, you regain 1 expended Divine Point.
- Radiance Save DC. If a feature of this subclass requires a saving throw, the DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
You can expend Divine Points to use the following features.
- Armor of the Faithful. As a Reaction when a creature targets you with an attack, you can expend 1 Divine Point to force that creature to make a Wisdom saving throw. On a failed save, the attacker must choose a new target or the attack has no effect. In addition, the attacker can't target you with an attack until the start of your next turn. This feature doesn't protect you from areas of effect, such as the explosion of a Fireball spell.
- Divine Inspiration. When you make an Intelligence (History or Religion) or a Wisdom (Insight) check, you can expend 1 Divine Point to reroll the d20, and you must use the new result. You can choose to use this feature after you roll the die, but before the outcome is determined. You gain a bonus to the check equal to your Wisdom modifier (minimum 1).
- Rend the Blasphemous. On your turn after you take the Attack action with your sanctified blade, you can take a Bonus Action and expend 1 Divine Point to let the divine hand guide you. Make a weapon attack with it against a creature within your reach. You gain a bonus to your attack roll equal to your Wisdom modifier (minimum 1).
Sanctified Champion
Your intense training bears fruit. You gain proficiency with Martial weapons and training with Medium armor.
Whenever you finish a Short Rest, you can perform a ritual on a melee weapon you are proficient with that deals Piercing or Slashing damage, sanctifying it. It becomes your sanctified blade, and you can only have one such blade at a time. The blade has the Finesse property for you, and attacks made with it against Aberrations, Fiends, and Undead ignore Resistance to damage.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Righteous Armament
Your faith gives you the power to rebel against fate itself. You learn the following features that use your Divine Points.
- Chains of Judgement. When you hit a creature with your sanctified blade, you can expend 1 Divine Point to create holy chains around the creature. The target must succeed on a Strength saving throw or take Radiant damage equal to your Wisdom modifier and have the Restrained condition until the end of your next turn.
- Divine Retaliation. As a Reaction when a creature damages you with a melee attack while you are wielding your sanctified blade, you can expend 1 Divine Point to make a melee attack with your blade against the creature. You gain a bonus to the damage roll equal to your Wisdom modifier.
- Erupting Blades. When you hit a creature with an attack that could apply your Sneak Attack damage, you can forgo damaging the creature with your Sneak Attack and expend 2 Divine Points to cause radiant blades to fall on the battlefield. The target and each creature in a 45-foot-long, 5-foot-wide Line originating from the target must make a Dexterity saving throw. On a failed save, a target takes Radiant damage equal to your Sneak Attack damage. On a successful save, a target takes half damage.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Saintly Revelations
You experience revelations, showing you how to channel divine energy to embolden your blade. You learn two cantrips of your choice from the Cleric spell list.
In addition, you always have the Heroism, Protection From Evil and Good, and Shield of Faith spells prepared. With this feature, you can cast these spells at will, targeting only yourself, without a spell slot or components. Wisdom is your spellcasting ability for these spells.
Starting at Rogue level 17, when you cast these spells using this feature, they don't require Concentration. However, you can only have one spell cast from this feature active at a time; if you cast a second one, the first spell ends.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Final Judgement
Your sanctified blade becomes imbued with holy power, granting you the following benefits.
- Divine Spirits. As a Magic action while wielding the blade, you can cast Spirit Guardians without a spell slot or components. Creatures within the area of the spell, for the purpose of your Sneak Attack, are considered within 5 feet of an ally of yours. Once you cast the spell with this feature, you can't do so again until you finish a Long Rest unless you expend 3 Divine Points (no action required) to restore your use of it.
- Radiant Blade. You can speak a command word (no action required) to cause your blade to emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. The light lasts until you speak the command word again or you stow your weapon. While emitting light in this way, the weapon is considered a magic weapon, and attacks made with it deal an extra 2d4 Radiant damage on a hit.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Maximum Level | Stolen Spells | Eldritch Energy | Sneak Attack |
|---|---|---|---|---|---|---|
| 1 | +2 | Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery | 0 | 0 | 0 | 1d6 |
| 2 | +2 | Cunning Action | 0 | 0 | 0 | 1d6 |
| 3 | +2 | Steady Aim, Black Flash, Spellcasting | 1 | 3 | 3 | 2d6 |
| 4 | +2 | Ability Score Improvement | 1 | 4 | 3 | 2d6 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 2 | 4 | 4 | 3d6 |
| 6 | +3 | Expertise | 2 | 4 | 5 | 3d6 |
| 7 | +3 | Evasion, Reliable Talent | 3 | 5 | 6 | 4d6 |
| 8 | +3 | Ability Score Improvement | 3 | 6 | 6 | 4d6 |
| 9 | +4 | Eldritch Upcasting | 4 | 6 | 7 | 5d6 |
| 10 | +4 | Ability Score Improvement | 4 | 7 | 7 | 5d6 |
| 11 | +4 | Improved Cunning Strike | 5 | 8 | 8 | 6d6 |
| 12 | +4 | Ability Score Improvement | 5 | 8 | 9 | 6d6 |
| 13 | +5 | Improved Eldritch Visions | 6 | 9 | 10 | 7d6 |
| 14 | +5 | Devious Strikes | 6 | 10 | 10 | 7d6 |
| 15 | +5 | Slippery Mind | 7 | 10 | 11 | 8d6 |
| 16 | +5 | Ability Score Improvement | 7 | 11 | 11 | 8d6 |
| 17 | +6 | Codex Mastery | 8 | 11 | 12 | 9d6 |
| 18 | +6 | Elusive | 8 | 11 | 13 | 9d6 |
| 19 | +6 | Epic Boon | 9 | 12 | 14 | 10d6 |
| 20 | +6 | Stroke of Luck | 9 | 13 | 14 | 10d6 |
Eldritch Visions
Your growing intuition for eldritch energy grants you the following techniques.
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Sneak Attack
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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Level 3
Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Black Flash
When you roll a 20 on an attack roll, you regain one expended Eldritch Energy point. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a Long Rest.
Spellcasting
By showing your worth, you gain the ability to steal spells you witness the use of. You write them in your grimoire to be able to cast them later. The information below details how you use those rules with Stolen Spells:
- Grimoire. At the moment you become worthy of its powers, the grimoire gives you a vision of its powers and appears in your hands. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the grimoire's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.
The Grimoire contains the level 1+ spells you stole. It starts completely empty, you may fill it with the spells you steal from other spellcasters during your journey. - Eldritch Energy. The Eldritch Energy column of your Bookmaker spellcasting table shows how many Eldritch Energy points you have to cast your level 1+ spells. You regain all expended Eldritch Energy points when you finish a Long Rest.
- Eldritch Visions. You know three Eldritch Visions, you can cast them using one point of Eldritch Energy. When you cast an Eldritch Vision, you are considered casting a level one spell.
- Prepared Spells of Level 1+. All Stolen Spells your Grimoire contains are considered prepared. When you make a Short or Long Rest, you can copy any spell of which you witnessed the casting and effects of, since the last Short or Long Rest. This process is called stealing a spell.
The number of spells your Grimoire can contain increases as you gain Rogue levels, as shown in the Stolen Spells column of the Bookmaker Spellcasting table. The Stolen Spells must be of a level equal or lower than the level in the Maximum Level column of the Bookmaker Spellcasting table. - Changing Your Prepared Spells. Whenever you steal a spell while your Grimoire is full, you can replace one of the spells it contains with the new spell.
- Casting a Stolen Spell. You can cast a spell by expanding a number of Eldritch Energy points equal to the spell's level. On a turn, you can only cast one spell using Eldritch Energy points. Eldritch Visions can ignore this condition.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Stolen Spells.
- Spellcasting Focus. You can use your Grimoire as a Spellcasting Focus for your Stolen Spells.
- Recovering your Grimoire. If your Grimoire is lost, stolen or destroyed, you can take an action to make a new one appear in your hand (with the exact same content), destroying the old one in the process.
Once you gain this feature, you cannot benefit from any other Spellcasting or Pact MAgic feature. If another feature allows you to use spell slots you have, you can use a number of Eldritch Energy points equal to the spell slot's level instead.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Eldritch Upcasting
When you cast a spell using Eldritch Energy points, you can spend additionnal points, increasing the level of the spell by one for each additionnal point spent. You can't cast a spell at a higher level than the one specified in Maximum Level column of your Bookmaker spellcasting table.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Improved Eldritch Visions
You Eldritch Visions improve in the following ways:
- Eldritch Sight (Gyo). The range is increased to 60 feet and it doesn't require concentration.
- Eldritch Surge (Ren). You can add an additionnal 2d6 to your Sneak Attack damage and you can use your Cunning Strike options.
- Eldritch Veil (Ten). You can use it when any creature you can see is forced to make a saving throw.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Codex Mastery
When you witness the casting and effects of a spell. As a reaction, you can magically add the spell to your Grimoire, instead of doing it during or Shor or Long Rest.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Sneak Attack |
|---|---|---|---|
| 1 | +2 | Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery | 1d6 |
| 2 | +2 | Cunning Action | 1d6 |
| 3 | +2 | Steady Aim, Ear for Deceit, Eye for Detail, Insightful Fighting | 2d6 |
| 4 | +2 | Ability Score Improvement | 2d6 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 3d6 |
| 6 | +3 | Expertise | 3d6 |
| 7 | +3 | Evasion, Reliable Talent | 4d6 |
| 8 | +3 | Ability Score Improvement | 4d6 |
| 9 | +4 | Steady Eye | 5d6 |
| 10 | +4 | Ability Score Improvement | 5d6 |
| 11 | +4 | Improved Cunning Strike | 6d6 |
| 12 | +4 | Ability Score Improvement | 6d6 |
| 13 | +5 | Unerring Eye | 7d6 |
| 14 | +5 | Devious Strikes | 7d6 |
| 15 | +5 | Slippery Mind | 8d6 |
| 16 | +5 | Ability Score Improvement | 8d6 |
| 17 | +6 | Eye for Weakness | 9d6 |
| 18 | +6 | Elusive | 9d6 |
| 19 | +6 | Epic Boon | 10d6 |
| 20 | +6 | Stroke of Luck | 10d6 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Sneak Attack
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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Level 3
Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Ear for Deceit
You develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Eye for Detail
You can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
Insightful Fighting
You gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, 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.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Steady Eye
You have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Unerring Eye
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 Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Eye for Weakness
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.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Sneak Attack |
|---|---|---|---|
| 1 | +2 | Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery | 1d6 |
| 2 | +2 | Cunning Action | 1d6 |
| 3 | +2 | Steady Aim, Master of Intrigue, Master of Tactics | 2d6 |
| 4 | +2 | Ability Score Improvement | 2d6 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 3d6 |
| 6 | +3 | Expertise | 3d6 |
| 7 | +3 | Evasion, Reliable Talent | 4d6 |
| 8 | +3 | Ability Score Improvement | 4d6 |
| 9 | +4 | Insightful Manipulator | 5d6 |
| 10 | +4 | Ability Score Improvement | 5d6 |
| 11 | +4 | Improved Cunning Strike | 6d6 |
| 12 | +4 | Ability Score Improvement | 6d6 |
| 13 | +5 | Misdirection | 7d6 |
| 14 | +5 | Devious Strikes | 7d6 |
| 15 | +5 | Slippery Mind | 8d6 |
| 16 | +5 | Ability Score Improvement | 8d6 |
| 17 | +6 | Soul of Deceit | 9d6 |
| 18 | +6 | Elusive | 9d6 |
| 19 | +6 | Epic Boon | 10d6 |
| 20 | +6 | Stroke of Luck | 10d6 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Sneak Attack
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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Level 3
Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Master of Intrigue
You gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your 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
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 within 5 feet of you, if the target can see or hear you.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Insightful Manipulator
If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Intelligence score
- Wisdom score
- Charisma score
- Class levels (if any)
At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Misdirection
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.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Soul of Deceit
Your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on 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.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Sneak Attack |
|---|---|---|---|
| 1 | +2 | Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery | 1d6 |
| 2 | +2 | Cunning Action | 1d6 |
| 3 | +2 | Steady Aim, Wails from the Grave, Whispers of the Dead | 2d6 |
| 4 | +2 | Ability Score Improvement | 2d6 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 3d6 |
| 6 | +3 | Expertise | 3d6 |
| 7 | +3 | Evasion, Reliable Talent | 4d6 |
| 8 | +3 | Ability Score Improvement | 4d6 |
| 9 | +4 | Tokens of the Departed, Voice of Death | 5d6 |
| 10 | +4 | Ability Score Improvement | 5d6 |
| 11 | +4 | Improved Cunning Strike | 6d6 |
| 12 | +4 | Ability Score Improvement | 6d6 |
| 13 | +5 | Ghost Walk | 7d6 |
| 14 | +5 | Devious Strikes | 7d6 |
| 15 | +5 | Slippery Mind | 8d6 |
| 16 | +5 | Ability Score Improvement | 8d6 |
| 17 | +6 | Death's Friend | 9d6 |
| 18 | +6 | Elusive | 9d6 |
| 19 | +6 | Epic Boon | 10d6 |
| 20 | +6 | Stroke of Luck | 10d6 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Sneak Attack
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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Level 3
Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Wails from the Grave
Immediately after you deal Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack damage dice for your level (round up), and the second creature takes Necrotic damage equal to the roll's total as wails of the dead sound around it.
You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Whispers of the Dead
Whenever you finish a Short or Long Rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this benefit again to choose a different proficiency.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Tokens of the Departed
The spirits of the dead are drawn to you, and echoes of their past lives magically manifest as strange curios with resonant power.
You gain two soul trinkets. A soul trinket is a Tiny object (the DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it). If you move more than 30 feet from a trinket, the trinket immediately teleports to you, appearing somewhere on your person.
- Using Soul Trinkets. You can use soul trinkets in the following ways:
- Death's Knell. When you deal Sneak Attack damage on your turn, you can destroy one soul trinket and immediately use Wails from the Grave without expending a use of that feature.
- Life Essence. While you have at least one soul trinket, you have Advantage on Death Saving Throws and Constitution saving throws.
- Spirit Query. You can take a Magic action to destroy one soul trinket and immediately cast the Augury spell, requiring no spell components and using Constitution as the spellcasting modifier. If you know the creature with which the trinket is associated, you can ask the creature's spirit one question instead of casting the spell. In this case, the spirit appears to you and answers as concisely as possible in a language it knew in life.
- Gaining Additional Soul Trinkets. When a creature you can see within 30 feet of you dies, you can take a Reaction to gain another soul trinket, claiming a sliver of that creature's departing spirit. The new trinket appears somewhere on your person.
You can have a maximum of two soul trinkets at a time. If you try to gain a soul trinket while at your maximum, one of your existing trinkets is immediately destroyed and replaced by the new trinket. The maximum number of soul trinkets you can have increases when you reach Rogue levels 13 (three trinkets) and 17 (four trinkets).
Whenever you finish a Long Rest with fewer than two soul trinkets, you gain soul trinkets until you have two.
Voice of Death
You can cast Speak with Dead once without a spell slot, requiring no spell components and using Dexterity as the spellcasting modifier. You regain the ability to cast it this way when you finish a Short or Long Rest.
When you cast the spell, you can target one of your soul trinkets from Tokens of the Departed instead of a corpse, allowing the spirit of the creature associated with the trinket to answer.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Ghost Walk
As a Bonus Action, you assume a spectral form, gaining the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest unless you destroy one of your soul trinkets from Tokens of the Departed (no action required) to restore your use of it.
- Flight. You gain a Fly Speed of 10 feet and can hover.
- Hazy Form. Attack rolls have Disadvantage against you.
- Incorporeal Movement. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Death's Friend
Your association with death has become so close that you gain the following benefits.
- Death's Lament. When you use Wails from the Grave, you can deal the feature's Necrotic damage to both the first and the second creature.
- Draw of Death. When you roll Initiative, you gain one soul trinket for your Tokens of the Departed if you have none remaining.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Sneak Attack |
|---|---|---|---|
| 1 | +2 | Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery | 1d6 |
| 2 | +2 | Cunning Action | 1d6 |
| 3 | +2 | Steady Aim, Bloodthirst, Dread Allegiance | 2d6 |
| 4 | +2 | Ability Score Improvement | 2d6 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 3d6 |
| 6 | +3 | Expertise | 3d6 |
| 7 | +3 | Evasion, Reliable Talent | 4d6 |
| 8 | +3 | Ability Score Improvement | 4d6 |
| 9 | +4 | Strike Fear | 5d6 |
| 10 | +4 | Ability Score Improvement | 5d6 |
| 11 | +4 | Improved Cunning Strike | 6d6 |
| 12 | +4 | Ability Score Improvement | 6d6 |
| 13 | +5 | Aura of Malevolence | 7d6 |
| 14 | +5 | Devious Strikes | 7d6 |
| 15 | +5 | Slippery Mind | 8d6 |
| 16 | +5 | Ability Score Improvement | 8d6 |
| 17 | +6 | Dread Incarnate | 9d6 |
| 18 | +6 | Elusive | 9d6 |
| 19 | +6 | Epic Boon | 10d6 |
| 20 | +6 | Stroke of Luck | 10d6 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Sneak Attack
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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Level 3
Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Bloodthirst
When an enemy you can see within 30 feet of yourself takes damage and is Bloodied after taking that damage but not killed outright, you can take a Reaction and teleport to an unoccupied space you can see within 5 feet of that enemy. You can then make one melee attack.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Dread Allegiance
Choose one of the Dead Three: Bane, Bhaal, or Myrkul. You gain Resistance to one type of damage and the ability to cast a cantrip, as detailed in the table below; Intelligence is your spellcasting ability for this cantrip. When you finish a Long Rest, you can change your choice.
| God | Damage Resistance | Cantrip |
|---|---|---|
| Bane | Psychic | Minor Illusion |
| Bhaal | Poison | Blade Ward |
| Myrkul | Necrotic | Chill Touch |
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Strike Fear
You gain the following Cunning Strike option.
- Terrify (Cost: 1d6). The target must succeed on a Wisdom saving throw, or it has the Frightened condition for 1 minute. While the target is Frightened in this way, you have Advantage on attack rolls against the target.
The Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Aura of Malevolence
You radiate malignant power associated with one of the Dead Three. When you use Bloodthirst and teleport, each creature of your choice within 10 feet of either the space you left or your destination space (your choice) takes damage equal to your Intelligence modifier; the damage type is the same as the damage Resistance granted by your choice in the Dread Allegiance feature. Damage dealt by this feature ignores Resistance.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Dread Incarnate
You gain the following benefits.
- Cutthroat. You regain one expended use of Bloodthirst when you finish a Short Rest.
- Murderous Intent. When you roll for your Sneak Attack damage, you can treat a roll of a 1 or 2 on the die as a 3.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Sneak Attack |
|---|---|---|---|
| 1 | +2 | Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery | 1d6 |
| 2 | +2 | Cunning Action | 1d6 |
| 3 | +2 | Steady Aim, Skirmisher, Survivalist | 2d6 |
| 4 | +2 | Ability Score Improvement | 2d6 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 3d6 |
| 6 | +3 | Expertise | 3d6 |
| 7 | +3 | Evasion, Reliable Talent | 4d6 |
| 8 | +3 | Ability Score Improvement | 4d6 |
| 9 | +4 | Superior Mobility | 5d6 |
| 10 | +4 | Ability Score Improvement | 5d6 |
| 11 | +4 | Improved Cunning Strike | 6d6 |
| 12 | +4 | Ability Score Improvement | 6d6 |
| 13 | +5 | Ambush Master | 7d6 |
| 14 | +5 | Devious Strikes | 7d6 |
| 15 | +5 | Slippery Mind | 8d6 |
| 16 | +5 | Ability Score Improvement | 8d6 |
| 17 | +6 | Sudden Strike | 9d6 |
| 18 | +6 | Elusive | 9d6 |
| 19 | +6 | Epic Boon | 10d6 |
| 20 | +6 | Stroke of Luck | 10d6 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Sneak Attack
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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Level 3
Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Skirmisher
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
You gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Superior Mobility
Your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Ambush Master
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.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Sudden Strike
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.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Sneak Attack |
|---|---|---|---|
| 1 | +2 | Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery | 1d6 |
| 2 | +2 | Cunning Action | 1d6 |
| 3 | +2 | Steady Aim, Raise Shadows, Shadow Control, Shadow Sword | 2d6 |
| 4 | +2 | Ability Score Improvement | 2d6 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 3d6 |
| 6 | +3 | Expertise | 3d6 |
| 7 | +3 | Evasion, Reliable Talent | 4d6 |
| 8 | +3 | Ability Score Improvement | 4d6 |
| 9 | +4 | Master of the Shadow Domain | 5d6 |
| 10 | +4 | Ability Score Improvement | 5d6 |
| 11 | +4 | Improved Cunning Strike | 6d6 |
| 12 | +4 | Ability Score Improvement | 6d6 |
| 13 | +5 | Shadow Shapeshifter | 7d6 |
| 14 | +5 | Devious Strikes | 7d6 |
| 15 | +5 | Slippery Mind | 8d6 |
| 16 | +5 | Ability Score Improvement | 8d6 |
| 17 | +6 | Shadow Incarnation | 9d6 |
| 18 | +6 | Elusive | 9d6 |
| 19 | +6 | Epic Boon | 10d6 |
| 20 | +6 | Stroke of Luck | 10d6 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Sneak Attack
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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Level 3
Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Raise Shadows
You gain the ability to raise shadows from corpses. When you are within 5 feet of a corpse, you can roll a d6. On a 6, you can store that corpse's shadow. You can store a number of shadows equal to your Intelligence modifier.
As an action, you can spend one stored shadow to raise it to an unoccupied space within 10 feet of you. You can call back the shadow to you (no action required), regaining one stored shadow. Stored shadows recover all of their HP on a Short Rest.
The shadow is friendly to you and your companions and obeys your commands. In combat, the shadow shares your initiative count, but it takes its turn immediately after yours.
Shadow Control
Your gain total control of your shadow, and the ability to see in the dark. You gain the following benefits:
- Split Shadow. You can split your shadow away from yourself, which splits your perception. You can control the movements of your shadow but it can't affect the material world. You can perceive the world through your shadow's senses, allowing you to see and hear things your shadow sees and hears. Your shadow can roam up to 100 feet multiplied by your Intelligence modifier away from you. Your shadow is invisible in dim light and darkness, but it is visible in bright light.
- Merge Shadow. As a bonus action, you can order your shadow to merge with you, increasing your Dexterity by a number equal to your Proficiency Bonus (to a maximum of 26). This ability lasts for 1 minute, you can revert the merge early (no action required). You can use this benefit a number of times equal to your Intelligence modifier (minimum of once), and you regain one expended use when you finish a Short Rest and all expended uses when you finish a Long Rest.
- Shadow Sight. You and your shadow gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet instead.
Shadow Sword
A snake tatoo appears on your forearm and the back of your hand. Whenever you take the Attack action or an Opportunity Attack and both of your hands are free, you can turn the tatoo into a Nodachi and make the attack with it. You are proficient with this weapon. The Nodachi can be stowed back as a tatoo (no action required), and if it must be removed from your hand, it is stowed back as a tatoo instead.
This weapon gains the following magical weapon upgrades based on your Rogue level: +1 at 4th level, +2 at 8th level, and +3 at 12th level.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Master of the Shadow Domain
You can manifest a tiny fragment of the shadow god's domain. As a bonus action, you can create a circular area of 30 feet around you. While in this area, all your attacks have advantage and you gain a bonus to your AC equal to your Intelligence modifier. This ability lasts 1 minute, until you leave the area or you lose your concentration (as if you were concentrating on a spell).
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Shadow Shapeshifter
You can shape your body like a shadow, taking on a different shape. As an action, you merge with your shadow and assume the form of a creature you are familiar with. You must have seen or otherwise studied the creature before adopting its form.
When you transform, your body and shadow meld together, reshaping you into a physical likeness of the chosen creature. You can take the form of any creature that shares the same basic arrangement of limbs as your normal form. Your game statistics remain unchanged unless otherwise specified. Your clothing and equipment merge into the transformation and reappear when it ends.
You remain transformed for up to 1 hour. The transformation ends early if you use an action to return to your true form, if you fall unconscious, if you die or you lose your concentration (as if you were concentrating on a spell).
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Shadow Incarnation
You can draw the shadows around a foe into a killing silence. While you are in the area created by the Master of the Shadow Domain feature, you can use this feature to summon 6 copies of yourself as shadow incarnations anywhere in the area (no action required). These shadows do not take any actions on their own and their statistics are the same as a Raised Shadow with only 1 HP.
When you hit a creature with an attack, you can deal additional damage equal to a number of d6 equal to the number of shadows within 5 feet of the target.
Once you use this feature, you can't use it again until you finish a Long Rest.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Sneak Attack |
|---|---|---|---|
| 1 | +2 | Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery | 1d6 |
| 2 | +2 | Cunning Action | 1d6 |
| 3 | +2 | Steady Aim, Psionic Power, Psychic Blades | 2d6 |
| 4 | +2 | Ability Score Improvement | 2d6 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 3d6 |
| 6 | +3 | Expertise | 3d6 |
| 7 | +3 | Evasion, Reliable Talent | 4d6 |
| 8 | +3 | Ability Score Improvement | 4d6 |
| 9 | +4 | Soul Blades | 5d6 |
| 10 | +4 | Ability Score Improvement | 5d6 |
| 11 | +4 | Improved Cunning Strike | 6d6 |
| 12 | +4 | Ability Score Improvement | 6d6 |
| 13 | +5 | Psychic Veil | 7d6 |
| 14 | +5 | Devious Strikes | 7d6 |
| 15 | +5 | Slippery Mind | 8d6 |
| 16 | +5 | Ability Score Improvement | 8d6 |
| 17 | +6 | Rend Mind | 9d6 |
| 18 | +6 | Elusive | 9d6 |
| 19 | +6 | Epic Boon | 10d6 |
| 20 | +6 | Stroke of Luck | 10d6 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Sneak Attack
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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Level 3
Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Psionic Power
You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel certain powers you have from this subclass. The Soulknife Energy Dice table shows the number of these dice you have when you reach certain Rogue levels, and the table shows the die size.
Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend a Psionic Energy Die, as specified in a power's description, and you can't use a power if it requires you to use a die when your Psionic Energy Dice are all expended.
You regain one of your expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.
- Psi-Bolstered Knack. If you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy Die and add the number rolled to the check, potentially turning failure into success. The die is expended only if the roll then succeeds.
- Psychic Whispers. You can establish telepathic communication between yourself and others. As a Magic action, choose one or more creatures you can see, up to a number of creatures equal to your Proficiency Bonus, and then roll one Psionic Energy Die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can end the telepathic connection at any time (no action required).
The first time you use this power after each Long Rest, you don't expend the Psionic Energy Die. All other times you use the power, you expend the die.
| Rogue Level | Die Size | Number |
|---|---|---|
| 3 | d6 | 4 |
| 5 | d8 | 6 |
| 9 | d8 | 8 |
| 11 | d10 | 8 |
| 13 | d10 | 10 |
| 17 | d12 | 12 |
Psychic Blades
You can manifest shimmering blades of psychic energy. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Psychic Blade in your free hand and make the attack with that blade. The magic blade has the following traits:
The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals damage.
After you attack with the blade on your turn, you can make a melee or ranged attack with a second psychic blade as a Bonus Action on the same turn if your other hand is free to create it. The damage die of this bonus attack is 1d4 instead of 1d6.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Soul Blades
You can now use the following powers with your Psychic Blades.
- Homing Strikes. If you make an attack roll with your Psychic Blade and miss the target, you can roll one Psionic Energy Die and add the number rolled to the attack roll. If this causes the attack to hit, the die is expended.
- Psychic Teleportation. As a Bonus Action, you manifest a Psychic Blade, expend one Psionic Energy Die and roll it, and throw the blade at an unoccupied space you can see up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Psychic Veil
You can weave a veil of psychic static to mask yourself. As a Magic action, you gain the Invisible condition for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw. Once you use this feature, you can't do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Rend Mind
You can sweep your Psychic Blades through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus). If the save fails, the target has the Stunned condition for 1 minute. The Stunned target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can't do so again until you finish a Long Rest unless you expend three Psionic Energy Dice (no action required) to restore your use of it.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Sneak Attack |
|---|---|---|---|
| 1 | +2 | Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery | 1d6 |
| 2 | +2 | Cunning Action | 1d6 |
| 3 | +2 | Steady Aim, Fancy Footwork, Rakish Audacity | 2d6 |
| 4 | +2 | Ability Score Improvement | 2d6 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 3d6 |
| 6 | +3 | Expertise | 3d6 |
| 7 | +3 | Evasion, Reliable Talent | 4d6 |
| 8 | +3 | Ability Score Improvement | 4d6 |
| 9 | +4 | Panache | 5d6 |
| 10 | +4 | Ability Score Improvement | 5d6 |
| 11 | +4 | Improved Cunning Strike | 6d6 |
| 12 | +4 | Ability Score Improvement | 6d6 |
| 13 | +5 | Elegant Maneuver | 7d6 |
| 14 | +5 | Devious Strikes | 7d6 |
| 15 | +5 | Slippery Mind | 8d6 |
| 16 | +5 | Ability Score Improvement | 8d6 |
| 17 | +6 | Master Duelist | 9d6 |
| 18 | +6 | Elusive | 9d6 |
| 19 | +6 | Epic Boon | 10d6 |
| 20 | +6 | Stroke of Luck | 10d6 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Sneak Attack
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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Level 3
Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Fancy Footwork
You learn how to land 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
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.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Panache
Your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and 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.
If you succeed on the check and 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.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Elegant Maneuver
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.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Master Duelist
Your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Sneak Attack |
|---|---|---|---|
| 1 | +2 | Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery | 1d6 |
| 2 | +2 | Cunning Action | 1d6 |
| 3 | +2 | Steady Aim, Fast Hands, Second-Story Work | 2d6 |
| 4 | +2 | Ability Score Improvement | 2d6 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 3d6 |
| 6 | +3 | Expertise | 3d6 |
| 7 | +3 | Evasion, Reliable Talent | 4d6 |
| 8 | +3 | Ability Score Improvement | 4d6 |
| 9 | +4 | Supreme Sneak | 5d6 |
| 10 | +4 | Ability Score Improvement | 5d6 |
| 11 | +4 | Improved Cunning Strike | 6d6 |
| 12 | +4 | Ability Score Improvement | 6d6 |
| 13 | +5 | Use Magic Device | 7d6 |
| 14 | +5 | Devious Strikes | 7d6 |
| 15 | +5 | Slippery Mind | 8d6 |
| 16 | +5 | Ability Score Improvement | 8d6 |
| 17 | +6 | Thief's Reflexes | 9d6 |
| 18 | +6 | Elusive | 9d6 |
| 19 | +6 | Epic Boon | 10d6 |
| 20 | +6 | Stroke of Luck | 10d6 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Sneak Attack
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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Level 3
Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Fast Hands
As a Bonus Action, you can do one of the following.
- Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket.
- Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action.
Second-Story Work
You've trained to get into especially hard-to-reach places, granting you these benefits.
- Climber. You gain a Climb Speed equal to your Speed.
- Jumper. You can determine your jump distance using your Dexterity rather than your Strength.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Supreme Sneak
You gain the following Cunning Strike option.
- Stealth Attack (Cost: 1d6). If you have the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Use Magic Device
You've learned how to maximize use of magic items, granting you the following benefits.
- Attunement. You can attune to up to four magic items at once.
- Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.
- Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Thief's Reflexes
You are 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.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogues rely on cunning, 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. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise strike than wear an opponent down with a barrage of blows.
Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue's relation to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.
Some Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters.
An Assassin's training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.
The Blades of Radiance, also called Steel Saints, are known to be one of the most lethal orders of the Church. In order to become a blade, one must be a devout follower of the faith, as only those who would die for the cause are deemed worthy. Prospective members are trained within the walls of the Church, taking on the clergy as their new kin and discarding whatever familial bonds they might have held onto. Their zealous fervor grants them unrivaled powers on the battlefield, wielding massive weapons as if they were mere toys, infusing their blade with divine powers, and breaking down their foes one by one.
The Blades of Radiance receive an incredibly diverse range of missions. The most brutal of their members handle gruesome matters in a lethal fashion, whereas those of a more empathetic temperament are tasked with protecting their fellows. Despite this sundry in character, they all share one goal: safeguarding the Church and its members, no matter what.
A Bookmaker treats the world as an endless ledger of techniques waiting to be catalogued. Every duel, every clash of steel or spell, is a chance to observe, dissect, and copy what makes another creature dangerous. Wherever you go, your grimoire — your Bookmaker — follows, growing heavier with borrowed power.
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 keen deductions make you well equipped to expose and end hidden evils.
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.
Embrace Death and Wield Ghostly Power. Some Rogues traverse the veil between life and death, shepherding opponents to the grave and slipping through the world as undetectable as a spirit. In these pursuits, a Rogue might discover a mystical connection to death itself. Such an individual becomes immersed in negative energy, infusing their strikes with deathly energy and stealing knowledge from souls who have passed on. Thieves' guilds value Rogues of this persuasion as highly effective information gatherers and spies.
A Scion of the Three draws power from a group of malevolent gods known in Baldur's Gate as the Dead Three: Bane, a god of tyranny; Bhaal, a god of violence and murder; and Myrkul, a god of death. While some Rogues of this subclass pledge themselves ardently to those three macabre gods, others are thrust on this path by a curse. Either way, a scion's power manifests as various occult gifts, as well as an uncanny talent for striking and terrifying foes.
Scions of the Three are most common in Baldur's Gate, where the Dead Three lived as mortals before ascending to godhood. Underground cults to Bane, Bhaal, and Myrkul often count Scions of the Three among their most useful agents. Outside Baldur's Gate, secular thieves' guilds such as the Shadow Thieves of Amn or the Xanathar Guild in Waterdeep might call on a Scion of the Three to undertake an especially violent contract.
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.
You are a miraculous shadow left behind by a dead god. As a divine shadow, you possess plenty of strange and wondrous powers. However, your existence is empty and lonesome; you mourn the passing of your former master and long to find a new one.
A Soulknife strikes with the mind, cutting through barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your psionic abilities might have haunted you since childhood, revealing their full potential only as you experienced the stress of adventure. Or you might have sought out an order of psychic adepts and spent years learning how to manifest your power.
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.
A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.
Core Rogue Traits
| Primary Ability | Dexterity |
|---|---|
| Hit Point Die | d8 per Rogue level |
| Saving Throw Proficiencies | Dexterity, Intelligence |
| Skill Proficiencies | Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, Stealth |
| Weapon Proficiencies | Simple weapons, Martial weapons that have the Finesse or Light property |
| Armor Training | Light armor |
| Tool Proficiencies | Thieves' Tools |
| Starting Equipment | Choose A or B: (A) Leather Armor, Dagger (2), Shortsword, Shortbow, Arrow (20), Quiver, Thieves' Tools, Burglar's Pack, 8 GP or (B) 100 GP |
Becoming a Rogue...
As a Level 1 Rogue
- Gain all the traits in the Core Rogue Traits table.
- Gain the Rogue's level 1 features, which are listed in the Rogue Features table.
As a Multiclass Rogue
- Gain the following traits from the Core Rogue Traits table: Hit Point Die, proficiency in one skill of your choice from the Rogue's skill list, proficiency with Thieves' Tools, and training with Light armor.
- Gain the Rogue's level 1 features, which are listed in the Rogue Features table.
Rogue Features
| Level | Proficiency Bonus | Class Features | Weak Point | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Expertise, Weak Point, Thieves' Cant, Weapon Mastery | 1d6 | 1 |
| 2 | +2 | Cunning Action, Backstab | 2d6 | 1 |
| 3 | +2 | Rogue Subclass | 3d6 | 1 |
| 4 | +2 | Ability Score Improvement | 4d6 | 1 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 5d6 | 2 |
| 6 | +3 | Expertise | 6d6 | 2 |
| 7 | +3 | Evasion, Reliable Talent | 7d6 | 2 |
| 8 | +3 | Ability Score Improvement | 8d6 | 2 |
| 9 | +4 | Subclass Feature | 9d6 | 3 |
| 10 | +4 | Ability Score Improvement | 10d6 | 3 |
| 11 | +4 | Improved Cunning Strike | 11d6 | 3 |
| 12 | +4 | Ability Score Improvement | 12d6 | 3 |
| 13 | +5 | Subclass Feature | 13d6 | 4 |
| 14 | +5 | Devious Strikes | 14d6 | 4 |
| 15 | +5 | Slippery Mind | 15d6 | 4 |
| 16 | +5 | Ability Score Improvement | 16d6 | 4 |
| 17 | +6 | Subclass Feature | 17d6 | 5 |
| 18 | +6 | Elusive | 18d6 | 5 |
| 19 | +6 | Epic Boon | 19d6 | 5 |
| 20 | +6 | Stroke of Luck | 20d6 | 5 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Weak Point
You find openings in your enemy's defenses and strike them where it hurts the most. Once per turn during your turn, you can deal an extra 1d6 damage to one creature you hit with an attack using a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
The extra damage increases as you gain Rogue levels, as shown in the Weak Point column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Rogue levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Rogue Features table.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following Bonus Action:
- Sprint. You both Dash and Disengage.
- Conceal. You Hide and you can treat a d20 roll of 9 or lower as a 10. You can also Hide even if you are only in a Lightly Obscured area or behind Half Cover.
Backstab
You have Advantage on melee attack rolls against a creature if you are on the opposite side of one of that creature's enemies that does not have the incapacitated condition.
Being on the opposite side means that a line can be drawn between you and that creature's enemy, passes through the creature and the creature is both within your and that enemy's reach.
Level 3
Rogue Subclass
You gain a Rogue subclass of your choice.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Subclass Feature
You gain a feature from your Rogue Subclass.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Subclass Feature
You gain a feature from your Rogue Subclass.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Subclass Feature
You gain a feature from your Rogue Subclass.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Cantrips | Prepared Spells | Spell Slots per Spell Level | Weak Point | Weapon Mastery | |||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | |||||||
| 1 | +2 | Expertise, Weak Point, Thieves' Cant, Weapon Mastery | 0 | 0 | 0 | 0 | 0 | 0 | 1d6 | 1 |
| 2 | +2 | Cunning Action, Backstab | 0 | 0 | 0 | 0 | 0 | 0 | 2d6 | 1 |
| 3 | +2 | Mage Hand Legerdemain, Spellcasting | 2 | 3 | 2 | 0 | 0 | 0 | 3d6 | 1 |
| 4 | +2 | Ability Score Improvement | 2 | 4 | 3 | 0 | 0 | 0 | 4d6 | 1 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 2 | 4 | 3 | 0 | 0 | 0 | 5d6 | 2 |
| 6 | +3 | Expertise | 2 | 4 | 3 | 0 | 0 | 0 | 6d6 | 2 |
| 7 | +3 | Evasion, Reliable Talent | 2 | 5 | 4 | 2 | 0 | 0 | 7d6 | 2 |
| 8 | +3 | Ability Score Improvement | 2 | 6 | 4 | 2 | 0 | 0 | 8d6 | 2 |
| 9 | +4 | Magical Ambush | 2 | 6 | 4 | 2 | 0 | 0 | 9d6 | 3 |
| 10 | +4 | Ability Score Improvement | 3 | 7 | 4 | 3 | 0 | 0 | 10d6 | 3 |
| 11 | +4 | Improved Cunning Strike | 3 | 8 | 4 | 3 | 0 | 0 | 11d6 | 3 |
| 12 | +4 | Ability Score Improvement | 3 | 8 | 4 | 3 | 0 | 0 | 12d6 | 3 |
| 13 | +5 | Versatile Trickster | 3 | 9 | 4 | 3 | 2 | 0 | 13d6 | 4 |
| 14 | +5 | Devious Strikes | 3 | 10 | 4 | 3 | 2 | 0 | 14d6 | 4 |
| 15 | +5 | Slippery Mind | 3 | 10 | 4 | 3 | 2 | 0 | 15d6 | 4 |
| 16 | +5 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 0 | 16d6 | 4 |
| 17 | +6 | Spell Thief | 3 | 11 | 4 | 3 | 3 | 0 | 17d6 | 5 |
| 18 | +6 | Elusive | 3 | 11 | 4 | 3 | 3 | 0 | 18d6 | 5 |
| 19 | +6 | Epic Boon | 3 | 12 | 4 | 3 | 3 | 1 | 19d6 | 5 |
| 20 | +6 | Stroke of Luck | 3 | 13 | 4 | 3 | 3 | 1 | 20d6 | 5 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Weak Point
You find openings in your enemy's defenses and strike them where it hurts the most. Once per turn during your turn, you can deal an extra 1d6 damage to one creature you hit with an attack using a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
The extra damage increases as you gain Rogue levels, as shown in the Weak Point column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Rogue levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Rogue Features table.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following Bonus Action:
- Sprint. You both Dash and Disengage.
- Conceal. You Hide and you can treat a d20 roll of 9 or lower as a 10. You can also Hide even if you are only in a Lightly Obscured area or behind Half Cover.
Backstab
You have Advantage on melee attack rolls against a creature if you are on the opposite side of one of that creature's enemies that does not have the incapacitated condition.
Being on the opposite side means that a line can be drawn between you and that creature's enemy, passes through the creature and the creature is both within your and that enemy's reach.
Level 3
Mage Hand Legerdemain
When you cast Mage Hand, you can cast it as a Bonus Action, and you can make the spectral hand Invisible. You can control the hand as a Bonus Action, and through it, you can make Dexterity (Sleight of Hand) checks.
Spellcasting
You have learned to cast spells. The information below details how you use those rules as an Arcane Trickster.
- Cantrips. You know three cantrips: Mage Hand and two other cantrips of your choice from the Wizard spell list (see that class's section for its list). Mind Sliver and Minor Illusion are recommended.
Whenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another Wizard cantrip of your choice.
When you reach Rogue level 10, you learn another Wizard cantrip of your choice. - Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Wizard spells. Charm Person, Disguise Self, and Fog Cloud are recommended.
The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Arcane Trickster Spellcasting table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the Arcane Trickster Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Rogue, your list of prepared spells can include five Wizard spells of level 1 or 2 in any combination. - Changing Your Prepared Spells. Whenever you gain a Rogue level, you can replace one spell on your list with another Wizard spell for which you have spell slots.
- Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
- Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Magical Ambush
If you have the Invisible condition when you cast a spell on a creature, it has Disadvantage on any saving throw it makes against the spell on the same turn.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Versatile Trickster
You gain the ability to distract targets with your Mage Hand. When you use the Trip option of your Cunning Strike on a creature, you can also use that option on another creature within 5 feet of the spectral hand.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Spell Thief
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 take a Reaction to force the creature to make an Intelligence saving throw. 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 level 1 and of a level you can cast (it doesn't need to be a Wizard spell). For the next 8 hours, you have the spell prepared. The creature can't cast it until the 8 hours have passed.
Once you steal a spell with this feature, you can't use this feature again until you finish a Long Rest.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Weak Point | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Expertise, Weak Point, Thieves' Cant, Weapon Mastery | 1d6 | 1 |
| 2 | +2 | Cunning Action, Backstab | 2d6 | 1 |
| 3 | +2 | Assassin's Tools, Assassinate | 3d6 | 1 |
| 4 | +2 | Ability Score Improvement | 4d6 | 1 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 5d6 | 2 |
| 6 | +3 | Expertise | 6d6 | 2 |
| 7 | +3 | Evasion, Reliable Talent | 7d6 | 2 |
| 8 | +3 | Ability Score Improvement | 8d6 | 2 |
| 9 | +4 | Infiltration Expertise | 9d6 | 3 |
| 10 | +4 | Ability Score Improvement | 10d6 | 3 |
| 11 | +4 | Improved Cunning Strike | 11d6 | 3 |
| 12 | +4 | Ability Score Improvement | 12d6 | 3 |
| 13 | +5 | Envenom Weapons | 13d6 | 4 |
| 14 | +5 | Devious Strikes | 14d6 | 4 |
| 15 | +5 | Slippery Mind | 15d6 | 4 |
| 16 | +5 | Ability Score Improvement | 16d6 | 4 |
| 17 | +6 | Death Strike | 17d6 | 5 |
| 18 | +6 | Elusive | 18d6 | 5 |
| 19 | +6 | Epic Boon | 19d6 | 5 |
| 20 | +6 | Stroke of Luck | 20d6 | 5 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Weak Point
You find openings in your enemy's defenses and strike them where it hurts the most. Once per turn during your turn, you can deal an extra 1d6 damage to one creature you hit with an attack using a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
The extra damage increases as you gain Rogue levels, as shown in the Weak Point column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Rogue levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Rogue Features table.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following Bonus Action:
- Sprint. You both Dash and Disengage.
- Conceal. You Hide and you can treat a d20 roll of 9 or lower as a 10. You can also Hide even if you are only in a Lightly Obscured area or behind Half Cover.
Backstab
You have Advantage on melee attack rolls against a creature if you are on the opposite side of one of that creature's enemies that does not have the incapacitated condition.
Being on the opposite side means that a line can be drawn between you and that creature's enemy, passes through the creature and the creature is both within your and that enemy's reach.
Level 3
Assassin's Tools
You gain a Disguise Kit and a Poisoner's Kit, and you have proficiency with them.
Assassinate
You're adept at ambushing a target, granting you the following benefits.
- Initiative. You have Advantage on Initiative rolls.
- Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn't taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon's type equal to your Rogue level.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Infiltration Expertise
You are expert at the following techniques that aid your infiltrations.
- Masterful Mimicry. You can unerringly mimic another person's speech, handwriting, or both if you have spent at least 1 hour studying them.
- Roving Aim. Your Speed isn't reduced to 0 by using Steady Aim.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Envenom Weapons
When you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw. This damage ignores Resistance to Poison damage.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Death Strike
When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus), or the attack's damage is doubled against the target.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Weak Point | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Expertise, Weak Point, Thieves' Cant, Weapon Mastery | 1d6 | 1 |
| 2 | +2 | Cunning Action, Backstab | 2d6 | 1 |
| 3 | +2 | Divine Blessings, Sanctified Champion | 3d6 | 1 |
| 4 | +2 | Ability Score Improvement | 4d6 | 1 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 5d6 | 2 |
| 6 | +3 | Expertise | 6d6 | 2 |
| 7 | +3 | Evasion, Reliable Talent | 7d6 | 2 |
| 8 | +3 | Ability Score Improvement | 8d6 | 2 |
| 9 | +4 | Righteous Armament | 9d6 | 3 |
| 10 | +4 | Ability Score Improvement | 10d6 | 3 |
| 11 | +4 | Improved Cunning Strike | 11d6 | 3 |
| 12 | +4 | Ability Score Improvement | 12d6 | 3 |
| 13 | +5 | Saintly Revelations | 13d6 | 4 |
| 14 | +5 | Devious Strikes | 14d6 | 4 |
| 15 | +5 | Slippery Mind | 15d6 | 4 |
| 16 | +5 | Ability Score Improvement | 16d6 | 4 |
| 17 | +6 | Final Judgement | 17d6 | 5 |
| 18 | +6 | Elusive | 18d6 | 5 |
| 19 | +6 | Epic Boon | 19d6 | 5 |
| 20 | +6 | Stroke of Luck | 20d6 | 5 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Weak Point
You find openings in your enemy's defenses and strike them where it hurts the most. Once per turn during your turn, you can deal an extra 1d6 damage to one creature you hit with an attack using a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
The extra damage increases as you gain Rogue levels, as shown in the Weak Point column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Rogue levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Rogue Features table.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following Bonus Action:
- Sprint. You both Dash and Disengage.
- Conceal. You Hide and you can treat a d20 roll of 9 or lower as a 10. You can also Hide even if you are only in a Lightly Obscured area or behind Half Cover.
Backstab
You have Advantage on melee attack rolls against a creature if you are on the opposite side of one of that creature's enemies that does not have the incapacitated condition.
Being on the opposite side means that a line can be drawn between you and that creature's enemy, passes through the creature and the creature is both within your and that enemy's reach.
Level 3
Divine Blessings
Your devotion to eradicating enemies of the Church manifests as righteous power. You have a pool of Divine Points equal to 1 plus your Wisdom modifier (minimum of 1 point). You regain all expended points when you finish a Short or Long Rest. In addition, whenever you kill an Aberration, Beast, Fiend, or Undead of CR ½ or higher with your sanctified blade, you regain 1 expended Divine Point.
- Radiance Save DC. If a feature of this subclass requires a saving throw, the DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
You can expend Divine Points to use the following features.
- Armor of the Faithful. As a Reaction when a creature targets you with an attack, you can expend 1 Divine Point to force that creature to make a Wisdom saving throw. On a failed save, the attacker must choose a new target or the attack has no effect. In addition, the attacker can't target you with an attack until the start of your next turn. This feature doesn't protect you from areas of effect, such as the explosion of a Fireball spell.
- Divine Inspiration. When you make an Intelligence (History or Religion) or a Wisdom (Insight) check, you can expend 1 Divine Point to reroll the d20, and you must use the new result. You can choose to use this feature after you roll the die, but before the outcome is determined. You gain a bonus to the check equal to your Wisdom modifier (minimum 1).
- Rend the Blasphemous. On your turn after you take the Attack action with your sanctified blade, you can take a Bonus Action and expend 1 Divine Point to let the divine hand guide you. Make a weapon attack with it against a creature within your reach. You gain a bonus to your attack roll equal to your Wisdom modifier (minimum 1).
Sanctified Champion
Your intense training bears fruit. You gain proficiency with Martial weapons and training with Medium armor.
Whenever you finish a Short Rest, you can perform a ritual on a melee weapon you are proficient with that deals Piercing or Slashing damage, sanctifying it. It becomes your sanctified blade, and you can only have one such blade at a time. The blade has the Finesse property for you, and attacks made with it against Aberrations, Fiends, and Undead ignore Resistance to damage.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Righteous Armament
Your faith gives you the power to rebel against fate itself. You learn the following features that use your Divine Points.
- Chains of Judgement. When you hit a creature with your sanctified blade, you can expend 1 Divine Point to create holy chains around the creature. The target must succeed on a Strength saving throw or take Radiant damage equal to your Wisdom modifier and have the Restrained condition until the end of your next turn.
- Divine Retaliation. As a Reaction when a creature damages you with a melee attack while you are wielding your sanctified blade, you can expend 1 Divine Point to make a melee attack with your blade against the creature. You gain a bonus to the damage roll equal to your Wisdom modifier.
- Erupting Blades. When you hit a creature with an attack that could apply your Sneak Attack damage, you can forgo damaging the creature with your Sneak Attack and expend 2 Divine Points to cause radiant blades to fall on the battlefield. The target and each creature in a 45-foot-long, 5-foot-wide Line originating from the target must make a Dexterity saving throw. On a failed save, a target takes Radiant damage equal to your Sneak Attack damage. On a successful save, a target takes half damage.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Saintly Revelations
You experience revelations, showing you how to channel divine energy to embolden your blade. You learn two cantrips of your choice from the Cleric spell list.
In addition, you always have the Heroism, Protection From Evil and Good, and Shield of Faith spells prepared. With this feature, you can cast these spells at will, targeting only yourself, without a spell slot or components. Wisdom is your spellcasting ability for these spells.
Starting at Rogue level 17, when you cast these spells using this feature, they don't require Concentration. However, you can only have one spell cast from this feature active at a time; if you cast a second one, the first spell ends.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Final Judgement
Your sanctified blade becomes imbued with holy power, granting you the following benefits.
- Divine Spirits. As a Magic action while wielding the blade, you can cast Spirit Guardians without a spell slot or components. Creatures within the area of the spell, for the purpose of your Sneak Attack, are considered within 5 feet of an ally of yours. Once you cast the spell with this feature, you can't do so again until you finish a Long Rest unless you expend 3 Divine Points (no action required) to restore your use of it.
- Radiant Blade. You can speak a command word (no action required) to cause your blade to emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. The light lasts until you speak the command word again or you stow your weapon. While emitting light in this way, the weapon is considered a magic weapon, and attacks made with it deal an extra 2d4 Radiant damage on a hit.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Maximum Level | Stolen Spells | Eldritch Energy | Weak Point | Weapon Mastery |
|---|---|---|---|---|---|---|---|
| 1 | +2 | Expertise, Weak Point, Thieves' Cant, Weapon Mastery | 0 | 0 | 0 | 1d6 | 1 |
| 2 | +2 | Cunning Action, Backstab | 0 | 0 | 0 | 2d6 | 1 |
| 3 | +2 | Black Flash, Spellcasting | 1 | 3 | 3 | 3d6 | 1 |
| 4 | +2 | Ability Score Improvement | 1 | 4 | 3 | 4d6 | 1 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 2 | 4 | 4 | 5d6 | 2 |
| 6 | +3 | Expertise | 2 | 4 | 5 | 6d6 | 2 |
| 7 | +3 | Evasion, Reliable Talent | 3 | 5 | 6 | 7d6 | 2 |
| 8 | +3 | Ability Score Improvement | 3 | 6 | 6 | 8d6 | 2 |
| 9 | +4 | Eldritch Upcasting | 4 | 6 | 7 | 9d6 | 3 |
| 10 | +4 | Ability Score Improvement | 4 | 7 | 7 | 10d6 | 3 |
| 11 | +4 | Improved Cunning Strike | 5 | 8 | 8 | 11d6 | 3 |
| 12 | +4 | Ability Score Improvement | 5 | 8 | 9 | 12d6 | 3 |
| 13 | +5 | Improved Eldritch Visions | 6 | 9 | 10 | 13d6 | 4 |
| 14 | +5 | Devious Strikes | 6 | 10 | 10 | 14d6 | 4 |
| 15 | +5 | Slippery Mind | 7 | 10 | 11 | 15d6 | 4 |
| 16 | +5 | Ability Score Improvement | 7 | 11 | 11 | 16d6 | 4 |
| 17 | +6 | Codex Mastery | 8 | 11 | 12 | 17d6 | 5 |
| 18 | +6 | Elusive | 8 | 11 | 13 | 18d6 | 5 |
| 19 | +6 | Epic Boon | 9 | 12 | 14 | 19d6 | 5 |
| 20 | +6 | Stroke of Luck | 9 | 13 | 14 | 20d6 | 5 |
Eldritch Visions
Your growing intuition for eldritch energy grants you the following techniques.
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Weak Point
You find openings in your enemy's defenses and strike them where it hurts the most. Once per turn during your turn, you can deal an extra 1d6 damage to one creature you hit with an attack using a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
The extra damage increases as you gain Rogue levels, as shown in the Weak Point column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Rogue levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Rogue Features table.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following Bonus Action:
- Sprint. You both Dash and Disengage.
- Conceal. You Hide and you can treat a d20 roll of 9 or lower as a 10. You can also Hide even if you are only in a Lightly Obscured area or behind Half Cover.
Backstab
You have Advantage on melee attack rolls against a creature if you are on the opposite side of one of that creature's enemies that does not have the incapacitated condition.
Being on the opposite side means that a line can be drawn between you and that creature's enemy, passes through the creature and the creature is both within your and that enemy's reach.
Level 3
Black Flash
When you roll a 20 on an attack roll, you regain one expended Eldritch Energy point. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a Long Rest.
Spellcasting
By showing your worth, you gain the ability to steal spells you witness the use of. You write them in your grimoire to be able to cast them later. The information below details how you use those rules with Stolen Spells:
- Grimoire. At the moment you become worthy of its powers, the grimoire gives you a vision of its powers and appears in your hands. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the grimoire's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.
The Grimoire contains the level 1+ spells you stole. It starts completely empty, you may fill it with the spells you steal from other spellcasters during your journey. - Eldritch Energy. The Eldritch Energy column of your Bookmaker spellcasting table shows how many Eldritch Energy points you have to cast your level 1+ spells. You regain all expended Eldritch Energy points when you finish a Long Rest.
- Eldritch Visions. You know three Eldritch Visions, you can cast them using one point of Eldritch Energy. When you cast an Eldritch Vision, you are considered casting a level one spell.
- Prepared Spells of Level 1+. All Stolen Spells your Grimoire contains are considered prepared. When you make a Short or Long Rest, you can copy any spell of which you witnessed the casting and effects of, since the last Short or Long Rest. This process is called stealing a spell.
The number of spells your Grimoire can contain increases as you gain Rogue levels, as shown in the Stolen Spells column of the Bookmaker Spellcasting table. The Stolen Spells must be of a level equal or lower than the level in the Maximum Level column of the Bookmaker Spellcasting table. - Changing Your Prepared Spells. Whenever you steal a spell while your Grimoire is full, you can replace one of the spells it contains with the new spell.
- Casting a Stolen Spell. You can cast a spell by expanding a number of Eldritch Energy points equal to the spell's level. On a turn, you can only cast one spell using Eldritch Energy points. Eldritch Visions can ignore this condition.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Stolen Spells.
- Spellcasting Focus. You can use your Grimoire as a Spellcasting Focus for your Stolen Spells.
- Recovering your Grimoire. If your Grimoire is lost, stolen or destroyed, you can take an action to make a new one appear in your hand (with the exact same content), destroying the old one in the process.
Once you gain this feature, you cannot benefit from any other Spellcasting or Pact MAgic feature. If another feature allows you to use spell slots you have, you can use a number of Eldritch Energy points equal to the spell slot's level instead.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Eldritch Upcasting
When you cast a spell using Eldritch Energy points, you can spend additionnal points, increasing the level of the spell by one for each additionnal point spent. You can't cast a spell at a higher level than the one specified in Maximum Level column of your Bookmaker spellcasting table.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Improved Eldritch Visions
You Eldritch Visions improve in the following ways:
- Eldritch Sight (Gyo). The range is increased to 60 feet and it doesn't require concentration.
- Eldritch Surge (Ren). You can add an additionnal 2d6 to your Sneak Attack damage and you can use your Cunning Strike options.
- Eldritch Veil (Ten). You can use it when any creature you can see is forced to make a saving throw.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Codex Mastery
When you witness the casting and effects of a spell. As a reaction, you can magically add the spell to your Grimoire, instead of doing it during or Shor or Long Rest.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Weak Point | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Expertise, Weak Point, Thieves' Cant, Weapon Mastery | 1d6 | 1 |
| 2 | +2 | Cunning Action, Backstab | 2d6 | 1 |
| 3 | +2 | Ear for Deceit, Eye for Detail, Insightful Fighting | 3d6 | 1 |
| 4 | +2 | Ability Score Improvement | 4d6 | 1 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 5d6 | 2 |
| 6 | +3 | Expertise | 6d6 | 2 |
| 7 | +3 | Evasion, Reliable Talent | 7d6 | 2 |
| 8 | +3 | Ability Score Improvement | 8d6 | 2 |
| 9 | +4 | Steady Eye | 9d6 | 3 |
| 10 | +4 | Ability Score Improvement | 10d6 | 3 |
| 11 | +4 | Improved Cunning Strike | 11d6 | 3 |
| 12 | +4 | Ability Score Improvement | 12d6 | 3 |
| 13 | +5 | Unerring Eye | 13d6 | 4 |
| 14 | +5 | Devious Strikes | 14d6 | 4 |
| 15 | +5 | Slippery Mind | 15d6 | 4 |
| 16 | +5 | Ability Score Improvement | 16d6 | 4 |
| 17 | +6 | Eye for Weakness | 17d6 | 5 |
| 18 | +6 | Elusive | 18d6 | 5 |
| 19 | +6 | Epic Boon | 19d6 | 5 |
| 20 | +6 | Stroke of Luck | 20d6 | 5 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Weak Point
You find openings in your enemy's defenses and strike them where it hurts the most. Once per turn during your turn, you can deal an extra 1d6 damage to one creature you hit with an attack using a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
The extra damage increases as you gain Rogue levels, as shown in the Weak Point column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Rogue levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Rogue Features table.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following Bonus Action:
- Sprint. You both Dash and Disengage.
- Conceal. You Hide and you can treat a d20 roll of 9 or lower as a 10. You can also Hide even if you are only in a Lightly Obscured area or behind Half Cover.
Backstab
You have Advantage on melee attack rolls against a creature if you are on the opposite side of one of that creature's enemies that does not have the incapacitated condition.
Being on the opposite side means that a line can be drawn between you and that creature's enemy, passes through the creature and the creature is both within your and that enemy's reach.
Level 3
Ear for Deceit
You develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Eye for Detail
You can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
Insightful Fighting
You gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, 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.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Steady Eye
You have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Unerring Eye
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 Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Eye for Weakness
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.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Weak Point | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Expertise, Weak Point, Thieves' Cant, Weapon Mastery | 1d6 | 1 |
| 2 | +2 | Cunning Action, Backstab | 2d6 | 1 |
| 3 | +2 | Master of Intrigue, Master of Tactics | 3d6 | 1 |
| 4 | +2 | Ability Score Improvement | 4d6 | 1 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 5d6 | 2 |
| 6 | +3 | Expertise | 6d6 | 2 |
| 7 | +3 | Evasion, Reliable Talent | 7d6 | 2 |
| 8 | +3 | Ability Score Improvement | 8d6 | 2 |
| 9 | +4 | Insightful Manipulator | 9d6 | 3 |
| 10 | +4 | Ability Score Improvement | 10d6 | 3 |
| 11 | +4 | Improved Cunning Strike | 11d6 | 3 |
| 12 | +4 | Ability Score Improvement | 12d6 | 3 |
| 13 | +5 | Misdirection | 13d6 | 4 |
| 14 | +5 | Devious Strikes | 14d6 | 4 |
| 15 | +5 | Slippery Mind | 15d6 | 4 |
| 16 | +5 | Ability Score Improvement | 16d6 | 4 |
| 17 | +6 | Soul of Deceit | 17d6 | 5 |
| 18 | +6 | Elusive | 18d6 | 5 |
| 19 | +6 | Epic Boon | 19d6 | 5 |
| 20 | +6 | Stroke of Luck | 20d6 | 5 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Weak Point
You find openings in your enemy's defenses and strike them where it hurts the most. Once per turn during your turn, you can deal an extra 1d6 damage to one creature you hit with an attack using a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
The extra damage increases as you gain Rogue levels, as shown in the Weak Point column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Rogue levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Rogue Features table.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following Bonus Action:
- Sprint. You both Dash and Disengage.
- Conceal. You Hide and you can treat a d20 roll of 9 or lower as a 10. You can also Hide even if you are only in a Lightly Obscured area or behind Half Cover.
Backstab
You have Advantage on melee attack rolls against a creature if you are on the opposite side of one of that creature's enemies that does not have the incapacitated condition.
Being on the opposite side means that a line can be drawn between you and that creature's enemy, passes through the creature and the creature is both within your and that enemy's reach.
Level 3
Master of Intrigue
You gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your 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
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 within 5 feet of you, if the target can see or hear you.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Insightful Manipulator
If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Intelligence score
- Wisdom score
- Charisma score
- Class levels (if any)
At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Misdirection
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.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Soul of Deceit
Your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on 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.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Weak Point | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Expertise, Weak Point, Thieves' Cant, Weapon Mastery | 1d6 | 1 |
| 2 | +2 | Cunning Action, Backstab | 2d6 | 1 |
| 3 | +2 | Wails from the Grave, Whispers of the Dead | 3d6 | 1 |
| 4 | +2 | Ability Score Improvement | 4d6 | 1 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 5d6 | 2 |
| 6 | +3 | Expertise | 6d6 | 2 |
| 7 | +3 | Evasion, Reliable Talent | 7d6 | 2 |
| 8 | +3 | Ability Score Improvement | 8d6 | 2 |
| 9 | +4 | Tokens of the Departed, Voice of Death | 9d6 | 3 |
| 10 | +4 | Ability Score Improvement | 10d6 | 3 |
| 11 | +4 | Improved Cunning Strike | 11d6 | 3 |
| 12 | +4 | Ability Score Improvement | 12d6 | 3 |
| 13 | +5 | Ghost Walk | 13d6 | 4 |
| 14 | +5 | Devious Strikes | 14d6 | 4 |
| 15 | +5 | Slippery Mind | 15d6 | 4 |
| 16 | +5 | Ability Score Improvement | 16d6 | 4 |
| 17 | +6 | Death's Friend | 17d6 | 5 |
| 18 | +6 | Elusive | 18d6 | 5 |
| 19 | +6 | Epic Boon | 19d6 | 5 |
| 20 | +6 | Stroke of Luck | 20d6 | 5 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Weak Point
You find openings in your enemy's defenses and strike them where it hurts the most. Once per turn during your turn, you can deal an extra 1d6 damage to one creature you hit with an attack using a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
The extra damage increases as you gain Rogue levels, as shown in the Weak Point column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Rogue levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Rogue Features table.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following Bonus Action:
- Sprint. You both Dash and Disengage.
- Conceal. You Hide and you can treat a d20 roll of 9 or lower as a 10. You can also Hide even if you are only in a Lightly Obscured area or behind Half Cover.
Backstab
You have Advantage on melee attack rolls against a creature if you are on the opposite side of one of that creature's enemies that does not have the incapacitated condition.
Being on the opposite side means that a line can be drawn between you and that creature's enemy, passes through the creature and the creature is both within your and that enemy's reach.
Level 3
Wails from the Grave
Immediately after you deal Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack damage dice for your level (round up), and the second creature takes Necrotic damage equal to the roll's total as wails of the dead sound around it.
You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Whispers of the Dead
Whenever you finish a Short or Long Rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this benefit again to choose a different proficiency.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Tokens of the Departed
The spirits of the dead are drawn to you, and echoes of their past lives magically manifest as strange curios with resonant power.
You gain two soul trinkets. A soul trinket is a Tiny object (the DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it). If you move more than 30 feet from a trinket, the trinket immediately teleports to you, appearing somewhere on your person.
- Using Soul Trinkets. You can use soul trinkets in the following ways:
- Death's Knell. When you deal Sneak Attack damage on your turn, you can destroy one soul trinket and immediately use Wails from the Grave without expending a use of that feature.
- Life Essence. While you have at least one soul trinket, you have Advantage on Death Saving Throws and Constitution saving throws.
- Spirit Query. You can take a Magic action to destroy one soul trinket and immediately cast the Augury spell, requiring no spell components and using Constitution as the spellcasting modifier. If you know the creature with which the trinket is associated, you can ask the creature's spirit one question instead of casting the spell. In this case, the spirit appears to you and answers as concisely as possible in a language it knew in life.
- Gaining Additional Soul Trinkets. When a creature you can see within 30 feet of you dies, you can take a Reaction to gain another soul trinket, claiming a sliver of that creature's departing spirit. The new trinket appears somewhere on your person.
You can have a maximum of two soul trinkets at a time. If you try to gain a soul trinket while at your maximum, one of your existing trinkets is immediately destroyed and replaced by the new trinket. The maximum number of soul trinkets you can have increases when you reach Rogue levels 13 (three trinkets) and 17 (four trinkets).
Whenever you finish a Long Rest with fewer than two soul trinkets, you gain soul trinkets until you have two.
Voice of Death
You can cast Speak with Dead once without a spell slot, requiring no spell components and using Dexterity as the spellcasting modifier. You regain the ability to cast it this way when you finish a Short or Long Rest.
When you cast the spell, you can target one of your soul trinkets from Tokens of the Departed instead of a corpse, allowing the spirit of the creature associated with the trinket to answer.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Ghost Walk
As a Bonus Action, you assume a spectral form, gaining the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest unless you destroy one of your soul trinkets from Tokens of the Departed (no action required) to restore your use of it.
- Flight. You gain a Fly Speed of 10 feet and can hover.
- Hazy Form. Attack rolls have Disadvantage against you.
- Incorporeal Movement. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Death's Friend
Your association with death has become so close that you gain the following benefits.
- Death's Lament. When you use Wails from the Grave, you can deal the feature's Necrotic damage to both the first and the second creature.
- Draw of Death. When you roll Initiative, you gain one soul trinket for your Tokens of the Departed if you have none remaining.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Weak Point | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Expertise, Weak Point, Thieves' Cant, Weapon Mastery | 1d6 | 1 |
| 2 | +2 | Cunning Action, Backstab | 2d6 | 1 |
| 3 | +2 | Bloodthirst, Dread Allegiance | 3d6 | 1 |
| 4 | +2 | Ability Score Improvement | 4d6 | 1 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 5d6 | 2 |
| 6 | +3 | Expertise | 6d6 | 2 |
| 7 | +3 | Evasion, Reliable Talent | 7d6 | 2 |
| 8 | +3 | Ability Score Improvement | 8d6 | 2 |
| 9 | +4 | Strike Fear | 9d6 | 3 |
| 10 | +4 | Ability Score Improvement | 10d6 | 3 |
| 11 | +4 | Improved Cunning Strike | 11d6 | 3 |
| 12 | +4 | Ability Score Improvement | 12d6 | 3 |
| 13 | +5 | Aura of Malevolence | 13d6 | 4 |
| 14 | +5 | Devious Strikes | 14d6 | 4 |
| 15 | +5 | Slippery Mind | 15d6 | 4 |
| 16 | +5 | Ability Score Improvement | 16d6 | 4 |
| 17 | +6 | Dread Incarnate | 17d6 | 5 |
| 18 | +6 | Elusive | 18d6 | 5 |
| 19 | +6 | Epic Boon | 19d6 | 5 |
| 20 | +6 | Stroke of Luck | 20d6 | 5 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Weak Point
You find openings in your enemy's defenses and strike them where it hurts the most. Once per turn during your turn, you can deal an extra 1d6 damage to one creature you hit with an attack using a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
The extra damage increases as you gain Rogue levels, as shown in the Weak Point column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Rogue levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Rogue Features table.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following Bonus Action:
- Sprint. You both Dash and Disengage.
- Conceal. You Hide and you can treat a d20 roll of 9 or lower as a 10. You can also Hide even if you are only in a Lightly Obscured area or behind Half Cover.
Backstab
You have Advantage on melee attack rolls against a creature if you are on the opposite side of one of that creature's enemies that does not have the incapacitated condition.
Being on the opposite side means that a line can be drawn between you and that creature's enemy, passes through the creature and the creature is both within your and that enemy's reach.
Level 3
Bloodthirst
When an enemy you can see within 30 feet of yourself takes damage and is Bloodied after taking that damage but not killed outright, you can take a Reaction and teleport to an unoccupied space you can see within 5 feet of that enemy. You can then make one melee attack.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Dread Allegiance
Choose one of the Dead Three: Bane, Bhaal, or Myrkul. You gain Resistance to one type of damage and the ability to cast a cantrip, as detailed in the table below; Intelligence is your spellcasting ability for this cantrip. When you finish a Long Rest, you can change your choice.
| God | Damage Resistance | Cantrip |
|---|---|---|
| Bane | Psychic | Minor Illusion |
| Bhaal | Poison | Blade Ward |
| Myrkul | Necrotic | Chill Touch |
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Strike Fear
You gain the following Cunning Strike option.
- Terrify (Cost: 1d6). The target must succeed on a Wisdom saving throw, or it has the Frightened condition for 1 minute. While the target is Frightened in this way, you have Advantage on attack rolls against the target.
The Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Aura of Malevolence
You radiate malignant power associated with one of the Dead Three. When you use Bloodthirst and teleport, each creature of your choice within 10 feet of either the space you left or your destination space (your choice) takes damage equal to your Intelligence modifier; the damage type is the same as the damage Resistance granted by your choice in the Dread Allegiance feature. Damage dealt by this feature ignores Resistance.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Dread Incarnate
You gain the following benefits.
- Cutthroat. You regain one expended use of Bloodthirst when you finish a Short Rest.
- Murderous Intent. When you roll for your Sneak Attack damage, you can treat a roll of a 1 or 2 on the die as a 3.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Weak Point | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Expertise, Weak Point, Thieves' Cant, Weapon Mastery | 1d6 | 1 |
| 2 | +2 | Cunning Action, Backstab | 2d6 | 1 |
| 3 | +2 | Skirmisher, Survivalist | 3d6 | 1 |
| 4 | +2 | Ability Score Improvement | 4d6 | 1 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 5d6 | 2 |
| 6 | +3 | Expertise | 6d6 | 2 |
| 7 | +3 | Evasion, Reliable Talent | 7d6 | 2 |
| 8 | +3 | Ability Score Improvement | 8d6 | 2 |
| 9 | +4 | Superior Mobility | 9d6 | 3 |
| 10 | +4 | Ability Score Improvement | 10d6 | 3 |
| 11 | +4 | Improved Cunning Strike | 11d6 | 3 |
| 12 | +4 | Ability Score Improvement | 12d6 | 3 |
| 13 | +5 | Ambush Master | 13d6 | 4 |
| 14 | +5 | Devious Strikes | 14d6 | 4 |
| 15 | +5 | Slippery Mind | 15d6 | 4 |
| 16 | +5 | Ability Score Improvement | 16d6 | 4 |
| 17 | +6 | Sudden Strike | 17d6 | 5 |
| 18 | +6 | Elusive | 18d6 | 5 |
| 19 | +6 | Epic Boon | 19d6 | 5 |
| 20 | +6 | Stroke of Luck | 20d6 | 5 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Weak Point
You find openings in your enemy's defenses and strike them where it hurts the most. Once per turn during your turn, you can deal an extra 1d6 damage to one creature you hit with an attack using a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
The extra damage increases as you gain Rogue levels, as shown in the Weak Point column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Rogue levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Rogue Features table.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following Bonus Action:
- Sprint. You both Dash and Disengage.
- Conceal. You Hide and you can treat a d20 roll of 9 or lower as a 10. You can also Hide even if you are only in a Lightly Obscured area or behind Half Cover.
Backstab
You have Advantage on melee attack rolls against a creature if you are on the opposite side of one of that creature's enemies that does not have the incapacitated condition.
Being on the opposite side means that a line can be drawn between you and that creature's enemy, passes through the creature and the creature is both within your and that enemy's reach.
Level 3
Skirmisher
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
You gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Superior Mobility
Your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Ambush Master
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.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Sudden Strike
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.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Weak Point | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Expertise, Weak Point, Thieves' Cant, Weapon Mastery | 1d6 | 1 |
| 2 | +2 | Cunning Action, Backstab | 2d6 | 1 |
| 3 | +2 | Raise Shadows, Shadow Control, Shadow Sword | 3d6 | 1 |
| 4 | +2 | Ability Score Improvement | 4d6 | 1 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 5d6 | 2 |
| 6 | +3 | Expertise | 6d6 | 2 |
| 7 | +3 | Evasion, Reliable Talent | 7d6 | 2 |
| 8 | +3 | Ability Score Improvement | 8d6 | 2 |
| 9 | +4 | Master of the Shadow Domain | 9d6 | 3 |
| 10 | +4 | Ability Score Improvement | 10d6 | 3 |
| 11 | +4 | Improved Cunning Strike | 11d6 | 3 |
| 12 | +4 | Ability Score Improvement | 12d6 | 3 |
| 13 | +5 | Shadow Shapeshifter | 13d6 | 4 |
| 14 | +5 | Devious Strikes | 14d6 | 4 |
| 15 | +5 | Slippery Mind | 15d6 | 4 |
| 16 | +5 | Ability Score Improvement | 16d6 | 4 |
| 17 | +6 | Shadow Incarnation | 17d6 | 5 |
| 18 | +6 | Elusive | 18d6 | 5 |
| 19 | +6 | Epic Boon | 19d6 | 5 |
| 20 | +6 | Stroke of Luck | 20d6 | 5 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Weak Point
You find openings in your enemy's defenses and strike them where it hurts the most. Once per turn during your turn, you can deal an extra 1d6 damage to one creature you hit with an attack using a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
The extra damage increases as you gain Rogue levels, as shown in the Weak Point column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Rogue levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Rogue Features table.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following Bonus Action:
- Sprint. You both Dash and Disengage.
- Conceal. You Hide and you can treat a d20 roll of 9 or lower as a 10. You can also Hide even if you are only in a Lightly Obscured area or behind Half Cover.
Backstab
You have Advantage on melee attack rolls against a creature if you are on the opposite side of one of that creature's enemies that does not have the incapacitated condition.
Being on the opposite side means that a line can be drawn between you and that creature's enemy, passes through the creature and the creature is both within your and that enemy's reach.
Level 3
Raise Shadows
You gain the ability to raise shadows from corpses. When you are within 5 feet of a corpse, you can roll a d6. On a 6, you can store that corpse's shadow. You can store a number of shadows equal to your Intelligence modifier.
As an action, you can spend one stored shadow to raise it to an unoccupied space within 10 feet of you. You can call back the shadow to you (no action required), regaining one stored shadow. Stored shadows recover all of their HP on a Short Rest.
The shadow is friendly to you and your companions and obeys your commands. In combat, the shadow shares your initiative count, but it takes its turn immediately after yours.
Shadow Control
Your gain total control of your shadow, and the ability to see in the dark. You gain the following benefits:
- Split Shadow. You can split your shadow away from yourself, which splits your perception. You can control the movements of your shadow but it can't affect the material world. You can perceive the world through your shadow's senses, allowing you to see and hear things your shadow sees and hears. Your shadow can roam up to 100 feet multiplied by your Intelligence modifier away from you. Your shadow is invisible in dim light and darkness, but it is visible in bright light.
- Merge Shadow. As a bonus action, you can order your shadow to merge with you, increasing your Dexterity by a number equal to your Proficiency Bonus (to a maximum of 26). This ability lasts for 1 minute, you can revert the merge early (no action required). You can use this benefit a number of times equal to your Intelligence modifier (minimum of once), and you regain one expended use when you finish a Short Rest and all expended uses when you finish a Long Rest.
- Shadow Sight. You and your shadow gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet instead.
Shadow Sword
A snake tatoo appears on your forearm and the back of your hand. Whenever you take the Attack action or an Opportunity Attack and both of your hands are free, you can turn the tatoo into a Nodachi and make the attack with it. You are proficient with this weapon. The Nodachi can be stowed back as a tatoo (no action required), and if it must be removed from your hand, it is stowed back as a tatoo instead.
This weapon gains the following magical weapon upgrades based on your Rogue level: +1 at 4th level, +2 at 8th level, and +3 at 12th level.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Master of the Shadow Domain
You can manifest a tiny fragment of the shadow god's domain. As a bonus action, you can create a circular area of 30 feet around you. While in this area, all your attacks have advantage and you gain a bonus to your AC equal to your Intelligence modifier. This ability lasts 1 minute, until you leave the area or you lose your concentration (as if you were concentrating on a spell).
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Shadow Shapeshifter
You can shape your body like a shadow, taking on a different shape. As an action, you merge with your shadow and assume the form of a creature you are familiar with. You must have seen or otherwise studied the creature before adopting its form.
When you transform, your body and shadow meld together, reshaping you into a physical likeness of the chosen creature. You can take the form of any creature that shares the same basic arrangement of limbs as your normal form. Your game statistics remain unchanged unless otherwise specified. Your clothing and equipment merge into the transformation and reappear when it ends.
You remain transformed for up to 1 hour. The transformation ends early if you use an action to return to your true form, if you fall unconscious, if you die or you lose your concentration (as if you were concentrating on a spell).
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Shadow Incarnation
You can draw the shadows around a foe into a killing silence. While you are in the area created by the Master of the Shadow Domain feature, you can use this feature to summon 6 copies of yourself as shadow incarnations anywhere in the area (no action required). These shadows do not take any actions on their own and their statistics are the same as a Raised Shadow with only 1 HP.
When you hit a creature with an attack, you can deal additional damage equal to a number of d6 equal to the number of shadows within 5 feet of the target.
Once you use this feature, you can't use it again until you finish a Long Rest.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Weak Point | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Expertise, Weak Point, Thieves' Cant, Weapon Mastery | 1d6 | 1 |
| 2 | +2 | Cunning Action, Backstab | 2d6 | 1 |
| 3 | +2 | Psionic Power, Psychic Blades | 3d6 | 1 |
| 4 | +2 | Ability Score Improvement | 4d6 | 1 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 5d6 | 2 |
| 6 | +3 | Expertise | 6d6 | 2 |
| 7 | +3 | Evasion, Reliable Talent | 7d6 | 2 |
| 8 | +3 | Ability Score Improvement | 8d6 | 2 |
| 9 | +4 | Soul Blades | 9d6 | 3 |
| 10 | +4 | Ability Score Improvement | 10d6 | 3 |
| 11 | +4 | Improved Cunning Strike | 11d6 | 3 |
| 12 | +4 | Ability Score Improvement | 12d6 | 3 |
| 13 | +5 | Psychic Veil | 13d6 | 4 |
| 14 | +5 | Devious Strikes | 14d6 | 4 |
| 15 | +5 | Slippery Mind | 15d6 | 4 |
| 16 | +5 | Ability Score Improvement | 16d6 | 4 |
| 17 | +6 | Rend Mind | 17d6 | 5 |
| 18 | +6 | Elusive | 18d6 | 5 |
| 19 | +6 | Epic Boon | 19d6 | 5 |
| 20 | +6 | Stroke of Luck | 20d6 | 5 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Weak Point
You find openings in your enemy's defenses and strike them where it hurts the most. Once per turn during your turn, you can deal an extra 1d6 damage to one creature you hit with an attack using a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
The extra damage increases as you gain Rogue levels, as shown in the Weak Point column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Rogue levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Rogue Features table.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following Bonus Action:
- Sprint. You both Dash and Disengage.
- Conceal. You Hide and you can treat a d20 roll of 9 or lower as a 10. You can also Hide even if you are only in a Lightly Obscured area or behind Half Cover.
Backstab
You have Advantage on melee attack rolls against a creature if you are on the opposite side of one of that creature's enemies that does not have the incapacitated condition.
Being on the opposite side means that a line can be drawn between you and that creature's enemy, passes through the creature and the creature is both within your and that enemy's reach.
Level 3
Psionic Power
You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel certain powers you have from this subclass. The Soulknife Energy Dice table shows the number of these dice you have when you reach certain Rogue levels, and the table shows the die size.
Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend a Psionic Energy Die, as specified in a power's description, and you can't use a power if it requires you to use a die when your Psionic Energy Dice are all expended.
You regain one of your expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.
- Psi-Bolstered Knack. If you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy Die and add the number rolled to the check, potentially turning failure into success. The die is expended only if the roll then succeeds.
- Psychic Whispers. You can establish telepathic communication between yourself and others. As a Magic action, choose one or more creatures you can see, up to a number of creatures equal to your Proficiency Bonus, and then roll one Psionic Energy Die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can end the telepathic connection at any time (no action required).
The first time you use this power after each Long Rest, you don't expend the Psionic Energy Die. All other times you use the power, you expend the die.
| Rogue Level | Die Size | Number |
|---|---|---|
| 3 | d6 | 4 |
| 5 | d8 | 6 |
| 9 | d8 | 8 |
| 11 | d10 | 8 |
| 13 | d10 | 10 |
| 17 | d12 | 12 |
Psychic Blades
You can manifest shimmering blades of psychic energy. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Psychic Blade in your free hand and make the attack with that blade. The magic blade has the following traits:
The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals damage.
After you attack with the blade on your turn, you can make a melee or ranged attack with a second psychic blade as a Bonus Action on the same turn if your other hand is free to create it. The damage die of this bonus attack is 1d4 instead of 1d6.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Soul Blades
You can now use the following powers with your Psychic Blades.
- Homing Strikes. If you make an attack roll with your Psychic Blade and miss the target, you can roll one Psionic Energy Die and add the number rolled to the attack roll. If this causes the attack to hit, the die is expended.
- Psychic Teleportation. As a Bonus Action, you manifest a Psychic Blade, expend one Psionic Energy Die and roll it, and throw the blade at an unoccupied space you can see up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Psychic Veil
You can weave a veil of psychic static to mask yourself. As a Magic action, you gain the Invisible condition for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw. Once you use this feature, you can't do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Rend Mind
You can sweep your Psychic Blades through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus). If the save fails, the target has the Stunned condition for 1 minute. The Stunned target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can't do so again until you finish a Long Rest unless you expend three Psionic Energy Dice (no action required) to restore your use of it.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Weak Point | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Expertise, Weak Point, Thieves' Cant, Weapon Mastery | 1d6 | 1 |
| 2 | +2 | Cunning Action, Backstab | 2d6 | 1 |
| 3 | +2 | Fancy Footwork, Rakish Audacity | 3d6 | 1 |
| 4 | +2 | Ability Score Improvement | 4d6 | 1 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 5d6 | 2 |
| 6 | +3 | Expertise | 6d6 | 2 |
| 7 | +3 | Evasion, Reliable Talent | 7d6 | 2 |
| 8 | +3 | Ability Score Improvement | 8d6 | 2 |
| 9 | +4 | Panache | 9d6 | 3 |
| 10 | +4 | Ability Score Improvement | 10d6 | 3 |
| 11 | +4 | Improved Cunning Strike | 11d6 | 3 |
| 12 | +4 | Ability Score Improvement | 12d6 | 3 |
| 13 | +5 | Elegant Maneuver | 13d6 | 4 |
| 14 | +5 | Devious Strikes | 14d6 | 4 |
| 15 | +5 | Slippery Mind | 15d6 | 4 |
| 16 | +5 | Ability Score Improvement | 16d6 | 4 |
| 17 | +6 | Master Duelist | 17d6 | 5 |
| 18 | +6 | Elusive | 18d6 | 5 |
| 19 | +6 | Epic Boon | 19d6 | 5 |
| 20 | +6 | Stroke of Luck | 20d6 | 5 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Weak Point
You find openings in your enemy's defenses and strike them where it hurts the most. Once per turn during your turn, you can deal an extra 1d6 damage to one creature you hit with an attack using a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
The extra damage increases as you gain Rogue levels, as shown in the Weak Point column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Rogue levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Rogue Features table.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following Bonus Action:
- Sprint. You both Dash and Disengage.
- Conceal. You Hide and you can treat a d20 roll of 9 or lower as a 10. You can also Hide even if you are only in a Lightly Obscured area or behind Half Cover.
Backstab
You have Advantage on melee attack rolls against a creature if you are on the opposite side of one of that creature's enemies that does not have the incapacitated condition.
Being on the opposite side means that a line can be drawn between you and that creature's enemy, passes through the creature and the creature is both within your and that enemy's reach.
Level 3
Fancy Footwork
You learn how to land 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
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.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Panache
Your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and 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.
If you succeed on the check and 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.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Elegant Maneuver
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.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Master Duelist
Your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Rogue Features
| Level | Proficiency Bonus | Class Features | Weak Point | Weapon Mastery |
|---|---|---|---|---|
| 1 | +2 | Expertise, Weak Point, Thieves' Cant, Weapon Mastery | 1d6 | 1 |
| 2 | +2 | Cunning Action, Backstab | 2d6 | 1 |
| 3 | +2 | Fast Hands, Second-Story Work | 3d6 | 1 |
| 4 | +2 | Ability Score Improvement | 4d6 | 1 |
| 5 | +3 | Cunning Strike, Uncanny Dodge | 5d6 | 2 |
| 6 | +3 | Expertise | 6d6 | 2 |
| 7 | +3 | Evasion, Reliable Talent | 7d6 | 2 |
| 8 | +3 | Ability Score Improvement | 8d6 | 2 |
| 9 | +4 | Supreme Sneak | 9d6 | 3 |
| 10 | +4 | Ability Score Improvement | 10d6 | 3 |
| 11 | +4 | Improved Cunning Strike | 11d6 | 3 |
| 12 | +4 | Ability Score Improvement | 12d6 | 3 |
| 13 | +5 | Use Magic Device | 13d6 | 4 |
| 14 | +5 | Devious Strikes | 14d6 | 4 |
| 15 | +5 | Slippery Mind | 15d6 | 4 |
| 16 | +5 | Ability Score Improvement | 16d6 | 4 |
| 17 | +6 | Thief's Reflexes | 17d6 | 5 |
| 18 | +6 | Elusive | 18d6 | 5 |
| 19 | +6 | Epic Boon | 19d6 | 5 |
| 20 | +6 | Stroke of Luck | 20d6 | 5 |
Level 1
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Weak Point
You find openings in your enemy's defenses and strike them where it hurts the most. Once per turn during your turn, you can deal an extra 1d6 damage to one creature you hit with an attack using a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
The extra damage increases as you gain Rogue levels, as shown in the Weak Point column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Rogue levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Rogue Features table.
Level 2
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following Bonus Action:
- Sprint. You both Dash and Disengage.
- Conceal. You Hide and you can treat a d20 roll of 9 or lower as a 10. You can also Hide even if you are only in a Lightly Obscured area or behind Half Cover.
Backstab
You have Advantage on melee attack rolls against a creature if you are on the opposite side of one of that creature's enemies that does not have the incapacitated condition.
Being on the opposite side means that a line can be drawn between you and that creature's enemy, passes through the creature and the creature is both within your and that enemy's reach.
Level 3
Fast Hands
As a Bonus Action, you can do one of the following.
- Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket.
- Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action.
Second-Story Work
You've trained to get into especially hard-to-reach places, granting you these benefits.
- Climber. You gain a Climb Speed equal to your Speed.
- Jumper. You can determine your jump distance using your Dexterity rather than your Strength.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person. - Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
Level 6
Expertise
You gain Expertise in two of your skill proficiencies of your choice.
Level 7
Evasion
You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.
Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Supreme Sneak
You gain the following Cunning Strike option.
- Stealth Attack (Cost: 1d6). If you have the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.
Level 10
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 11
Improved Cunning Strike
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Use Magic Device
You've learned how to maximize use of magic items, granting you the following benefits.
- Attunement. You can attune to up to four magic items at once.
- Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.
- Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.
Level 14
Devious Strikes
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Level 15
Slippery Mind
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Thief's Reflexes
You are 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.
Level 18
Elusive
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
Level 20
Stroke of Luck
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.