|Note: The paragraph below was taken from a different Open Game License product. Nothing in the text should be interpreted as “rules” or “mechanics” and is provided simply for descriptive purpose.
Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor. Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and investigators all might be considered rogues, as well as countless other professions that rely upon wits, prowess, or luck. Although many rogues favor cities and the innumerable opportunities of civilization, some embrace lives on the road, journeying far, meeting exotic people, and facing fantastic danger in pursuit of equally fantastic riches. In the end, any who desire to shape their fates and live life on their own terms might come to be called rogues.
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- 1 Class Features
- 1.1 Expertise
- 1.2 Sneak Attack
- 1.3 Thieves’ Cant
- 1.4 Cunning Action
- 1.5 Archetypes
- 1.6 Ability Score Improvement
- 1.7 Uncanny Dodge
- 1.8 Evasion
- 1.9 Reliable Talent
- 1.10 Blindsense
- 1.11 Slippery Mind
- 1.12 Elusive
- 1.13 Stroke of Luck
- 1.14 Archetypes
- 1.15 Thief
- 1.16 3rd Party Rogue Archetypes
As a rogue, you have the following class features.
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a shortsword
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
- (a) Leather armor, two daggers, and thieves’ tools
|Level||Proficiency Bonus||Sneak Attack||Features|
|1st||+2||1d6||Expertise, Sneak Attack, Thieves’ Cant|
|4th||+2||2d6||Ability Score Improvement|
|8th||+3||4d6||Ability Score Improvement|
|9th||+4||5d6||Roguish Archetype feature|
|10th||+4||5d6||Ability Score Improvement|
|12th||+4||6d6||Ability Score Improvement|
|13th||+5||7d6||Roguish Archetype feature|
|16th||+5||8d6||Ability Score Improvement|
|17th||+6||9d6||Roguish Archetype feature|
|19th||+6||10d6||Ability Score Improvement|
|20th||+6||10d6||Stroke of Luck|
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. The Thief archetype is detailed at the bottom of this page. Additional archetypes are available in the original source material. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
Source Rogue Genius Games
Where some rogues use arcane power to feed their mischievous and curious nature, you possess a natural connection to the realms of shadow. Whether you were born with this connection, gained it through forbidden study, or were the victim of cruel experimentation, you are never alone in the darkness.
Who or what the whispers are is subject for debate, but the ethereal creatures you’ve befriended have taught you secrets from long ago and far away. You carry exotic weapons and have learned unique fighting styles not seen in generations, or from cultures you’ve yet to meet.
When you choose this archetype at 3rd level, you gain the ability to cast a limited number of spells per day.
You gain the minor illusion cantrip, and two additional cantrips from the following list: blade ward, chill touch, dancing lights, friends, mage hand, message, shadow whip*, or true strike. At 10th level, you may choose one additional cantrip from the above list.
The Shadow Warrior Spellcasting table shows how many spell slots you have available to cast your spells, as well as how many spells you know of 1st-4th level. When casting one of the spells you know, you must use a spell slot equal to the spell’s level or higher. You regain all of your used spell slots after a full rest.
When you choose this archetype at 3rd level, you know three 1st level warlock spells. The Shadow Warrior Spellcasting table shows you when you gain access to new spells of each level. You may replace one of the warlock spells you know with a different spell of equal or lower level each time you gain a level in the shadow warrior class.
Shadow warriors empower their fighting style and magic through harnessing their connection to the planes of shadow. To do so, they must learn to face their own fears and master their own darkness. Your spellcasting ability for your warlock spells is Charisma. The DC of your spell’s saves equals 8 + your Charisma modifier + your proficiency bonus. Your attack bonus with spells equals your Charisma modifier + your proficiency bonus.
When you select this archetype at 3rd level you gain proficiency with nets and whips.
Choose a melee weapon with which you are proficient. The weapon you choose may not have the heavy property. You may replace the weapon’s normal damage type with bludgeoning, piercing, or slashing damage.
In addition, you may add one of the following properties to that weapon if it does not already possess it: finesse, reach, thrown (20/60), versatile (increase damage die by 1 when used two handed). This weapon property is the result of your training as well as the unique design of the weapon. The weapon loses this additional property while being used by a character that isn’t trained in its use (subject to DM’s approval).
You possess one weapon of this type at 3rd level. If the weapon is broken or lost, you may repair or replace the weapon during downtime activities in a city of appropriate size or nature (such as a trade port), or by using the appropriate tool kit, or by instructing a skilled smith in the weapon’s design.
You continue to train in exotic weapons as you advance in level. You may use this class feature again at 8th, 13th, and 18th level, gaining up to four exotic weapons.
Many shadow warriors train in the use of spiked or weighted chains as weapons. Adding the versatile property to a whip and changing the damage type to either piercing or bludgeoning creates a two-handed chain weapon that benefits from a dexterous user. Untrained individuals use the statistics for a normal whip (though it will deal the new damage type). Other examples include a bladed throwing ring (shortsword with the thrown property), a three-section staff (quarterstaff with the reach property), or a flexible and strong spear (spear with the finesse property).
At 9th level, you gain the ability to slip through cracks in the material plane to the plane of shadow and back again. You may use a bonus action to teleport up to 30 feet from one area of dim light or darkness to an unoccupied space that is also in an area of dim light or darkness. You may attempt a Hide action at the end of the teleport as part of the bonus action.
At 13th level, you can empower your weapons or unarmed strikes with arcane energy from the Plane of Shadow. When you hit a creature with a successful attack, you may spend a spell slot to force the target to make a Constitution save against your spell save DC. On a successful save, the target suffers disadvantage on Strength ability checks and saving throws for 1 round per level of spell slot you expend. On a failed save, the target also deals half damage on weapon attacks and natural attacks for the same duration.
|Level||Cantrips Known||Spells Known||1st||2nd||3rd||4th|
At 17th level, you may take 1 minute to attune yourself to the shadows between realms. After the minute is complete, you are considered under the effects of an etherealness spell for up to 1 hour. You may dismiss the effects as a bonus action, returning to the Material Plane in the location you currently occupy. As an action, you may name a destination within the Plane of Shadow or the Plane of Faerie, such as a city, lake, or forest, and appear there in a specific location determined by your DM. If you use this ability in the Plane of Shadow or the Plane of Faerie, you return to the location from which you left the Material Plane. Once you use this ability, you may not use it again until you take a full rest.
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (area of dim light or darkness)
A tentacle of semi-solid shadow lashes out at a target within range. On a successful melee spell attack, the tentacle deals 1d6 cold damage and, if the target of Large size or smaller, it gains the grappled condition until the beginning of your next turn.
The damage of this spell increases by 1d6 at 5th level, then again at 11th and 17th level to a maximum of 4d6 cold damage.