Simple weapons, hand crossbows, longswords, rapiers, shortswords
Skills. Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth.
Starting equipment. You start with the following equipment, in addition to the equipment granted by your background:
(a) a rapier or (b) a shortsword
(a) a shortbow and quiver of 20 arrows or (b) a shortsword
(a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
(a) Leather armor, two daggers, and thieves' tools
SRD 5.1, p.39 · OGL 1.0a
Rogue level table (D&D 2014)
Level
Proficiency bonus
What you gain
1
+2
DEX & INT saves; choose 4 skills; Thieves' Tools proficiency; Sneak Attack 1d6 and Thieves' Cant included. Expertise (pick 2 skills for double proficiency). Proficiencies (SRD 5.1 p.39): Armor: Light armor. Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords. Equipment (SRD 5.1 p.39): 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
2
+2
Cunning Action (BA: Dash/Disengage/Hide)
3
+2
Roguish Archetype — Thief: Fast Hands, Second-Story Work.
4
+2
ASI: distribute +2 across abilities (or take a Feat).
5
+3
Uncanny Dodge (reaction: halve damage).
6
+3
Expertise (2 more skills)
7
+3
Evasion (SRD 5.1 p.40): 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.
8
+3
ASI: distribute +2 across abilities (or take a Feat).
9
+4
Thief: Supreme Sneak (adv on Stealth at half speed)
10
+4
ASI: distribute +2 across abilities (or take a Feat).
11
+4
Reliable Talent (treat d20 ≤ 9 as 10 on proficient checks).
12
+4
ASI: distribute +2 across abilities (or take a Feat).
13
+5
Thief: Use Magic Device (ignore class/race req)
14
+5
Blindsense (if you can hear, aware of hidden/invisible creatures within 10 ft).
15
+5
Slippery Mind (WIS save proficiency)
16
+5
ASI: distribute +2 across abilities (or take a Feat).
17
+6
Thief: Thief's Reflexes (extra turn at -10 init on round 1)
18
+6
Elusive (no attack vs you has advantage while not incapacitated)
19
+6
ASI: distribute +2 across abilities (or take a Feat).
20
+6
Stroke of Luck (1/short rest: turn miss into hit or failed check into 20)
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.
Cunning ActionLevel 2
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Roguish ArchetypeLevel 3
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities, such as Thief. 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.
Uncanny DodgeLevel 5
When an attacker you can see hits you with an attack, use your reaction to halve the attack's damage against you.
EvasionLevel 7
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.
Reliable TalentLevel 11
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.
BlindsenseLevel 14
If you can hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Slippery MindLevel 15
You gain proficiency in Wisdom saving throws.
ElusiveLevel 18
No attack roll has advantage against you while not incapacitated.
Stroke of LuckLevel 20
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.
Hit Dice: 1d8 per bard level (SRD 5.1 p.11) / cleric level (p.15) / druid level (p.19) / monk level (p.26) / rogue level (p.39) / warlock level (p.46). Hit Points at 1st Level: 8 + your Constitution modifier. Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level / cleric level / druid level / monk level / rogue level / warlock level after 1st. A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest (p.87).
Thief features
Fast HandsLevel 3
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.
Roguish Archetypes. Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques. 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.
Supreme SneakLevel 9
You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Use Magic DeviceLevel 13
You ignore all class, race, and level requirements on the use of magic items.
Thief's ReflexesLevel 17
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.
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