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Rogue D&D 2024

Revised for 2024 The D&D 2014 version differs. Read the D&D 2014 version.

Core rogue traits

Hit die
d8
Primary ability
Dexterity
Saving throws
DEX, INT
Armour
Light
Weapons
Simple, plus any Martial that have Finesse property

Skills. Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, Stealth.

Starting equipment. Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or (B) 100 GP

SRD 5.2.1, p.61 · CC BY 4.0

Rogue level table (D&D 2024)

LevelProficiency bonusWhat you gain
1+2DEX & INT saves; choose 4 skills; Thieves' Tools proficiency; Sneak Attack 1d6 and Thieves' Cant included. Expertise (pick 2 for double proficiency) is wired.
2+2Cunning Action (BA: Dash/Disengage/Hide)
3+2Rogue Subclass — Thief: Fast Hands, Second-Story Work. Steady Aim.
4+2ASI: distribute +2 across abilities (or take a Feat).
5+3Uncanny Dodge (reaction: halve damage); Cunning Strike (forgo Sneak Attack dice for effects).
6+3Expertise (2 more skills)
7+3Evasion; Reliable Talent (treat d20 ≤ 9 as 10 on proficient checks).
8+3ASI: distribute +2 across abilities (or take a Feat).
9+4Thief: Supreme Sneak (gain the Stealth Attack Cunning Strike option, cost 1d6)
10+4ASI: distribute +2 across abilities (or take a Feat).
11+4Improved Cunning Strike (use up to two Cunning Strike effects).
12+4ASI: distribute +2 across abilities (or take a Feat).
13+5Thief: Use Magic Device (attune to four items; 1d6 on a charge use, 6 spends none; any Spell Scroll using INT)
14+5Devious Strikes (Cunning Strike gains Daze/Obscure/Knock Out)
15+5Slippery Mind (WIS and CHA save proficiency)
16+5ASI: distribute +2 across abilities (or take a Feat).
17+6Thief: Thief's Reflexes (extra turn at -10 init on round 1)
18+6Elusive (no attack vs you has advantage while not incapacitated)
19+6Epic Boon (gain an Epic Boon feat or another feat you qualify for).
20+6Stroke of Luck (turn a failed D20 Test into a 20; once per Short or Long Rest)

Rogue class features

Expertise (Rogue)Level 1

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 AttackLevel 1

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' CantLevel 1

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 “Character Creation.”

Cunning ActionLevel 2

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.

Cunning StrikeLevel 5

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 DodgeLevel 5

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).

EvasionLevel 7

On DEX save vs effect for half damage: no damage on success, half on failure.

Reliable TalentLevel 7

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.

Improved Cunning StrikeLevel 11

You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.

Devious StrikesLevel 14

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.

Slippery MindLevel 15

Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.

ElusiveLevel 18

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.

Stroke of LuckLevel 20

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.

Hit Point Die (d8)

Spend Hit Point Dice. You can spend one or more of your Hit Point Dice to regain Hit Points. For each Hit Point Die you spend in this way, roll the die and add your Constitution modifier to it. You regain Hit Points equal to the total (minimum of 1 Hit Point). You can decide to spend an additional Hit Point Die after each roll.

Thief features

Fast HandsLevel 3

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 WorkLevel 3

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.

Supreme SneakLevel 9

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.

Use Magic DeviceLevel 13

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.

Thief's ReflexesLevel 17

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.

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Licence and attribution

This work includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, licensed under the Open Game License Version 1.0a. Section 15, Copyright Notice: Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

The Open Game License Version 1.0a is reproduced in full at rollquest.io/open-game-license.

This work includes material from the System Reference Document 5.2 ("SRD 5.2") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License (https://creativecommons.org/licenses/by/4.0/legalcode).

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