Rogue

Level Proficiency Bonus Sneak Attack Features
1st+21d6Expertise, Sneak Attack, Thieves' Cant
2nd+21d6Cunning Action
3rd+22d6Roguish Archetype, Steady Aim (Optional)
4th+22d6Ability Score Improvement
5th+33d6Uncanny Dodge
6th+33d6Expertise
7th+34d6Evasion
8th+34d6Ability Score Improvement
9th+45d6Roguish Archetype feature
10th+45d6Ability Score Improvement
11th+46d6Reliable Talent
12th+46d6Ability Score Improvement
13th+57d6Roguish Archetype feature
14th+57d6Blindsense
15th+58d6Slippery Mind
16th+58d6Ability Score Improvement
17th+69d6Roguish Archetype feature
18th+69d6Elusive
19th+610d6Ability Score Improvement
20th+610d6Stroke of Luck

Rogue Subclasses
Arcane Trickster Assassin
Inquisitor Mastermind
Phantom Scout
Soul Knife Swashbuckler
Theif


Starting Class features

Hit Dice Hit Points at 1st Level Hit Points at Higher Levels
1d8 per Rogue level 8 + your Constitution modifier 1d8 (or 5) + your Constitution modifier per Rogue level after 1st

Armor Proficiencies Weapon Proficiencies Tool Proficiencies
Light armor Simple weapons, hand crossbows, longswords, rapiers, shortswords Thieves' tools

Saving Throws Skills
Dexterity, Intelligence Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

A rapier or a shortsword
A shortbow and quiver of 20 arrows or a shortswordl
A burglar's pack, dungeoneer's pack, or an explorer's pack
Leather armor, two daggers, and thieves' tools



Feature Description Level
Expertise Choose two skill proficiencies (or one skill proficiency and thieves' tools) to double your proficiency bonus for any ability check using the chosen proficiencies. At 6th level, choose two more proficiencies to gain this benefit. 1st, 6th
Sneak Attack Deal extra 1d6 damage when you hit a creature with a finesse or ranged weapon attack and have advantage on the attack roll. Damage increases as you level up in the class. 1st
Thieves' Cant Learn thieves' cant, a secret language to convey hidden messages in normal conversation, understood only by others who know it. You also learn secret signs to convey simple messages. 1st
Cunning Action Take a bonus action each turn to Dash, Disengage, or Hide during combat. 2nd
Roguish Archetype Choose an archetype at 3rd level, gaining unique abilities at 3rd, 9th, 13th, and 17th level. 3rd
Steady Aim (Optional) As a bonus action, give yourself advantage on the next attack roll if you haven't moved this turn, but your speed becomes 0 until the end of the turn. 3rd
Ability Score Improvement Increase one ability score by 2, or two by 1 at 4th, 8th, 10th, 12th, 16th, and 19th levels. You can’t increase an ability score above 20 using this feature. 4th, 8th, 10th, 12th, 16th, 19th
Uncanny Dodge Use your reaction to halve the damage from an attack you can see. 5th
Evasion When you are subjected to an effect that allows a Dexterity saving throw for half damage, you take no damage if you succeed, and half damage if you fail. 7th
Reliable Talent Whenever you make an ability check with your proficiency bonus, treat any d20 roll of 9 or lower as a 10. 11th
Blindsense If you can hear, you are aware of the location of any hidden or invisible creature within 10 feet. 14th
Slippery Mind Gain proficiency in Wisdom saving throws. 15th
Elusive No attack roll has advantage against you while you aren’t incapacitated. 18th
Stroke of Luck Once per short or long rest, if you miss an attack, you can turn it into a hit, or if you fail an ability check, you can treat the roll as a 20. 20th