5e24:Rogue

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Rogue exists in other D&D editions see:

Rogue (disambiguation).

5e Pointer  + 
see Sources below
2024FR, PHB5e24

Rogue is a Class in 5th edition (2024).


Core Rogue Traits

Core Rogue Traits  [1] [2] 
Primary Ability Dexterity
Hit Point Die D8 per Rogue level
Saving Throw Proficiencies Dexterity and Intelligence
Skill Proficiencies Choose any 4 Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth
Weapon Proficiencies Simples and Martial Weapons that have the Finesse or Light property
Tool Proficiencies Choose Thieves' Tools
Armor Training Light Armor
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


Unofficial Description: Rogues are masters of stealth, skill, and cunning. Often thieves, assassins, or spies.

Becoming a Rogue

As a Level 1 Character

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

Rogue Features[1][2]
Level Proficiency
Bonus
Features Sneak Attack
1st +2 Expertise, Sneak Attack, Weapon Mastery 1d6
2nd +2 Cunning Action 1d6
3rd +2 Rogue Subclass, Steady Aim 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Cunning Strike, Uncanny Dodge 3d6
6th +3 Expertise 3d6
7th +3 Evasion, Reliable Talent 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Subclass feature 5d6
10th +4 Ability Score Improvement 5d6
11th +4 Improved Cunning Strike 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Subclass feature 7d6
14th +5 Devious Strikes 7d6
15th +5 Slippery Mind 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Subclass feature 9d6
18th +6 Elusive 9d6
19th +6 Epic Boon 10d6
20th +6 Stroke of Luck 10d6

Expertise

1st, 6th level [1][2] 
Unofficial Summary: Gain Expertise in two Skills in which you have Proficiency. This ability is repeated at 6th level.

Sneak Attack

1st level [1][2] 
Unofficial Summary: Once per Turn, you can do bonus damage if you have Advantage on the Attack Roll or you have an Ally next to the target. You have to use a Finesse or Ranged Weapon to gain this bonus damage. The bonus damage is indicated on the Rogue Features table.

Thieves' Cant

1st level [1][2] 
Unofficial Summary: Gain gain the Thieves' Cant pseudo-language and one other Language.

Weapon Mastery

1st level [1][2]  Unofficial Summary: Each Long Rest, you gain the ability to use the Mastery properties of two Weapons with which you have Proficiency.

Cunning Action

2nd level [1][2] 
Unofficial Summary: You can use a {{5e24|Bonus Action to Dash, Disengage, or Hide.

Rogue Subclass

3rd level [1][2] 
Unofficial Summary: You gain a Rogue subclass.

List of Rogue Subclasses

5 official and unofficial subclasses.

Subclass Features Flags License Source
Arcane Trickster Spellcasting, Mage Hand Legerdemain, Magical Ambush, Versatle Trickster, Spell Thief Canon, Pointer Fair Use Player's Handbook (5e24)
Assassin Assassinate, Assassin's Tools, Infiltration Expertise, Envenom Weapons, Death Strike Canon, Pointer Fair Use Player's Handbook (5e24)
Scion of the Three Bloodthirst, Dread Allegiance, Strike Fear, Aura of Malvolence, Dread Incarnate Noncanon, Pointer, UA Fair Use UA2025 Forgotten Realms Subclasses
Soulknife Psionic Power, Psychic Blades, Soul Blades, Psychic Veil, Rend Mind Canon, Pointer Fair Use Player's Handbook (5e24)
Thief Fast Hands, Second-Story Work, Supreme Sneak, Use Magic Device, Thief's Reflexes Canon, Pointer Fair Use Varied, 2024FR, PHB5e24

Steady Aim

3rd level [1][2] 
Unofficial Summary: You may choose to reduce your Speed to zero this turn to give yourself Advantage on your next Attack Roll this turn.

Ability Score Improvement

4th, 8th, 10th, 12th, 16th level [1][2] 
Unofficial Summary: You gain a Feat, Ability Score Improvement or anther.

Cunning Strike

5th level [1][2] 
Unofficial Summary: Your Sneak Attack gains the following options. Each option has a cost in reducing the Sneak Attack damage. If the effect has a Saving Throw, the DC = 8 + Dexterity modifier + Proficiency Bonus.

  • Poison (Cost: 1d6). Target gains the Poisoned condition for a period of time (Constitution Save to negate; repeat save at end of each of target's turns). Requires you to have the Poisoner's Kit.
  • Trip (Cost: 1d6). The Large or smaller target becomes Prone (Dexterity save to negate).
  • Withdraw (Cost: 1d6). After the attack, you may move a limited distance without provoking Opportunity Attacks.

Uncanny Dodge

5th level [1][2] 
Unofficial Summary: Use your Reaction to reduce an attack by Half. You must be able to see the attacker and the attack must have used an Attack Roll.

Evasion

7th level [1][2] 
Unofficial Summary: If you make a Dexterity save for half damage, you take no damage; and only half damage if you fail.

Reliable Talent

7th level [1][2] 
Unofficial Summary: Your minimum die roll for an Ability Check for a skill or Tool with which you have proficiency is 10.

Improved Cunning Strike

11th level [1][2] 
Unofficial Summary: Cunning Strike can now apply up to 2 effects (you still reduce sneak attack damage for each effect).

Devious Strikes

14th level [1][2] 
Unofficial Summary: Cunning Strike now has additional options:

  • Daze (Cost: 2d6). The target can only Move, use an Action or use a Bonus Action on its next turn (Constitution save to negate).
  • Knock Out (Cost: 6d6). The target becomes Unconscious for a period of time (Constitution save to negate; repeat save at end of each of the target's turns).
  • Obscure (Cost: 3d6). Target is Blinded (Dexterity save to avoid).

Slippery Mind

15th level [1][2] 
Unofficial Summary: Gain proficiency in Wisdom and Charisma saving throws.

Elusive

18th level [1][2] 
Unofficial Summary: While not Incapacitated, no attack roll against you has Advantage.

Epic Boon

19th level [1][2] 
Unofficial Summary: You gain an Epic Boon or anther feat.

Stroke of Luck

20th level [1][2] 
Unofficial Summary: Once per Rest, you can turn a failed D20 Test into a 20.

Sources and Notes

  1. Wizards RPG Team. 2024 D&D Free Rules (5e 2024) (2024-09-03). Wizards of the Coast, D&D Beyond. Licensed: © Wizards of the Coast (used under 'fair use' clause). Jump up to: 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19
  2. Wizards RPG Team. Player's Handbook (5e24) (5e 2024) (2024-09-17). Wizards of the Coast. ISBN 9780786969821. p. 128-137. Licensed: © Wizards of the Coast (used under 'fair use' clause). Jump up to: 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19

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