5e24:Rogue
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
- Gain all the traits in the Core Rogue Traits table.
- Gain the Rogue's level 1 features, which are listed in the Rogue Features table.
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
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
- 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
- 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
Back to Main Page → DnD → 5x → 5e (2024) → Class
Copyrighted - Fair Use
This matrerial is covered copyrighted. It it is presented here under the Fair Use clause. To distinguish it, these items will have this notice. If you see any page that contains copyrighted material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
This web page is Not in any way, shape, or form affiliated with the owner(s) of any copyright material presented on this page. Copyrights and trademarks for any books, films, and other promotional materials are held by their respective owners.