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Rogue is a class in 5th edition.

Class Features

As a Rogue, you gain the following class features.

Hit Points

Hit Dice: 1d8
Hit Points at 1st Level: 8 + your SRD5 modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Rogue level after first


Armor: Light
Weapons: Simple Weapons, Hand Crossbow, Longsword, Rapier, Shortsword
Tools: Thieves' Tools
Saving Throws: Dexterity , Intelligence
Skills: Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth.


You start with the following equipment, in addition to the equipment granted by your background:

Rogue Overview Table

The Rogue
Level Proficiency
Features Sneak
1st +2 Expertise, Sneak Attack, Thieves' Cant 1d6
2nd +2 Cunning Action 1d6
3rd +2 Roguish Archetype 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Expertise 3d6
7th +3 Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Roguish Archetype Feature 5d6
10th +4 Ability Score Improvement 5d6
11th +4 Reliable Talent 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Roguish Archetype Feature 7d6
14th +5 Blindsense 7d6
15th +5 Slippery Mind 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Roguish Archetype feature 9d6
18th +6 Elusive 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Stroke of Luck 10d6


1st level rogue feature.
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.

Sneak Attack

1st level rogue feature.
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 Overview table.

Thieves' Cant

1st level rogue feature.
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 Action

2nd level rogue feature.
Your quick thinking and agility allow you to move and act quickly, so you can take a bonus action on each of your turns. This action can be used only to take the dash, disengage, or hide.

Roguish Archetype

3rd level rogue feature.
You choose an roguish archetype that you emulate in the exercise of your rogue abilities. Your choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Roguish Archetypes

This section exceeds the text of the SRD

The Thief is the only roguish archetype listed in the SRD. Below is a list of official and unofficial roguish archetypes.

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Subclass Summary Features Flags License Source

Ability Score Improvement

4th level rogue feature.
When you (a character) reach 4th level, and again at 8th, 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 Dodge

5th level rogue feature.
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.


7th level rogue feature.
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. 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 Talent

11th level rogue feature.
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.


14th level rogue feature.
While you are able to hear, you are aware of the location of any a hidden or invisible creature within 10 feet of you.

Slippery Mind

15th level rogue feature.
You have acquired greater mental strength. You gain proficiency in wisdom saving throws.


18th level rogue feature.
You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

Stroke of Luck

20th level rogue feature.
You have an uncanny knack for succeeding when you need to. 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.

End of the SRD5 material

Optional Class Features

These features are DM optional.[1]

  • Steady Aim - (3rd level) Buff attack at cost of movement.[1]


  1. Jeremy Crawford, et. al.. Tasha's Cauldron of Everything (2020-11-17). Wizards of the Coast. ISBN 9780786967025. p. 62.. (Unofficial Summation) 1.0 1.1

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