SRD5:Rogue: Difference between revisions

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{{5e Class Features
{{5e Class Features
|classname=Rogue
|classname=Rogue
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|hitdie=8 <!-- just the number. i.e. 6 for d6, 8 for d8 -->
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* {{srd5lc|Leather armor}}, two {{srd5lc|Dagger}}s, and {{srd5lc|Thieves' Tools}}
* {{srd5lc|Leather armor}}, two {{srd5lc|Dagger}}s, and {{srd5lc|Thieves' Tools}}
|prerequisites= <!--usually blank-->
|prerequisites= <!--usually blank-->
|features=Expertise, Sneak Attack, Thieves' Cant, Cunning Action, Roguish Archetype, Ability Score Improvement, Uncanny Dodge, Evasion, Reliable Talent, Blindsense, Slippery Mind, Elusive, Stroke of Luck
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{{5e Ability Section|3|Roguish Archetype|At 3rd level, you choose an {{srd5lc|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.}}
{{5e Ability Section|3|Roguish Archetype|At 3rd level, you choose an {{srd5lc|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.}}


{{5e Ability Section|3|Roguish Archetypes|{{beyondsrd}}
====Roguish Archetypes====
{{beyondsrd}}
''The ''{{SRD5|Thief}}'' is the only roguish archetype listed in the SRD. Below is a list of official and unofficial roguish archetypes.}}
''The ''{{SRD5|Thief}}'' is the only roguish archetype listed in the SRD. Below is a list of official and unofficial roguish archetypes.}}



Revision as of 12:44, 21 February 2020

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See Rogue (disambiguation)

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 [[SRD5:
|
]] modifier per Rogue level after first

Proficiencies

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.

Equipment

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


Rogue Overview Table

The Rogue
Level Proficiency
Bonus
Features Sneak
Attack
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

Expertise

At 1st level, 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

Beginning at 1st level, 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

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

Starting at 2nd level, 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

At 3rd level, 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.}}

Ability Score Improvement

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

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.

Evasion

Beginning at 7th level, 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

By 11th level, 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.

Blindsense

Starting at 14th level, 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

By 15th level, you have acquired greater mental strength. You gain proficiency in wisdom saving throws.

Elusive

Beginning at 18th level, 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

At 20th level, 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.