Rogue

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

Sub Classes

Thief Assassin Arcane Trickster Inquisitive Mastermind Scout Swashbuckler

Rogue Leveling Table

Basic Features

Hit Points

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

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools: Thieves' tools
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Equipment

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
  • Leather armor, two daggers, and thieves' tools

Alternatively, you can ignore the equipment from your class and background and start with 4d4 x 10 gp.

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

Once per turn, you can deal 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 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 your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action.

Roguish Archetype

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

  • Arcane Trickster (Player's Handbook, page 97)
  • Assassin (Player's Handbook, page 97)
  • Inquisitive (Xanathar's Guide to Everything, page 45)
  • Mastermind (Xanathar's Guide to Everything, page 46)
  • Scout (Xanathar's Guide to Everything, page 47)
  • Swashbuckler (Xanathar's Guide to Everything, page 47; Sword Coast Adventurer's Guide, page 135)
  • Thief

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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

Starting at 5th level, 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, 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, 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, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind

By 15th level, you gain proficiency in Wisdom saving throws.

Elusive

Beginning at 18th level, no attack roll has advantage against you while you aren't incapacitated.

Stroke of Luck

At 20th level, 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.

Once you use this feature, you can't use it again until you finish a short or long rest.

Thief

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

Second-Story Work

At 3rd level, climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Use Magic Device

By 13th level, you ignore all class, race, and level requirements on the use of magic items.

Thief's Reflexes

When you reach 17th level, you can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.