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  1. Abilities

Rogue

Class

The Rogue

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

Class Features

As a rogue, you gain the following class features.

Hit Points

Hit Dice: 1d8 per rogue level
Hit Points at 1st and Higher Levels: 8 + your Constitution modifier

Boons

Light Armor Proficiency, Skill Proficiency x5, Weapon Proficiency x2

Proficiencies

Tools: thieves' tools
Saving Throws: Dexterity, Intelligence

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
• (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) dungeoneer's pack, or (c) an explorer's pack
• Leather armor, two daggers, and thieves' tools

Multiclass Features

Requirements: Dexterity and Intelligence 13 or higher

Boons

Light Armor Proficiency, Skill Proficiency, Weapon Proficiency

Expertise

At 1st level, gain the Expertise boon twice. When you take the boon with this ability, you can choose a skill proficiency or thieve's tools.

At 6th level, you gain the Expertise boon another two times.

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 reach 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 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only 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 choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

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, 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, if you are able to hear, you are aware of the location of any hidden or invisible creature within 4 meters 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.

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