What the class is, and what it becomes as the levels pass.
The Rogue lives on cunning and opportunity: they pick locks, slip through cracks, strike where it hurts and vanish before anyone understands. Burglar, spy, swindler or duelist, they turn every detail into an advantage — and much prefer winning a fight before it begins.
Hit die
d8
Primary ability
DEX
Saving throws
DEX · INT
Armor proficiencies
Light Armor
Weapon proficiencies
Simple WeaponsRapierShort Sword
Progression tree
Build your character: the tree then shows only the chosen branches. Tap a level to read its details.
Origin
Archetype
Paths (2)
Levels
Custom ·
Caster tier Non-caster until an archetype is chosen. Some archetypes change the tier from their level: Shadowblade (Third caster).
Hover an item to read its description; expand a level to see everything at once. TS / SS = Technique / Spell Slots, by degree.
LevelClassOriginArchetypePaths
Sneak AttackSneak AttackOnce per turn, when you hit with a Finesse or ranged weapon, you deal extra damage if you have advantage on the attack roll, or if an ally is within 1.5 meters of the target and you don't have disadvantage. The extra damage is 1d6 at level 1, and the number of dice equals half your rogue level, rounded up (up to 10d6 at level 19).ExpertiseExpertiseChoose two of your skill proficiencies: you gain expertise in them (double proficiency bonus). Choose two more at level 6.Thieves' ToolsThieves' ToolsYou gain proficiency with Thieves' Tools.
Origin — choose 1 of 3Origin — choose 1 of 3Choose one of the origins: The Guild, Survivor, Temptation.
Paths — 2 of 5Paths — 2 of 5Choose 2 paths among: Path of the Assassin, Path of the Saboteur, Path of the Duelist, Path of the Elusive, Path of the Impostor.
Select 1 to 2 paths to show their techniques and spells.
Cunning ActionCunning ActionAs a bonus action, you can take the Dash, Disengage or Hide action.
Steady AimSteady AimAs a bonus action, you gain advantage on your next attack roll this turn, provided you haven't moved during the turn; your speed becomes 0 until the end of the turn.
Archetype — choose 1 of 4Archetype — choose 1 of 4Choose one of the archetypes: Opportunist, Vanisher, Shadowblade, Gang Leader.Opportunist · Sharp EyeOpportunist — Sharp EyeThe rogue gains expertise (double proficiency bonus) in two skills of their choice, and has advantage on attack rolls against a creature that is surprised or has failed an attack roll or ability check since the end of its last turn.Vanisher · Practiced SleightVanisher — Practiced SleightThe rogue learns a small number of minor spells drawn from the Sorcery, Arcane, or Elemental schools.Shadowblade · Shadow PactShadowblade — Shadow PactThe rogue learns a small number of minor shadow spells drawn from the Occult school, and gains a bonus to Stealth tests while in dim light or darkness. From level 3, the rogue is a Third caster (see the Caster Tiers rules): their Spell Slots follow the Third Caster Slots rule.Gang Leader · Web of ContactsGang Leader — Web of ContactsA network of informants and fences grants the rogue easier access to information, hideouts, goods, and contacts, and a bonus to tests made to gather information.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Cunning StrikeCunning StrikeWhen you deal Sneak Attack damage, you can forgo 1d6 of that extra damage to add one effect, provided the target fails a saving throw against your Saving Throw DC (using Dexterity): Knocked Down (Dexterity saving throw), Slowed until the start of your next turn (Constitution saving throw) or Blinded until the start of your next turn (Constitution saving throw).Uncanny DodgeUncanny DodgeWhen an attacker you can see hits you with an attack, you can use your reaction to halve the damage.
ExpertiseExpertiseChoose two of your skill proficiencies: you gain expertise in them (double proficiency bonus). Choose two more at level 6.
Opportunist · Seized MomentOpportunist — Seized MomentThe rogue gains an additional Reaction, usable only to capitalize on an enemy's mistake (a miss, a failed check, or a similar opening).Vanisher · Vanishing ActVanisher — Vanishing ActAs an action, the rogue causes a small object or themselves to seem to vanish briefly, enabling remote object manipulation or magically-assisted theft and lockpicking.Shadowblade · Shadow StepShadowblade — Shadow StepAs a Bonus Action, the rogue teleports from one patch of shadow or darkness to another within 9 meters.Gang Leader · Call the CrewGang Leader — Call the CrewOnce per rest, the rogue can call in a loyal underling to help — providing assistance, a diversion, lookout duty, or a minor combatant, at the GM's discretion.
EvasionEvasionWhen you make a Dexterity saving throw to take half damage, you take no damage if you succeed and only half damage if you fail.Reliable TalentReliable TalentWhenever you make a test with a skill you are proficient in, a d20 roll of 9 or lower counts as a 10.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Improved Cunning StrikeImproved Cunning StrikeYou can apply up to two Cunning Strike effects to a single Sneak Attack, forgoing the dice of each.
Opportunist · Improviser's InstinctOpportunist — Improviser's InstinctThe rogue can use any object within reach as an improvised weapon without penalty, and once per rest can turn an enemy's failed saving throw or ability check into an immediate free attack against them or advantage on their next roll.Vanisher · Grand IllusionVanisher — Grand IllusionOnce per rest, the rogue creates a larger diversion or illusion affecting a wider area, distracting every creature that can perceive it.Shadowblade · Umbral DoubleShadowblade — Umbral DoubleOnce per rest, the rogue projects a dark duplicate of themselves that can distract or strike a foe within range; while standing in bright light, the rogue cannot use this feature and their Shadow Step range is halved.Gang Leader · Undisputed LeaderGang Leader — Undisputed LeaderThe rogue gains a bonus to Intimidation tests, and when they use an action to help an ally, the bonus that ally receives is increased.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Devious StrikesDevious StrikesCunning Strike gains a new effect: Stunned until the start of your next turn, by forgoing 3d6 of your Sneak Attack damage (Constitution saving throw).
Slippery MindSlippery MindYou gain proficiency in Wisdom and Charisma saving throws.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
UntouchableUntouchableNo attack roll has advantage against you, unless you are Stunned or Paralyzed.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Stroke of LuckStroke of LuckWhen you fail a d20 test, you can turn the roll into a 20. Once used, this feature is regained after a Short or Long Rest.