System	
  Reference	
   Document	
  5.1 	
   39	
  
Rogue 
Class Features 
As	
  a	
  rogue,	
  you	
  have	
  the 	
  following	
  class	
  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 
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)	
  a	
  dungeoneer’s	
  pack,	
  o
r
(c) an	
  explorer’s	
  pack
• (a)	
  Leather	
  armor,	
  two	
  daggers,	
  and	
  thieves’	
  tools
The	
  Rogue	
  
Level	
  
Proficiency	
  
Bonus	
  
Sneak	
  
Attack	
   Features	
  
1st	
   +2 1d6	
   Expertise,	
  Sneak	
  Attack,	
  
Thieves`	
  Cant
2nd	
   +2 1d6	
   Cunning	
  Action	
  
3rd	
   +2 2d6	
   Roguish	
  Archetype 	
  
4th	
   +2 2d6	
   Ability	
  Score	
  
Improvement	
  
5th	
   +3 3d6	
   Uncanny	
  Dodge	
  
6th	
   +3 3d6	
   Expertise	
  
7th	
   +3 4d6	
   Evasion	
  
8th	
   +3 4d6	
   Ability	
  Score	
  
Improvement	
  
9th	
   +4 5d6	
   Roguish	
  Archetype	
  
feature	
  
10th	
   +4 5d6	
   Ability	
  Score	
  
Improvement	
  
11th	
   +4 6d6	
   Reliable	
  Talent	
  
12th	
   +4 6d6	
   Ability	
  Score	
  
Improvement	
  
13th	
   +5 7d6	
   Roguish	
  Archetype	
  
feature	
  
14th	
   +5 7d6	
   Blindsense	
  
15th	
   +5 8d6	
   Slippery	
  Mind	
  
16th	
   +5 8d6	
   Ability	
  Score	
  
Improvement	
  
17th	
   +6 9d6	
   Roguish	
  Archetype	
  
feature	
  
18th	
   +6 9d6	
   Elusive	
  
19th	
   +6 10d6	
   Ability	
  Score	
  
Improvement	
  
20th	
   +6 10d6	
   Stroke	
  of	
  Luck	
  
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	
  t able.	
  
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,	
  