System	
  Reference	
   Document	
  5.1 	
   40	
  
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 ,	
  such	
  
as	
  Thief.	
  Your	
  archetype	
  choice	
  grants	
  you	
  features	
  
at	
  3rd	
  level	
  and	
  then	
  again	
  at	
  9th,	
  13th,	
  and	
  17th	
  
level.	
  
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	
  b y	
  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,	
  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.	
  When ever	
  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	
  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. 	
  
Roguish Archetypes 
Rogues	
  have	
  many	
  features	
  in	
  common,	
  including	
  
their	
  emphasis	
  on	
  perfecting	
  their	
  skills,	
  their	
  
precise	
  and	
  deadly	
  approach	
  to	
  combat,	
  and	
  their	
  
increasingly	
  quick	
  reflexes.	
  But	
  different	
  rogues	
  
steer	
  those	
  talents	
  in	
  varying	
  directions,	
  embodied	
  
by	
  the	
  rogue	
  archetypes.	
  Your	
  choice	
  of	
  archetype	
  is	
  
a	
  reflection	
  of	
  your	
  focus —not	
  necessarily	
  an	
  
indication	
  of	
  your	
  chosen	
  profession,	
  but	
  a	
  
description	
  of	
  your	
  preferred	
  techniques. 	
  
Thief 
You	
  hone	
  your	
  skills	
  in	
  the	
  larcenous	
  arts.	
  Burglars,	
  
bandits,	
  cutpurses,	
  and	
  other	
  criminals	
  typically	
  
follow	
  this	
  archetype,	
  but	
  so	
  do	
  rogues	
  who	
  prefer	
  to	
  
think	
  of	
  themselves	
  as	
  professional	
  treasure	
  seekers,	
  
explorers,	
  delvers,	
  and	
  investigators.	
  In	
  addition	
  to	
  
improving	
  your	
  agility	
  and	
  stealth,	
  you	
  learn	
  skills	
  
useful	
  for	
  delving	
  into	
  ancient	
  ruins,	
  reading	
  
unfamiliar	
  languages,	
  and	
  using	
  magic	
  items	
  you	
  
normally	
  couldn’t	
  employ.	
  
Fast Hands 
Starting	
  at	
  3rd	
  level,	
  you	
  can	
  use	
  the	
  bonus	
  action	
  
granted	
  by	
  your	
  Cunning	
  Action	
  to	
  make	
  a	
  Dexterity	
  