Rogue

Class Details

Signaling for her companions to wait,
a halfling creeps forward through the dungeon hall.
She presses an ear to the door,
then pulls out a set of tools and picks the lock in the blink of an eye.
Then she disappears into the shadows
as her fighter friend moves forward to kick the door open.

A human lurks in the shadows of an alley while
his accomplice prepares for her part in the ambush.
When their target — a notorious slaver — passes the alleyway,
the accomplice cries out, the slaver comes to investigate,
and the assassin’s blade cuts his throat before he can make a sound.

Suppressing a giggle,
a gnome waggles her fingers
and magically lifts the key ring from the guard’s belt.
In a moment, the keys are in her hand, the cell door is open,
and she and her companions are free to make their escape.

Rogues rely on skill, stealth,
and their foes’ vulnerabilities to get the upper hand in any situation.
They have a knack for finding the solution to just about any problem,
demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.

Class Features


rogue
rogue

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) dungeoneer's pack, or (c) an explorer's pack
Leather armor, two daggers, and thieves' tools

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.

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.

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.