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Rogue (5e24)

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Rogue exists in other D&D editions see:

Rogue (disambiguation).

 5th edition (2024)

SRD 5.2 • CC-BY



Rogue is a class in 5th edition (2024).


Core Rogue TraitsEdit

Core Rogue Traits  [1][2] [3] 
Primary Ability Dexterity
Hit Point Die D8 per Rogue level
Saving Throw Proficiencies Dexterity and Intelligence
Skill Proficiencies Choose any 4 Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth
Weapon Proficiencies Simples and Martial Weapons that have the Finesse or Light property
Tool Proficiencies Choose Thieves' Tools
Armor Training Light Armor
Starting Equipment Choose A, or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves' Tools, Burglar's Pack, and 8 GP; or (B) 100 GP


Becoming a RogueEdit

 [1][2][3]

As a Level 1 CharacterEdit

As a Multiclass RogueEdit

  • Gain the following traits from the Core Rogue Traits table: Hit Point Die, proficiency in one skill of your choice from the Rogue’s skill list, proficiency with Thieves’ Tools, and training with Light armor.
  • Gain the Rogue’s level 1 features, which are listed in the Rogue Features table.

Rogue FeaturesEdit

Rogue Features[1][2][3]
Level Proficiency
Bonus
Features Sneak Attack
1st +2 Expertise, Sneak Attack, Weapon Mastery 1d6
2nd +2 Cunning Action 1d6
3rd +2 Rogue Subclass, Steady Aim 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Cunning Strike, Uncanny Dodge 3d6
6th +3 Expertise 3d6
7th +3 Evasion, Reliable Talent 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Subclass feature 5d6
10th +4 Ability Score Improvement 5d6
11th +4 Improved Cunning Strike 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Subclass feature 7d6
14th +5 Devious Strikes 7d6
15th +5 Slippery Mind 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Subclass feature 9d6
18th +6 Elusive 9d6
19th +6 Epic Boon 10d6
20th +6 Stroke of Luck 10d6

ExpertiseEdit

1st level [1][2][3] 
You gain Expertise in two of your Skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.

At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.

Sneak AttackEdit

1st level [1][2][3] 
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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged Weapon. The extra damage’s type is the same as the weapon’s type.

You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.

The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.

Thieves' CantEdit

1st level [1][2][3] 
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice.

Weapon MasteryEdit

1st level [1][2][3]  Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.

Cunning ActionEdit

2nd level [1][2][3] 
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.

Rogue SubclassEdit

3rd level [1][2][3] 
You gain a Rogue subclass of your choice. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass’s features that are of your Rogue level or lower.

List of Rogue SubclassesEdit

Note: This section contains information beyond the SRD 5.2

(5 official and unofficial Rogue subclasses.)

Subclass Features Flags Source
Arcane Trickster Spellcasting, Mage Hand Legerdemain, Magical Ambush, Versatle Trickster, Spell Thief Canon, Pointer Player's Handbook (5e24)
Assassin (5e24)/Subclass Assassinate, Assassin's Tools, Infiltration Expertise, Envenom Weapons, Death Strike Canon, Pointer Player's Handbook (5e24)
Scion of the Three Bloodthirst, Dread Allegiance, Strike Fear, Aura of Malvolence, Dread Incarnate Canon, Pointer Forgotten Realms Heroes of Faerun
Soulknife Psionic Power, Psychic Blades, Soul Blades, Psychic Veil, Rend Mind Canon, Pointer Player's Handbook (5e24)
Thief Fast Hands, Second-Story Work, Supreme Sneak, Use Magic Device, Thief's Reflexes Canon SRD 5.2

Steady AimEdit

3rd level [1][2][3] 
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.

Ability Score ImprovementEdit

4th, 8th, 10th, 12th, 16th level [1][2][3] 
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 8, 10, 12, and 16.

Cunning StrikeEdit

5th level [1][2][3] 
You’ve developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling.

If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.

To use this effect, you must have a Poisoner's Kit on your person.

Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.

Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.

Uncanny DodgeEdit

5th level [1][2][3] 
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down).

EvasionEdit

7th level [1][2][3] 
You can nimbly dodge out of the way of certain dangers. When you’re 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. You can’t use this feature if you have the Incapacitated condition.

Reliable TalentEdit

7th level [1][2][3] 
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.

Improved Cunning StrikeEdit

11th level [1][2][3] 
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.

Devious StrikesEdit

14th level [1][2][3] 
You’ve practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.

Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an Action or a Bonus Action.

Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.

Slippery MindEdit

15th level [1][2][3] 
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.

ElusiveEdit

18th level [1][2][3] 
You’re so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.

Epic BoonEdit

19th level [1][2][3] 
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.

Stroke of LuckEdit

20th level [1][2][3] 
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.

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

End of the SRD 5.2 material

DescriptionEdit

Unofficial Description: Rogues are masters of stealth, skill, and cunning. Often thieves, assassins, or spies.

Sources and NotesEdit


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This file is licensed under the Creative Commons Attribution License. (CC-BY)


Attribution:SRD 5.2 CC-BY 
This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode].