THE SHARED REFERENCE Adventurer

Class

Rogue

Official reference · XPHB · 2024

Hit die
8
Subclass title
Rogue Subclass
Epic boon level
19

Level progression

LevelProficiency BonusSneak Attack
1+21d6
2+21d6
3+22d6
4+22d6
5+33d6
6+33d6
7+34d6
8+34d6
9+45d6
10+45d6
11+46d6
12+46d6
13+57d6
14+57d6
15+58d6
16+58d6
17+69d6
18+69d6
19+610d6
20+610d6

Class features

LEVEL 1

Expertise

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 Attack

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' Cant

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, which you choose from the language tables in 2.

Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of type=simple weapon;martial weapon 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.

LEVEL 2

Cunning Action

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.

LEVEL 3

Rogue Subclass

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.

Steady Aim

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.

LEVEL 4

Ability Score ImprovementASI

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.

LEVEL 5

Cunning Strike

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.

Uncanny Dodge

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).

LEVEL 6

Expertise

You gain Expertise in two of your Skill Proficiencies of your choice.

LEVEL 7

Evasion

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 Talent

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.

LEVEL 8

Ability Score ImprovementASI

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

LEVEL 9

Subclass Feature

You gain a feature from your Rogue Subclass.

LEVEL 10

Ability Score ImprovementASI

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

LEVEL 11

Improved Cunning Strike

You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.

LEVEL 12

Ability Score ImprovementASI

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

LEVEL 13

Subclass Feature

You gain a feature from your Rogue Subclass.

LEVEL 14

Devious Strikes

You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.

LEVEL 15

Slippery Mind

Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.

LEVEL 16

Ability Score ImprovementASI

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

LEVEL 17

Subclass Feature

You gain a feature from your Rogue Subclass.

LEVEL 18

Elusive

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.

LEVEL 19

Epic Boon

You gain an category=EB or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.

LEVEL 20

Stroke of Luck

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.

Rogue Subclass

Inquisitive
Mastermind
Scout
Swashbuckler
Arcane Trickster

Level 3 · Arcane Trickster

Enhance Stealth with Arcane Spells

Some Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters.

Level 9 · Magical Ambush

If you have the Invisible condition when you cast a spell on a creature, it has Disadvantage on any saving throw it makes against the spell on the same turn.

Level 13 · Versatile Trickster

You gain the ability to distract targets with your Mage Hand. When you use the Trip option of your Cunning Strike on a creature, you can also use that option on another creature within 5 feet of the spectral hand.

Level 17 · Spell Thief

You gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can take a Reaction to force the creature to make an Intelligence saving throw. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least level 1 and of a level you can cast (it doesn't need to be a Wizard spell). For the next 8 hours, you have the spell prepared. The creature can't cast it until the 8 hours have passed.

Once you steal a spell with this feature, you can't use this feature again until you finish a Long Rest.

Assassin

Level 3 · Assassin

Practice the Grim Art of Death

An Assassin's training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.

Level 9 · Infiltration Expertise

You are expert at the following techniques that aid your infiltrations.

Masterful Mimicry

You can unerringly mimic another person's speech, handwriting, or both if you have spent at least 1 hour studying them.

Roving Aim

Your Speed isn't reduced to 0 by using Steady Aim.

Level 13 · Envenom Weapons

When you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw. This damage ignores Resistance to Poison damage.

Level 17 · Death Strike

When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus), or the attack's damage is doubled against the target.

Soulknife

Level 3 · Soulknife

Strike Foes with Psionic Blades

A Soulknife strikes with the mind, cutting through barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your psionic abilities might have haunted you since childhood, revealing their full potential only as you experienced the stress of adventure. Or you might have sought out an order of psychic adepts and spent years learning how to manifest your power.

Level 9 · Soul Blades

You can now use the following powers with your Psychic Blades.

Level 13 · Psychic Veil

You can weave a veil of psychic static to mask yourself. As a Magic action, you gain the Invisible condition for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.

Once you use this feature, you can't do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.

Level 17 · Rend Mind

You can sweep your Psychic Blades through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus). If the save fails, the target has the Stunned condition for 1 minute. The Stunned target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can't do so again until you finish a Long Rest unless you expend three Psionic Energy Dice (no action required) to restore your use of it.

Thief

Level 3 · Thief

Hunt for Treasure as a Classic Adventurer

A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.

Level 9 · Supreme Sneak

You gain the following Cunning Strike option.

Stealth Attack (Cost: 1d6)

If you have the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.

Level 13 · Use Magic Device

You've learned how to maximize use of magic items, granting you the following benefits.

Attunement

You can attune to up to four magic items at once.

Charges

Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.

Scrolls

You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.

Level 17 · Thief's Reflexes

You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.

Scion of the Three

Level 3 · Scion of the Three

Become a Gruesome Agent of Malice

A Scion of the Three draws power from a group of malevolent gods known as the Dead Three: FRHoF, deity of tyranny; FRHoF, deity of violence and murder; and FRHoF, deity of death. While some Rogues of this subclass pledge themselves ardently to those three macabre gods, others find themselves thrust on this path by a curse. Either way, a scion's power manifests as various occult gifts, as well as an uncanny talent for striking and terrifying foes.

Scions of the Three are most common in Baldur's Gate, where the Dead Three have long competed for influence over mortal hearts. Underground cults to FRHoF, FRHoF, and FRHoF often count Scions of the Three among their most useful agents. Outside Baldur's Gate, secular thieves' guilds such as the Shadow Thieves of Amn or Xanathar's guild in Waterdeep might cautiously call on a Scion of the Three to undertake an especially violent contract.

Level 9 · Strike Fear

You gain the following XPHB option.

Terrify (Cost: 1d6)

The target must succeed on a Wisdom saving throw, or it has the Frightened condition for 1 minute. While the target is Frightened in this way, you have Advantage on attack rolls against the target.

The Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Level 13 · Aura of Malevolence

You radiate malignant power associated with one of the Dead Three. When you use XPHB and teleport, each creature of your choice within 10 feet of either the space you left or your destination space (your choice) takes damage equal to your Intelligence modifier; the damage type is the same as the damage Resistance granted by your choice in the Dread Allegiance feature. Damage dealt by this feature ignores Resistance.

Level 17 · Dread Incarnate

You gain the following benefits.

Cutthroat

You regain one expended use of XPHB when you finish a Short Rest.

Murderous Intent

When you roll for your XPHB damage, you can treat a roll of a 1 or 2 on the die as a 3.

Phantom

Level 3 · Phantom

Embrace Death and Wield Ghostly Power

Some Rogues traverse the veil between life and death, shepherding opponents to the grave and slipping through the world as undetectable as a spirit. In these pursuits, a Rogue might discover a mystical connection to death itself. Such an individual becomes immersed in negative energy, infusing their strikes with deathly energy and stealing knowledge from souls who have passed on. Thieves' guilds value Rogues of this persuasion as highly effective information gatherers and spies.

Level 9 · Tokens of the Departed

The spirits of the dead are drawn to you, and echoes of their past lives magically manifest as strange curios with resonant power.

You gain two soul trinkets. A soul trinket is a Tiny object (the DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it). If you move more than 30 feet from a trinket, the trinket immediately teleports to you, appearing somewhere on your person.

Using Soul Trinkets

You can use soul trinkets in the following ways:

  • Death's Knell: When you deal Sneak Attack damage on your turn, you can destroy one soul trinket and immediately use Wails from the Grave without expending a use of that feature.
  • Life Essence: While you have at least one soul trinket, you have Advantage on Death Saving Throws and Constitution saving throws.
  • Spirit Query: You can take a Magic action to destroy one soul trinket and immediately cast the Augury spell, requiring no spell components and using Constitution as the spellcasting modifier. If you know the creature with which the trinket is associated, you can ask the creature's spirit one question instead of casting the spell. In this case, the spirit appears to you and answers as concisely as possible in a language it knew in life.

Gaining Additional Soul Trinkets

When a creature you can see within 30 feet of you dies, you can take a Reaction to gain another soul trinket, claiming a sliver of that creature's departing spirit. The new trinket appears somewhere on your person.

You can have a maximum of two soul trinkets at a time. If you try to gain a soul trinket while at your maximum, one of your existing trinkets is immediately destroyed and replaced by the new trinket. The maximum number of soul trinkets you can have increases when you reach Rogue levels 13 (three trinkets) and 17 (four trinkets).

Whenever you finish a Long Rest with fewer than two soul trinkets, you gain soul trinkets until you have two.

Level 9 · Voice of Death

You can cast Speak with Dead once without a spell slot, requiring no spell components and using Dexterity as the spellcasting modifier. You regain the ability to cast it this way when you finish a Short or Long Rest.

When you cast the spell, you can target one of your soul trinkets from Tokens of the Departed instead of a corpse, allowing the spirit of the creature associated with the trinket to answer.

Level 13 · Ghost Walk

As a Bonus Action, you assume a spectral form, gaining the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest unless you destroy one of your soul trinkets from Tokens of the Departed (no action required) to restore your use of it.

Flight

You gain a Fly Speed of 10 feet and can hover.

Hazy Form

Attack rolls have Disadvantage against you.

Incorporeal Movement

You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object.

Level 17 · Death's Friend

Your association with death has become so close that you gain the following benefits.

Death's Lament

When you use Wails from the Grave, you can deal the feature's Necrotic damage to both the first and the second creature.

Draw of Death

When you roll Initiative, you gain one soul trinket for your Tokens of the Departed if you have none remaining.

Echo Thief

Level 3 · Echo Thief

As magic has grown in the world, so too have its various practitioners: some study assiduously, some are born with innate magic, some draw upon nature or the divine. You, however, are of an order altogether new and unique, drawing upon the Weave of magic indirectly. You utilize the remnants of magic already cast, something unseen by most, but you have adopted a special attunement for discovering arcane echoes.

Level 3 · Versatile Arcana

You have learned enough about magic to have an elementary grasp of some of its precepts. Choose 2 cantrips from the Wizard spell list. You can cast these cantrips at will. Intelligence is your spellcasting ability for these cantrips.

In addition, you can cast detect magic and identify spells as rituals.

Level 3 · Echo of the Weave

By the time you are 3rd level in this class, you have learned to identify spells and the echoes they leave behind. When a spell is cast, it leaves behind an echo you can see or feel until the start of the caster's next turn; you can absorb that arcane energy and use it to your benefit. Check out the Echo Table below for certain levels and the echoes of spells you can absorb. If a spell fits the criteria, you can absorb the echo of a spell that is cast since the end of your last turn using your bonus action. The absorption lasts until the start of your next turn. You can't feel or see the spell if the origin is under total cover, meaning you can't absorb it even if its distance matches, and you can have only one echo absorbed at a given time. Any effects on creatures due to an Echo's effects are negated if you gain a new Echo or the Echo's duration has elapsed.

The absorption's duration increases by 1 minute each time you gain a new Subclass Feature (at levels 9, 13, 17).

The distance of a spell addresses the origin of a spell, not the point it reaches or effects.

Echo Table

Rogue LevelSpell LevelDistance from You
3Cantrips, 130 ft.
5245 ft.
7360 ft.
9490 ft.
115120 ft.

When you absorb a spell, you can improve your abilities to do one of the following while the echo remains absorbed by you:

Magical Sneak Attack. You can forgo 1d6 from your Sneak Attack dice to make your damage force damage, instead of the normal damage type of your weapon.

Elemental Sneak Attack. If you absorb a damaging spell that deals one of the damage types (acid, cold, fire, or lightning), you can change one of your Sneak Attack dice with the elemental type. For example, if you absorb a firebolt with your bonus action, you can change one of the 1d6s from your Sneak Attack pool to fire damage.

Mirror the Spell. You can cast the spell you absorbed with your bonus action. You can use this ability a number of times equal to your proficiency bonus and regain expended uses when you finish a long rest. The spell uses your spellcasting ability and if it requires concentration, you must concentrate on it. If the spell requires costly components, you must provide them as well, otherwise you can't ignore material components if there is no cost. If the spell was cast on a higher level than normal, it's counted as the lowest possible level.

Enhance Magical Defenses. You can use your reaction when you make a saving throw against a spell. The spell's echo lets you add 1d6 to the saving throw if you fail.

Improved Cunning Action. The next Cunning Action you take lets you choose two options from the list of available options, but you can't choose the same two options. You can't do so again until you finish a short or long rest. After 9th level, you can use this ability without needing to rest each time you take a Cunning Action.

Level 9 · Edge of the Arcane

By the time you reach level 9 in this class, your understanding of the Weave has increased greatly. You have Advantage on saving throws against spells or other magical effects.

In addition, when you hit a creature with an attack roll with a successful Sneak Attack, you can forgo using your Sneak Attack damage dice; if you do so, you can force the creature to make a Constitution saving throw. On a failed save, it can't cast spells or activate magical objects. Additionally, if it was concentrating on a spell, it loses concentration. This effect remains for 1 minute on the creature. At the end of each of its turns, it can repeat the saving throw to be free from the effect. You can use this ability a number of times equal to your proficiency bonus and regain expended uses when you finish a long rest.

Additionally, the absorption's duration increases by 1 minute.

Level 13 · Resonating Awe

At 13th level, your expertise in harvesting the echo of magic has blossomed to even greater heights. When you absorb an echo of a spell, you have these two options:

Perfect Strike. You don't need to have Advantage against a target to make a Sneak Attack while you have this spell echo. You can't use Sneak Attack if you have Disadvantage on the roll.

Precise Strike. You can instantly expend the echo to grant yourself a bonus on one attack roll you make this turn equal to the spell's level (+1 bonus if it's a cantrip).

You can use these features a number of times equal to your proficiency bonus and regain expended uses when you finish a long rest.

Additionally, the absorption's duration increases by an additional minute, and you can absorb an echo with a free action instead of a bonus action.

Level 17 · Perfect Echo

When you absorb a spell and cast it, you can use the spell attack bonus or spell save DC of the original caster if it's higher than your spellcasting ability.

In addition, while you have a spell absorbed, you have access to two new reactions: Echo Blast and Echo Shift.

Echo Blast. Each creature within 5 ft. of you must make a Dexterity saving throw against your Spell save DC or take 4d8 force damage, or half as much on a success.

Echo Step. You can teleport to a location within 5 ft. of the origin of the last spell you absorbed echo from. Additionally, the absorption's duration increases by an additional minute.

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