Rogue — Class Features by Level

Class Table

LevelProfSneak AttackFeatures
1st+21d6Expertise, Sneak Attack, Thieves’ Cant
2nd+21d6Cunning Action
3rd+22d6Roguish Archetype
4th+22d6ASI
5th+33d6Uncanny Dodge
6th+33d6Expertise (2 more)
7th+34d6Evasion
8th+34d6ASI
9th+45d6Roguish Archetype feature
10th+45d6ASI
11th+46d6Reliable Talent
12th+46d6ASI
13th+57d6Roguish Archetype feature
14th+57d6Blindsense
15th+58d6Slippery Mind
16th+58d6ASI
17th+69d6Roguish Archetype feature
18th+69d6Elusive
19th+610d6ASI
20th+610d6Stroke of Luck

Starting Equipment & Proficiencies

  • Hit Dice: 1d8 per level
  • Hit Points at 1st Level: 8 + CON modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + CON modifier per level after 1st
  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools: Thieves’ tools
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose 4 from: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth
  • Starting Equipment:
    • (a) a rapier or (b) a shortsword
    • (a) a shortbow and 20 arrows or (b) a shortsword
    • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
    • Leather armor, two daggers, and thieves’ tools

Level 1

  • Expertise — Choose 2 skill proficiencies (or 1 skill + thieves’ tools). Double proficiency bonus for those.
  • Sneak Attack (1d6) — Once per turn, extra damage when you have advantage or an ally is within 5ft of target. Must use finesse or ranged weapon. Don’t need advantage if ally is adjacent and you don’t have disadvantage.
  • Thieves’ Cant — Secret language/code among rogues. Takes 4x longer to convey messages. Also includes secret signs and symbols.

Level 2

  • Cunning Action — Bonus action to Dash, Disengage, or Hide each turn.

Level 3

  • Roguish Archetype — Choose subclass (Thief, Assassin, Arcane Trickster, etc.)

Level 4

  • Ability Score Improvement (or Feat)

Level 5

  • Uncanny Dodge — Reaction: halve damage from an attack you can see.

Level 6

  • Expertise — Choose 2 more proficiencies (skills or thieves’ tools) to double.

Level 7

  • Evasion — DEX save for half damage → no damage on success, half on fail.

Level 8

  • Ability Score Improvement (or Feat)

Level 9

  • Roguish Archetype feature

Level 10

  • Ability Score Improvement (or Feat)

Level 11

  • Reliable Talent — Any ability check using a proficient skill: treat d20 rolls of 9 or lower as 10.

Level 12

  • Ability Score Improvement (or Feat)

Level 13

  • Roguish Archetype feature

Level 14

  • Blindsense — If you can hear, you know the location of hidden or invisible creatures within 10ft.

Level 15

  • Slippery Mind — Gain proficiency in Wisdom saving throws.

Level 16

  • Ability Score Improvement (or Feat)

Level 17

  • Roguish Archetype feature

Level 18

  • Elusive — No attack roll has advantage against you while you aren’t incapacitated.

Level 19

  • Ability Score Improvement (or Feat)

Level 20

  • Stroke of Luck — Turn a miss into a hit, or treat a failed ability check as a natural 20. 1/short or long rest.

Thief Archetype

Level 3

  • Fast Hands — Cunning Action can also: Sleight of Hand check, use thieves’ tools to disarm trap/open lock, or Use an Object action.
  • Second-Story Work — Climbing costs no extra movement. Running jump distance increases by DEX modifier feet.

Level 9 — Supreme Sneak

  • Advantage on Stealth if you move no more than half speed that turn.

Level 13 — Use Magic Device

  • Ignore all class, race, and level requirements on magic items.

Level 17 — Thief’s Reflexes

  • Two turns in first round of combat: normal initiative, then initiative minus 10. Can’t use when surprised.

Assassin Archetype

Level 3

  • Bonus Proficiencies — Proficiency with disguise kit and poisoner’s kit.
  • Assassinate — Advantage on attacks against creatures that haven’t taken a turn. Any hit against a surprised creature is a critical.

Level 9 — Infiltration Expertise

  • Spend 7 days + 25 gp to create a false identity (documentation, appearance, etc.).

Level 13 — Impostor

  • Unerringly mimic another person’s speech, writing, and behavior after 3 hours of study.

Level 17 — Death Strike

  • When you hit a surprised creature: CON save (DC 8 + DEX mod + proficiency) or double all damage.

Arcane Trickster Archetype

Level 3

  • Spellcasting — Learn wizard spells using Intelligence. Mage Hand is free + mandatory.
    • Cantrips: 3 (Mage Hand + 2 others)
    • Spells known: 3 (1st level; 2 must be Enchantment or Illusion)
    • Spell save DC = 8 + proficiency + INT modifier
  • Mage Hand Legerdemain — Mage Hand is invisible. Can stow/retrieve objects, use thieves’ tools at range. Sleight of Hand check to do unnoticed.

Spellcasting Progression

LevelCantripsSpells Known1st2nd3rd4th
3rd332
4th343
7th3542
8th3642
10th4743
11th4843
13th49432
14th410432
16th411433
19th4124331
20th4134331

Level 9 — Magical Ambush

  • If hidden when you cast a spell, target has disadvantage on saves against it.

Level 13 — Versatile Trickster

  • Bonus action: direct Mage Hand to distract creature within 5ft of it. You have advantage on attacks against that creature until end of turn.

Level 17 — Spell Thief

  • Reaction when creature casts spell targeting you: INT save (DC = spell save DC). On success, negate the spell’s effect and you learn it for 8 hours (can cast it using your slots). Creature can’t cast that spell for 8 hours. 1/long rest.

Validation Checklist

  • 2 Expertise choices (1st), 2 more (6th)
  • Sneak Attack damage correct (1d6 per 2 levels, rounded up)
  • Thieves’ Cant noted
  • Cunning Action noted (Level 2+)
  • Subclass chosen at Level 3
  • If Arcane Trickster: spells listed, Mage Hand included, school restrictions checked
  • 4 skill proficiencies from class list
  • DEX and INT saving throw proficiency
  • WIS save proficiency at Level 15+
  • Proficiency bonus correct for level
  • HP calculated correctly (1d8 + CON per level)