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Multiclassing

To multiclass into or out of Rogue, a character needs Dexterity 13 or higher.

Hit Points

  • Hit Dice: 1d8 per Rogue level
  • Hit Points at 1st Level: 8 + Constitution modifier
  • Hit Points at Higher Levels: 1d8 or 5 + Constitution modifier per Rogue level after 1st

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, and shortswords
  • Tools: Thieves' tools
  • Saving Throws: Dexterity and Intelligence
  • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Starting Equipment

Choose from each option where a choice is listed:

  • A rapier or a shortsword
  • A shortbow with 20 arrows or a shortsword
  • A burglar's pack, dungeoneer's pack, or explorer's pack
  • Leather armor, two daggers, and thieves' tools

Rogue Progression

Sneak Attack damage grows with Rogue level. Archetype features arrive at 3rd, 9th, 13th, and 17th level.

The Rogue
LevelProficiency BonusSneak AttackFeatures
1st+21d6Expertise, Sneak Attack, Thieves' Cant
2nd+21d6Cunning Action
3rd+22d6Roguish Archetype, Steady Aim (Optional)
4th+22d6Ability Score Improvement
5th+33d6Uncanny Dodge
6th+33d6Expertise
7th+34d6Evasion
8th+34d6Ability Score Improvement
9th+45d6Roguish Archetype feature
10th+45d6Ability Score Improvement
11th+46d6Reliable Talent
12th+46d6Ability Score Improvement
13th+57d6Roguish Archetype feature
14th+57d6Blindsense
15th+58d6Slippery Mind
16th+58d6Ability Score Improvement
17th+69d6Roguish Archetype feature
18th+69d6Elusive
19th+610d6Ability Score Improvement
20th+610d6Stroke of Luck

Class Features

Expertise

At 1st level, choose two skill proficiencies, or one skill and thieves' tools. Double your proficiency bonus for checks using them. Choose two more skill proficiencies at 6th level.

Sneak Attack

Once per turn, add Sneak Attack damage to a finesse or ranged weapon attack made with advantage. You can also use it when an active enemy of the target is within 5 feet of it, provided you do not have disadvantage.

Thieves' Cant

You know a coded mixture of jargon, implication, and signs used to pass hidden messages. You also recognize the common symbols rogues use to mark warnings, opportunities, and safe contacts.

Cunning Action

From 2nd level, you can use a bonus action on each turn to Dash, Disengage, or Hide.

Roguish Archetype

At 3rd level, choose an archetype that defines your specialty. It grants additional features at 3rd, 9th, 13th, and 17th level.

Steady Aim Optional

From 3rd level, spend your bonus action to gain advantage on your next attack that turn. You can use this only if you have not moved, and your speed becomes 0 for the rest of the turn.

Ability Score Improvement

At 4th, 8th, 10th, 12th, 16th, and 19th level, improve your ability scores within the normal limits. You may choose a feat instead when the campaign allows feats.

Uncanny Dodge

From 5th level, use your reaction to halve the damage from an attack that hits you when you can see the attacker.

Evasion

From 7th level, successful Dexterity saves against effects that normally deal half damage deal no damage to you. A failed save deals only half damage.

Reliable Talent

From 11th level, when an ability check uses one of your proficiencies, treat a d20 roll of 9 or lower as a 10.

Blindsense

At 14th level, if you can hear, you know the location of hidden or invisible creatures within 10 feet of you.

Slippery Mind

At 15th level, you gain proficiency in Wisdom saving throws.

Elusive

From 18th level, attacks cannot gain advantage against you while you are not incapacitated.

Stroke of Luck

At 20th level, you can turn one missed attack into a hit. Alternatively, treat a failed ability check as if its d20 roll were 20. You regain this feature after a short or long rest.

Rogue archetypes

These pages document our table rulings and campaign setting. When in doubt, ask the DM.