The 2014 Rogue progresses through improvements to precision damage, skills, mobility, and defense. The base class relies less on expendable resources than many other classes, so most Rogue abilities remain available throughout a long adventuring day.

1st level: Expertise

The Rogue chooses two qualifying proficiencies for Expertise.

The proficiency bonus is doubled on ability checks using them.

At 6th level, two more qualifying proficiencies gain Expertise.

This is one of the strongest skill-specialisation mechanics in the game.

1st level: Sneak Attack

Sneak Attack adds extra damage to one qualifying attack per turn.

The attack must use a finesse or ranged weapon and meet one of the feature's qualifying conditions.

The extra damage begins at 1d6 and increases by 1d6 every two Rogue levels, reaching 10d6 at 19th level.

Sneak Attack is not a separate action.

It modifies a qualifying hit.

1st level: Thieves' Cant

Thieves' Cant represents coded conversation, signs, and messages used by criminals or clandestine communities.

It allows hidden meaning to be communicated through otherwise ordinary speech and includes written signs with short messages.

Its practical importance depends on the campaign.

2nd level: Cunning Action

Cunning Action allows the Rogue to use a bonus action to:

  • Dash;
  • Disengage;
  • Hide.

It is the main mobility engine of the class.

3rd level: Roguish Archetype

The Rogue chooses a subclass at 3rd level.

Further Archetype features arrive at:

9th 13th 17th

The subclass can add magic, social manipulation, investigation, dueling, psionics, supernatural themes, or specialised infiltration.

5th level: Uncanny Dodge

When a qualifying attacker the Rogue can see hits with an attack, the Rogue can use a reaction to halve that attack's damage.

This applies to one triggering attack, not every source of damage in the round.

7th level: Evasion

Evasion improves Dexterity-save effects that normally deal half damage on a successful save.

On a success, the Rogue takes no damage.

On a failure, the Rogue takes half damage.

11th level: Reliable Talent

When making an ability check that includes the Rogue's proficiency bonus, a d20 result of 9 or lower can be treated as a 10.

This makes proficient checks extremely reliable.

When combined with Expertise, selected skills can achieve very high minimum results.

14th level: Blindsense

The 2014 Rogue gains awareness of hidden or invisible creatures within 10 feet when able to hear, according to the feature.

This should not be silently rewritten as a modern blindsight sense.

This is not the same as modern blindsight: the 2014 feature makes the Rogue aware of the location of hidden or invisible creatures within 10 feet while the Rogue can hear.

15th level: Slippery Mind

Slippery Mind grants proficiency in Wisdom saving throws.

This helps against many dangerous charm, fear, and control effects.

18th level: Elusive

While the Rogue is not incapacitated, no attack roll can have advantage against the Rogue under the 2014 feature.

This reduces one of the common ways enemies improve accuracy.

20th level: Stroke of Luck

Stroke of Luck provides an emergency success feature.

The Rogue can turn a missed attack into a hit.

Alternatively, after failing an ability check, the Rogue can treat the d20 roll as a 20.

The feature returns after a short or long rest.

How the features work together

Expertise creates specialisation.

Reliable Talent creates consistency.

Sneak Attack rewards a strong qualifying hit.

Cunning Action creates positional freedom.

Uncanny Dodge and Evasion reduce incoming damage.

Slippery Mind and Elusive improve high-level defense.

Stroke of Luck provides a final layer of reliability.

The Roguish Archetype determines the specialised form of that core expert.