Rogue
Rogues rely on cunning, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
In combat, rogues prioritize subtle strikes over brute strength. They would rather make one precise strike than wear an opponent down with a barrage of blows.
Some rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a rogue's relation to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest rogues.
Class Features
As a rogue, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per rogue level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons, martial weapons that have the finesse or light property, wands, staves
- Tools: Thieves' tools
- Saving Throws: Dexterity, Intelligence
- Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor or (b) no armor
- (a) two daggers or (b) two simple melee weapons
- (a) a shortsword or (b) a simple melee weapon
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a burglar's pack or (b) a dungeoneer's pack or (c) an explorer's pack
- Thieves' tools
The Rogue
| Level | Proficiency Bonus | Features | Sneak Attack |
|---|---|---|---|
| 1st | +2 | Expertise, Sneak Attack, Thieves' Cant, 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 | Ability Score Improvement | 10d6 |
| 20th | +6 | Stroke of Luck | 10d6 |
Class Features
Expertise
At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your skill proficiencies to gain this benefit.
Sneak Attack
Beginning at 1st level, 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 table.
Thieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Weapon Mastery
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 Action
Starting at 2nd level, 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 Subclass
At 3rd level, you choose a subclass that you strive to emulate in your combat styles and techniques. Your choice grants you features at 3rd level and again at 9th, 13th, and 17th level.
Note: In this campaign, Rogue subclasses will be customized to reflect The Gods Are Bastards setting. Standard D&D subclasses are not used. See custom Rogue subclass options for details.
Steady Aim
Starting at 3rd level, 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 Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Cunning Strike
Starting at 5th level, 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 + your Dexterity modifier + your 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 Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Evasion
At 7th level, you can nimbly dodge out of the way of certain dangers. When you are 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
By 7th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Improved Cunning Strike
At 11th level, you can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
Devious Strikes
At 14th level, 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, take an action, or take 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 Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Charisma saving throws.
Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you unless you are incapacitated.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or long rest.
Rogue Subclasses
At 3rd level, you choose a rogue subclass that reflects your specialization. Your choice grants you features at 3rd level and again at 9th, 13th, and 17th level.
Arcane Trickster
Arcane Tricksters are rogues who have mastered the art of using magic items rather than casting spells themselves. These rogues gain a small arcane mana pool that they use to manipulate, enhance, and overcharge magical items, making them far more effective than their mundane counterparts.
Unlike spellcasters, Arcane Tricksters do not learn spells. Instead, they channel their arcane mana directly into magic items, wands, and enchanted tools, unlocking their full potential and creating temporary consumable items through their understanding of magical principles.
Note: Arcane Tricksters use Arcane mana but do not cast spells. Their mana pool is used exclusively for manipulating magic items and creating consumables.
Arcane Mana Pool
When you choose this subclass at 3rd level, you gain a small arcane mana pool. Your arcane mana equals your Intelligence modifier (minimum 1) + one-half your Rogue level (rounded down). This mana pool recovers after a long rest.
You can use this mana to manipulate magic items, overcharge wands, and create consumable items (see features below).
Magic Item Expertise
Also at 3rd level, you gain proficiency with wands as weapons and can treat them as finesse weapons for the purpose of Sneak Attack. Additionally, you gain proficiency with Arcana and Investigation skills. If you are already proficient, you instead gain expertise (double your proficiency bonus).
Item Manipulation
Starting at 3rd level, you can spend arcane mana to manipulate and enhance magic items. When you use a magic item, you can spend arcane mana before activating it to gain one of the following benefits:
- Overcharge (1-3 mana): Increase the item's effectiveness. For each mana spent:
- Wands: Add +1 to attack rolls or save DCs, or increase damage dice by one size category (d4→d6→d8→d10→d12)
- Potions: Duration increases by 50% or effect becomes more potent (GM discretion)
- Scrolls: Spell save DC increases by 2 or spell attack bonus increases by 2
- Weapons: Add +1 to attack and damage rolls (stacks with weapon bonus)
-
Armor/Shields: Add +1 to AC (stacks with armor bonus)
-
Quick Use (1 mana): Activate a magic item as a bonus action instead of an action (if it normally requires an action)
-
Stabilize (1 mana): When a magic item would be depleted or destroyed, you can prevent it (once per item per long rest)
-
Enhanced Charge (2 mana): A charged item regains 1 charge instead of being depleted (once per item per long rest)
Wand Sneak Attack
At 3rd level, you learn to use wands with the same precision as melee weapons. When you make a ranged spell attack with a wand, you can apply your Sneak Attack damage if you meet the normal conditions for Sneak Attack (advantage on the attack roll, or an ally within 5 feet of the target).
Additionally, when you use Steady Aim with a wand, you can spend 1 arcane mana to make the wand attack deal force damage instead of its normal damage type, and the attack ignores half cover and three-quarters cover.
Consumable Crafting
At 9th level, during a long rest, you can use your arcane mana and knowledge of magical principles to create a number of small consumable magic items equal to your proficiency bonus. These items last until you finish your next long rest, at which point they lose their magical properties if unused.
Each item costs 1 arcane mana to create (you must have the mana available when you finish the long rest). Choose from the following options:
Combat Consumables: - Mana Bolt Crystal: A small crystal that, when thrown (20/60 feet range), explodes dealing 1d6 force damage to all creatures in a 5-foot radius. Dexterity save (DC = 8 + your Intelligence modifier + your proficiency bonus) for half damage. - Flash Powder: A small pouch of powder that, when thrown, creates a bright flash in a 10-foot radius. Creatures that can see must succeed on a Constitution saving throw (DC = 8 + your Intelligence modifier + your proficiency bonus) or be blinded until the end of your next turn. - Acid Vial: A vial of magical acid that deals 1d4 acid damage per turn for 2 rounds to a creature you hit with it. Requires an attack roll to hit. - Smoke Bomb: Creates a 10-foot radius area of heavy obscurement that lasts for 1 minute.
Utility Consumables: - Lock Pick Charm: A small charm that can automatically pick a non-magical lock (DC 15 or lower) when touched to it. More complex locks may still require a Dexterity check, but you have advantage. - Glimmer String: A 30-foot length of nearly invisible magical string that glows faintly to your eyes. Perfect for marking paths or creating tripwires. - Floating Light: A small orb that follows you at a distance of your choice (up to 30 feet) and provides bright light in a 20-foot radius and dim light for another 20 feet. Lasts 8 hours. - Sticky Glue: A substance that, when applied to a surface, creates an area of difficult terrain in a 5-foot square. Creatures entering the area must succeed on a Strength saving throw (DC = 8 + your Intelligence modifier + your proficiency bonus) or be restrained. A restrained creature can use an action to make a Strength check to break free. - Echo Stone: A small stone that, when activated, repeats the last sentence spoken within 30 feet of it when you activate it again (within 1 hour). - Chameleon Cloth: A small piece of cloth that, when draped over an object no larger than Medium, makes it invisible for 1 hour or until removed.
You can create multiple items of the same type, and you can change which items you create each long rest.
Enhanced Manipulation
At 13th level, your mastery of magic items improves. You gain the following benefits:
- Your Arcane Mana Pool increases by your Intelligence modifier (minimum 2 additional mana)
- When you use Item Manipulation, you can apply up to two different benefits to a single item activation (paying the mana cost for each)
- When you create consumable items, you can spend an additional mana (2 mana total per item) to create enhanced versions:
- Mana Bolt Crystal deals 2d6 damage
- Flash Powder affects a 20-foot radius
- Acid Vial deals 1d6 damage per turn
- Lock Pick Charm works on locks up to DC 20
- Other items have improved effects (GM discretion)
Master Item Master
At 17th level, you become a true master of magical items. You gain the following benefits:
- Your Arcane Mana Pool increases by your Intelligence modifier again (minimum 2 additional mana)
- You can use Item Manipulation on magic items even if they require attunement and you are not attuned to them (you still cannot use their normal properties)
- Once per long rest, you can spend 3 arcane mana to temporarily "borrow" a magic item's power. Touch a magic item within reach. For the next hour, you gain the benefits of that item as if you were attuned to it, even if you're not. The item's owner (if any) retains their attunement and benefits.
- When you create consumable items, you can now create up to twice your proficiency bonus (instead of just proficiency bonus)
- Consumable items you create last until used or until you finish your next long rest + 1 day
Sneak Priest
Sneak Priests are rogues dedicated to Esterion, the God of Defiance. For these rogues, theft is not merely a job or survival tactic—it is a holy calling. Esterion grants his priests a divine mandate to humble the powerful, redistribute ill-gotten wealth, and strike at the structures of oppression through cunning and stealth.
Divine Magic (Spellcasting)
When you reach 3rd level, you gain the ability to cast spells. See the standard spellcasting rules for details.
Cantrips You learn three cantrips: Guidance and two other cantrips of your choice from the Divine spell list. You learn another Divine cantrip of your choice at 10th level.
Prayer Book At 3rd level, you have a prayer book containing a number of 1st-level Divine spells equal to your Wisdom modifier.
Divine Mana The Sneak Priest Spellcasting table shows how much Base Mana you have. To cast a spell, you must expend mana equal to the spell's level. You regain all expended mana when you finish a long rest. - Mana Pool: Your total Mana Pool is equal to Proficiency Bonus + (Wisdom Modifier × Rogue Level ) / 2 -- Roundedn Down.
Spells Known of 1st Level and Higher You know all the spells in your prayer book. You do not need to prepare spells.
Learning New Spells Each time you gain a Rogue level, you can learn a number of Divine spells of your choice equal to your Wisdom modifier.
Spellcasting Ability Wisdom is your spellcasting ability for your Sneak Priest spells. - Spell save DC = 8 + your proficiency bonus + your Wisdom modifier - Spell attack modifier = your proficiency bonus + your Wisdom modifier
Sacred Theft
Starting at 3rd level, your roguish skills are blessed by Esterion. You gain the following benefits: - When you use your Cunning Action to Hide, you can spend 1 Mana to become invisible until the start of your next turn or until you make an attack or cast a spell. - You have advantage on Dexterity (Sleight of Hand) checks made to pick pockets or steal objects. - When you successfully steal an object worth 50 gp or more from a creature that represents authority or power, you regain 1 Mana.
Divine Cunning Strike
At 9th level, you learn to channel divine power through your Sneak Attacks. When you deal Sneak Attack damage, you can spend 1 Mana to add one of the following effects: - Divine Mark: The target is marked by Esterion's judgment. For 1 minute, you have advantage on attack rolls against the target. - Radiant Strike: The Sneak Attack damage becomes radiant damage. If the target represents oppression/corruption, reroll damage dice and take the higher result. - Blessed Escape: Immediately after the attack, you can teleport up to 30 feet to an unoccupied space you can see.
Humble the Powerful
At 13th level, your divine mandate becomes more direct. - Your Mana Pool increases by your Wisdom modifier (minimum 2). - When you reduce a creature to 0 hit points with a Sneak Attack, you can use your reaction to heal allies within 30 feet for hit points equal to your Wisdom modifier + Rogue level. - Once per long rest, you can mark a creature for judgment (Wisdom save). On failure, it has disadvantage on attacks against you, and you have advantage against it.
Master Sneak Priest
At 17th level, you have become a true instrument of Esterion's will. - Your Mana Pool increases by your Wisdom modifier again. - You can cast Dimension Door or Polymorph without expending mana a number of times equal to your Wisdom modifier per long rest. - When you use Divine Cunning Strike, you can apply two effects (paying for each).
The Shadow
You have forged a pact with an infernal power or tapped into the darkest corners of the arcane to become one with the shadows. You are a master of infiltration, using infernal magic to slip through defenses and strike with terrifying precision.
Infernal Magic (Spellcasting)
When you reach 3rd level, you gain the ability to cast spells using Infernal Mana.
Cantrips You learn three cantrips: Minor Illusion and two other cantrips of your choice from the Infernal or Arcane spell list. You learn another cantrip at 10th level.
Grimoire of Shadows At 3rd level, you have a grimoire containing a number of 1st-level Infernal spells equal to your Intelligence modifier.
Infernal Tolerance When you choose this subclass at 3rd level, you gain a small arcane mana pool. Your arcane mana equals your Intelligence modifier (minimum 1) + one-half your Rogue level (rounded down). This mana pool recovers after a long rest.
Infernal Tolerance Unlike other casters who use a Mana Pool, you use the Infernal Tolerance system. - Entropy: Casting a spell generates Entropy equal to the spell's level. - Instant Tolerance: Your safe limit for Entropy at any given moment is Your Constitution Modifier ** (ESTIMATE). - If your current Entropy exceeds your Instant Tolerance, you will suffer Backlash. This triggers the following: - Damage: You take 1d4 necrotic damage per point excess mana used. * Targeting: An overpowered spell may twist to target you instead of your intended target. This can be prevented by succeeding on an Cha Save with DC = 12 + Spell Level. * Loss of Control: If you critically fail the targeting save, the spell may fail completely or produce random, deleterious effects similar to a Wild Magic Surge, but always harmful. - Daily Risk: Your safe limit for total Entropy generated in a day is (Constitution Modifier × Occultist Level)/4 --Rounded Down (ESTIMATE). Its minimum is Your Constitution Modifier. - When you exceed your Daily Limit, the infernal energy begins to warp your body and soul. * Corruption Points: You gain Corruption Points for every point of tolerance used beyond your limit. * Mutation: When your accumulated Corruption Points equal your Rouge Level, you gain a Mutation. * Reset: Upon gaining a mutation, your Corruption Points reset to 0. * Awareness**: Unlike tolerance limits, you are aware of your Corruption level and can feel the mutation taking hold.
Learning New Spells Each time you gain a Rogue level, you can add a number of Infernal spells of your choice to your grimoire equal to your Intelligence modifier.
Spellcasting Ability Intelligence is your spellcasting ability for your Shadow spells. - Spell save DC = 8 + your proficiency bonus + your Intelligence modifier - Spell attack modifier = your proficiency bonus + your Intelligence modifier
Shadow Step
At 3rd level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Cloak of Shadows
At 9th level, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. You can use this feature a number of times equal to your Intelligence modifier (minimum once), regaining all uses on a long rest.
Necrotic Strike
At 13th level, your Sneak Attack is infused with necrotic energy. When you deal Sneak Attack damage, you can choose for it to be necrotic damage. If you do, the target cannot regain hit points until the start of your next turn.
Master of Shadows
At 17th level, you become a living shadow. - You have resistance to necrotic and psychic damage. - While in dim light or darkness, you can use your Shadow Step as a reaction when you take damage to halve that damage. - You can cast Shadow of Moil or Greater Invisibility once per long rest without expending mana.
Related: Classes Reference | Mechanics Index