---
# System prepended metadata

title: K10 - Rogue
tags: [Classes]

---

:::warning
Some details are subject to change during the campaign, as we figure see how the changes work out. There will be a changelog at the base of this document.
:::
# Rogue


|                            |                                                                                                                                        |
| -------------------------- | -------------------------------------------------------------------------------------------------------------------------------------- |
| Hit Point Die              | D8 per Rogue  level                                                                                                                    |
| Saving Throw Proficiencies | Dexterity and Intelligence                                                                                                             |
| Skill Proficiencies        | Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth. |
| Weapon Proficiencies       | Simple weapons and Martial weapons that have the Finesse or Light property                                                             |
| Tool Proficiencies         | Thieves' Tools                                                                                                           |
| Armor Training             | Light Armor                                                                                                                            |
| Starting Equipment         | Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves' Tools, Burglar's Pack and 8 GP; or (B) 100 GP            |

# Class Features
As a rogue, you gain the following class features.

| Level | Features                                               | Sneak Attack |
|:-----:| ------------------------------------------------------ |:------------:|
|   1   | Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery |     1d6      |
|   2   | Cunning Action                                         |     1d6      |
|   3   | Roguish Archetype, Steady Aim                          |     2d6      |
|   4   | Feat                                                   |     2d6      |
|   5   | Cunning Strike, Uncanny Dodge                          |     3d6      |
|   6   | Expertise                                              |     3d6      |
|   7   | Evasion, Reliable Talent                               |     4d6      |
|   8   | Feat                                                   |     4d6      |
|   9   | Roguish Archetype feature                              |     5d6      |
|  10   | Feat                                                   |     5d6      |
|  11   | Improved Cunning Strike                                |     6d6      |
|  12   | Feat                                                   |     6d6      |
|  13   | Roguish Archetype feature                              |     7d6      |
|  14   | Devious Strikes, Blindsense                            |     7d6      |
|  15   | Slippery Mind                                          |     8d6      |
|  16   | Feat                                                   |     8d6      |
|  17   | Roguish Archetype feature                              |     9d6      |
|  18   | Elusive                                                |     9d6      |
|  19   | Epic Boon                                              |     10d6     |
|  20   | Stroke of Luck                                         |     10d6     |


## 01: Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. 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 proficiencies (in skills or with thieves' tools) to gain this benefit.

## 01: 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 was 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.

## 01: Thieves' Cant
You picked up various langugaes in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice.
## 01: Weapon Mastery
Your training with weapons allows you to use the Mastery property of two kinds of weapons of your choice with which you have proficiency.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose.
## 02: 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.
## 03: Roguish Archetype
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
| Archetype        | Original Source                |
| ---------------- | ------------------------------ |
| Arcane Trickster | Player's Handbook (2024)       |
| Soulknife        | Player's Handbook (2024)       |
| Assasssin        | Player's Handbook (2024)       |
| Thief            | Player's Handbook (2024)       |
| Inquisitive      | Xanathar's Guide to Everything |
| Mastermind       | Xanathar's Guide to Everything |
| Scout            | Xanathar's Guide to Everything |
| Swashbuckler     | Xanathar's Guide to Everything |
| Phantom          | Tasha's Cauldron of Everything |

If you would like to use a homebrew Subclass for 5e, it may need to be modified. See [this page](/OVG2bQM8Qiuih2O8LmVLkg) for details.
## 03: Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on your 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.
## 04: Feats
When you reach 4th level, and again at 8th, 10th, 12th, and 16th level, you gain one feat of your choice. You also gain an Ability Score Improvement Feat.

## 05: Cunning Strike
You have 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 dice you must forego to add the effect. You remove the die before rolling, and the effect occures immediatley after the attack's damage is dealt. If a Cunning Strike effect requires a saving throw, the DC equals 8 + your Profiency Bonus + your Dexterity modifier.

***Disarm (Cost: 1d6).*** The target must succeed on a Dexterity saving throw, or it drops one item of your choice that it's holding.

***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 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.

## 05: Uncanny Dodge 
When an attacker that you can see hits you with an attack roll, you can use your Reaction to halve that attack's damage agasint you (round down).

## 07: Evasion
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 don't benefit from this feature if you have the Incapacitated condition.
## 7: Reliable Talent
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.

## 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.

## 14: Devious Strikes
You have 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 or take an action or a Bonus Action.

***Knockout (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 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.

## 14: Blindsense
If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
## 15: Slippery Mind
You gain proficiency in Wisdom and Charisma saving throws.
## 18: Elusive
No attack roll can have advantage against you unless you have the Incapacitated condition.

## 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. 

## 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

# Change Log
* [time=Sat, Aug 31, 2024 7:53 PM]- Page created.
* [time=Mon, Sep 23, 2024 7:28 PM]- Updated to reflect the 2024 PHB.

