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

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

You start with the following equipment in addition to the equipment granted by your background.

• (a) a rapier or (b) a shortsword
• (a) a shortbow and quiver of 20 arrows or (b) a
• (a) a burglar’s pack, (b) a dungeoneer’s pack, or © an
explorer’s pack
• Leather armor, two daggers, and thieves’ tools

At 1st level, choose two o f your skill proficiencies, or
one o f your skill proficiencies and your proficiency with
thieves’ tools. Your proficiency bonus is doubled for any
ability check you make that uses either o f the chosen
At 6th level, you can choose two more o f your
proficiencies (in skills or with thieves’ tools) 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 if you have advantage on the attack roll. The
attack must use a finesse or a ranged w eapon.
You don’t need advantage on the attack roll if another
enemy o f the target is within 5 feet o f it, that enemy
isn’t incapacitated, and you don’t have disadvantage on
the attack roll.
The amount o f the extra damage increases as you
gain levels in this class, as shown in the Sneak Attack
column o f 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 o f secret signs and
symbols used to convey short, simple messages, such
as whether an area is dangerous or the territory o f a
thieves’ guild, whether loot is nearby, or whether the
people in an area are easy marks or w ill provide a safe
house for thieves on the run.

Cunning Action
Starting at 2nd level, your quick thinking and agility
allow you to move and act quickly. You can take a
bonus action on each o f your turns in combat. This
action can b e used only to take the Dash, Disengage,
or Hide action.

Roguish Archetype
At 3rd level, you choose an archetype that you emulate
in the exercise o f your rogue abilities: Thief, Assassin,
or Arcane Trickster, all detailed at the end o f the class
description. Your archetype choice grants you features
at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th,
16th, and 19th level, you can increase one ability score
o f your choice by 2, or you can increase two ability
scores o f your choice by 1. As normal, you can’t increase
an ability score above 20 using this feature.

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.

Beginning at 7th level, you can nimbly dodge out o f the
way o f certain area effects, such as a red dragon’s fiery
breath or an ice storm spell. 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.

Reliable Talent
By 11th 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 o f 9 or lower as a 10.

Starting at 14th level, if you are able to hear, you are
aware o f the location o f any hidden or invisible creature
within 10 feet o f you.

Slippery Mind
By 15th level, you have acquired greater mental
strength. You gain proficiency in Wisdom saving throws.

Beginning at 18th level, you are so evasive that
attackers rarely gain the upper hand against you. No
attack roll has advantage against you while you aren’t

Stroke of Luck
At 20th level, you have an uncanny knack for succeeding
when you need to. If your attack m isses 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.


Terranova dylan_t_mcnamara