{"name":"Rogue","overview":"Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.\r\n\r\nWhen it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.","hitdice":"d8","hitpointsfirstlevel":"8 + your Constitution modifier","hitpointsathigherlevels":"1d8 (or 5) + your Constitution modifier","armorproficiencies":"Light armor","weaponproficiences":"Simple weapons, hand crossbows, longswords, rapiers, shortswords","tools":"Thieves\u2019 tools","savingthrows":"Dexterity, Intelligence","skills":"Choose four from Acrobatics, Athletics, Deception. Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth","spellcasting":"[b]For Arcane Trickster Only[\/b]\r\n\r\nIntelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.\r\n[center]Spell save DC = 8 + your proficiency bonus + your Intelligence modifier[\/center]\r\n[center]Spell attack modifier = your proficiency bonus + your Intelligence modifier[\/center]","equipment":"[ul][li](a) a rapier or (b) a shortsword[\/li]\r\n[li](a) a shortbow and quiver of 20 arrows or (b) a shortsword[\/li]\r\n[li](a) a burglar\u2019s pack, (b) a dungeoneer\u2019s pack, or (c) an explorer\u2019s pack[\/li]\r\n[li]Leather armor, two daggers, and thieves\u2019 tools[\/li][\/ul]","features":"[h2]Expertise[\/h2]\r\nAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves\u2019 tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\r\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.\r\n\r\n[h2]Sneak Attack[\/h2]\r\nBeginning at 1st level, you know how to strike subtly and exploit a foe\u2019s 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 weapon.\r\nYou don\u2019t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn\u2019t incapacitated, and you don\u2019t have disadvantage on the attack roll.\r\nThe amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.\r\n\r\n[h2]Cunning Action[\/h2]\r\nStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.\r\n\r\n[h2]Roguish Archetype[\/h2]\r\nAt 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, Arcane Trickster or Triple Threat, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th and 17th level.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen you reach 4th level, and again at 8th, 10th, 12th, 16th, 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.\r\n\r\n[h2]Uncanny Dodge[\/h2]\r\nStarting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack\u2019s damage against you.\r\n\r\n[h2]Evasion[\/h2]\r\nBeginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon\u2019s 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.\r\n\r\n[h2]Reliable Talent[\/h2]\r\nBy 11th level, you have refined your chosen skill 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 as a 10.\r\n\r\n[h2]Blindsense[\/h2]\r\nStarting at 14th level, if you are able to hear, you are aware of the location if any hidden or invisible creature within 10 feet of you.\r\n\r\n[h2]Slippery Mind[\/h2]\r\nBy 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.\r\n\r\n[h2]Elusive[\/h2]\r\nBeginning 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 incapacitated.\r\n\r\n[h2]Stroke of Luck[\/h2]\r\nAt 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 20.\r\nonce you use this feature, you can't use it again until you finish a short or long rest.","subclasses":"Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes.\r\nYour choice of archetype is a reflection of your focus\u2014 not necessarily an indication of your chosen profession, but a description of your preferred techniques.\r\n\r\n[h3]Thief[\/h3]\r\nYou hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn\u2019t employ.\r\n\r\n[h3]Assassin[\/h3]\r\nYou focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.\r\n\r\n[h3]Arcane Trickster[\/h3]\r\nSome rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.\r\n\r\n[h3]Swashbuckler[\/h3]\r\nYou focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.\r\n\r\n[h3]Triple Threat[\/h3]\r\nA Triple Threat is so named for their ability to seemingly be anywhere and deal with any foe at once. Stories of triple threats speak about them working together to take down groups of enemies many times larger than themselves, by wielding elemental force against their targets until none remain.","tabledata":"Level | Proficiency Bonus | Sneak Attack | Features\r\n1 | +2 | 1d6 | Expertise, Sneak Attack, Thieves' Cant\r\n2 | +2 | 1d6 | Cunning Action\r\n3 | +2 | 2d6 | Roguish Archetype\r\n4 | +2 | 2d6 | Ability Score Improvement\r\n5 | +3 | 3d6 | Uncanny Dodge\r\n6 | +3 | 3d6 | Expertise\r\n7 | +3 | 4d6 | Evasion\r\n8 | +3 | 4d6 | Ability Score Improvement\r\n9 | +4 | 5d6 | Roguish Archetype Feature\r\n10 | +4 | 5d6 | Ability Score Improvement\r\n11 | +4 | 6d6 | Reliable Talent\r\n12 | +4 | 6d6 | Ability Score Improvement\r\n13 | +5 | 7d6 | Roguish Archetype Feature\r\n14 | +5 | 7d6 | Blindsense\r\n15 | +5 | 8d6 | Slippery Mind\r\n16 | +5 | 8d6 | Ability Score Improvement\r\n17 | +6 | 9d6 | Roguish Archetype Feature\r\n18 |+6 | 9d6 | Elusive\r\n19 |+6 | 10d6 | Ability Score Improvement\r\n20 |+6 | 10d6 | Stroke of Luck","tags":"","isShared":"1","templateId":"25","blockId":"42880"}