{"name":"Rogue","overview":"[h2]Skill and Precision[\/h2]\r\nRogues 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.\r\n\r\n[h2]A Shady Living[\/h2]\r\nEvery town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves\u2019 guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats \u2014 and wererats \u2014 haunt the sewers.\r\n\r\nAs adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.","hitdice":"d8","hitpointsfirstlevel":"8 + your Constitution modifier","hitpointsathigherlevels":"1d8 + your Constitution modifier per rogue level after 1st","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","equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[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]\r\n[\/ul]\r\n","spellcasting":"","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\u2019 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]Thieves' Cant[\/h2]\r\nDuring your rogue training you learned thieves\u2019 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\u2019 cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\r\nIn 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\u2019 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.\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. 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, 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\u2019t 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 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.\r\n\r\n[h2]Blindsense[\/h2]\r\nStarting at 14th level, if you are able to hear, you are aware of the location of 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\u2019t 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 a 20.\r\nOnce you use this feature, you can\u2019t use it again until you finish a short or long rest.\r\n","subclasses":"","tabledata":"Level | Proficiency Bonus | Sneak Attack | Features\r\n1 | +2 | 1d6 | Expertise, Sneak Attack, Thieves\u2019 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":"Rogue","isShared":"on","templateId":"25","blockId":"676469","world":"5518f369-dd1f-427e-b992-4a63a47d2fa9","folder":""}