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Class Quick Guides- Rogue

  • Writer: Under The Dungeon
    Under The Dungeon
  • Oct 1, 2020
  • 6 min read

After you’ve chosen a race, the next step is to pick a class. Or the kind of adventurer you want to be. These pages are just basic quick reference guides, if you are seriously looking at playing long term I highly suggest getting a copy of the Player's Handbook (PHB) by either buying a copy at: Player's Handbook on Amazon OR buying the online source materials at DnD Beyond


Also: When I was building my first character, I was reminded that Magic using classes are not particularly beginner friendly. Fighters, Warlocks, Rouges, and Barbarians are generally more player friendly for beginners. This is NOT a discouragement from playing magic users (Heck it’s my first go round and I chose to play a Druid.) This is just a note for those beginner’s who may be looking to start with something easy. I’ll label them as I go through them.


Rogue (Beginner Friendly)

Barbarians are categorized as the protector of their people and leaders during times of war. They are the first to jump into combat to protect their people.


Class Traits

Hit Points:

1 d8 per Rogue level

Hit Points(HP) at level 1- 8 + Constitution Modifier

HP at higher levels- 1 d8 (or 5) + Current Constitution Modifier


Proficiencies

Armor: Light Armor

Weapons: Simple Weapons, Hand Crossbows, Long swords, Rapiers, and Short Swords.

Saving Throws: Dexterity and Intelligence

Skills: Choose four of the following, Acrobatics, Athletics, Deception, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand and Stealth

Due to Expertise: You can choose 2 skills you are proficient in OR one skill and your thieves' tools to double you proficiency bonus for any ability check that uses those skills. At level 6, you can choose 2 more skills to add this ability to.

Equipment: You begin with this in addition to the equipment outlined in your background.

- A rapier OR a short sword

- A short bow and a quiver of 20 arrows OR a shorts word

- A burglar’s pack OR a dungeoneer's pack OR an explorer's pack

- Leather Armor, Two Daggers, and Thieves' tools

Thieves' Cant: Rogues can use the language created by thieves, and this can only be understood by those who also know it. It takes 4 times as long to convey messages this way than in any other language.

 

Features

Sneak Attack:

If you have adv on an attack you can deal an additional d6 of damage once per turn. This must be done with a finesse or ranged weapon. The amount of additional die you roll goes up as you level up.


Ability Score Improvement:

At levels 4,8,12,16 and 19 you have the ability to do one of the following: raise any one ability score by 2, any 2 ability scores by 1. (You can not increase any ability score over 20)


Cunning Action:

At level 2, you can use special actions during the bonus action portion of your turn during combat. These are: Dash, Disengage, and Hide.

Uncanny Dodge:

At level 5, when you can see an attack at you, this can be used as your reaction so that the attack only does half the amount of damage.


Evasion:

At level 7, you have the ability to dodge certain kinds of effected areas, things like Dragon Breath and spells like ice storm. Also, when you need to make a dexterity saving throw, you only take half damage if you fail and no damage if you succeed.

Reliable Talent:

At level 11, any skills that you may add proficiency bonus to are treated as nearly perfect and when you roll a d20 and it is lower than a 10, you can use a 10 in place of that roll.


Blindsense:

At level 14, if you can hear, you are aware of any creature within 10 feet of you, even if they are hidden or invisible


Slippery Mind:

At level 15, you have a proficiency in all Wisdom saving throws.


Elusive:

At level 18, No attack rolls against you can have advantage, unless you are incapacitated.


Stroke of Luck:

At level 20, you can treat a missed target, as if you had hit it, OR a failed ability check as if you rolled a 20. You can only use this once between rests.


 

Roguish Archetypes

At level 3, you choose an archetype that you embody, the base options are: Thief, Assassin, and Arcane Trickster


Thief- Larceny is the name of the game for you, Burglars, Bandits, Treasure seekers, and explorers generally fall under this archetype.


Fast Hands:

At level 3, with your Cunning Action feature you can make a Dexterity check to use your thieves' tools to disarm a trap, open a lock, OR use a object as a bonus action.


Second-Story Work:

At level 3, climbing no longer costs extra movement, and when you make a running jump the distance you cover increases in feet, whatever your Dexterity Modifier is.


Supreme Sneak:

At level 9, you have advantage on stealth checks (Dex) if you move no more than half your speed during that turn.


Use Magic Device:

At level 13, you are good enough with magic that you can use a variety of magical items. You can ignore all class, race, and level requirements for any item you are trying to use.


Thief's Reflexes:

At level 17, You can take 2 turns during the first round of any combat that you aren't surprised, you take your first turn at your regular initiative, and your second at 10 less than that.


Assassin: You have trained and honed the craft of killing, spies, bounty hunters, are typically here.


Bonus Proficiencies:

At level 3, you also gain proficiency with a disguise kit, and a poisoner's kit.


Assassinate:

At level 3, you have advantage on attack rolls on any creature that hasn't had their turn in a round of combat yet. Any hit against any creature that is surprised, is a critical hit.


Infiltration Expertise:

At level 9, you can develop a new alias/ identity for yourself. This takes 7 days and the materials worth 25 GP, though you can not be someone who already exists. Other creatures believe this disguise completely until they are given an extreme reason not to.


Imposter:

At level 13, if you spend 3 hours studying a creatures writing, speech and mannerisms, you can mimic that person so that other people can not tell. If someone suspects that something is amiss you roll with advantage on any Deception (Cha) checks


Death Strike:

At level 17, When you hit a creature that is surprised, it must make a Constitution saving throw. If they fail you can double the damage dealt to the creature.


Arcane Trickster: You've learned tricks and and illusions throughout life, pickpockets, pranksters are generally apart of this archetype.


Spellcasting:

At level 3, you gain the ability to cast spells.

Cantrips: You gain the use of Mage Hand and 2 other cantrips from the Wizard spell list. You gain an additional cantrip at the 10th level.

Spell Slots: Use the Spellcasting Table in the PHB, to see how many spell slots you fill per level

Spells at the first level: you know 3, 1st level spells two of which must be from enchantment and illusion categories on the Wizards spell list.

Spell Casting Ability: Intelligence is your spell casting ability,


Mage Hand Legerdeman:

At level 3, casting Mage Hand makes a spectral hand visible and you can do the following,

- Store one object the hand is holding in a container worn or carried by another creature.

- Retrieve one object worn or carried by another creature

- Use thieves' tools to pick locks and disarm traps at range.

One of these tasks can be preformed without notice from others, if you pass a Sleight of Hand (Dex) check, contested by a Perception (Wis) check. Control of the hand can be a bonus action.


Magical Ambush:

At level 9, if you cast a spell on a creature and you are hidden, they roll with disadvantage on any saving throw against it during that turn.


Versatile Trickster:

At level 13, as a bonus action during your turn you can use the Mage Hand any creature within 5 feet can be distracted by this and you have advantage on attack rolls until the end of that turn.


Spell Thief:

At level 17, you can steal knowledge of how to cast a spell from another spellcaster. If the fail a saving throw they can not use the spell for 8 hours but during that time you can. This can only be used once between long rests.


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