The rogue is someone who does not pretend to ignore the more unfair and exploitative aspects of life. You prefer to win the fight, get the gold, or have the last laugh, plain and simple. Life's short and one best not worry about adhering to rugged paths when cunning and speed can serve them better in the here and now.
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Sneak attack, Expertise, Dodge
Ability score improvement
Cunning, Extra bonus action
1st Archetype
Ability score improvement
2nd Archetype
Ability score improvement
3rd Archetype
Ability score improvement
Hit dice: 1d6
Armor: Light armor and light shields
Weapons: simple light weapons, 1 martial weapon group, and 1 of either simple crossbows or simple bows
Tools: choose one from thieves' tools, forgery kit, disguise kit
Saving throws: Dexterity, Intelligence
Skills: choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of hand, Stealth
You start with the following equipment, in addition to the equipment granted by your background:
(a) 2 simple weapons of choice, or (b) a blowgun and 5 poison darts
(a) a rapier, (b) a shortsword, or (b) four daggers
(a) a burglar’s pack, or (b) a dungeoneer’s pack
Leather armor
At 1st level, whenever you make an attack with advantage, you deal an additional 1d6 damage. This damage increases by 1d6 every other level, as indicated in the class chart.
At 1st level, you gain expertise with a skill or tool that you are proficient with. Whenever you critically succeed at this skill, regain a rest dice. At 7th level, gain expertise with another skill or tool that you are proficient with. This effect also applies to that skill.
Starting at 1st level, you can spend a reaction when attacked to gain advantage on a block check and move 5 feet without provoking a reaction afterwards.
At 2nd, 5th, 8th, and 11th level, you gain an ability score improvement, allowing you to permanently increase one ability score by 2, or two ability scores by 1. Alternatively, choose a feat.
At 3rd rogue level, you gain an extra bonus action to use on your turn. This does not allow you to consume more than one consumable per turn.
At 3rd rogue level, choose three upgrades from the list below:
Burglar - You gain a +2 bonus on checks made to unlock doors, gates, and passages into vaults, businesses, castles, and wealthy residences (Subject to GM. Emphasis on "into".) Gain a +1 bonus to investigation checks when inside a structure linked with nobility, government, or mercantile.
Chug - You can use your bonus action to consume a potion twice per turn.
Daring fool - Take a -1 penalty to wisdom. You can spend a rest dice to gain a +2 bonus to charisma and dexterity for 2d4 rounds.
Defenestration - Creatures that take fall damage or take damage by being shoved or pushed into a trap as a result of your actions take an extra 2d6 damage.
Emergency supply - Once per long rest, you can consume an emergency potion as a reaction or bonus action, restoring 2 rest dice, healing bleed and acid exposure effects, and allowing you to remake saves vs an ongoing disease or curse effect.
Evasion - When you succeed at a dexterity save against a spell or ability that still applies a partial negative effect afterwards, ignore it.
Expanded repertoire - Either gain proficiency with a skill or tool of your choice or gain expertise with a skill or tool you are proficient with.
Hold on for life - Gain a +3 bonus to checks made to hold on to items creatures or objects, to avoid falling tripping or being pushed, and to catch falling allies and thrown objects. Gain a +1 bonus to death saves.
Improved sneak attack - Increase your sneak attack damage by 1d6.
Kick and shove - You can make a kick attack as a free action once per turn, up to 8 times per rest. It's an unarmed 1d4 + strength bonus bludgeoning damage attack, and pushes a target 5ft away if they fail a DC 10 + athletics bonus strength save. You can make the kick and shove maneuver as two bonus actions otherwise. Gain a +1 bonus to checks and saves made to escape grapples.
Play dumb - You can spend a rest dice to gain advantage on a deception, performance, insight, intimidation, or perception check made to lie or obscure information. Gain a +1 bonus to intelligence.
Quick reflexes - You can spend a rest die to immediately gain a reaction. This can only be done once per turn.
Rapid dash - You can spend two bonus actions to dash or disengage.
Rogue toolkit - Gain proficiency with tinkers tools. You can spend a rest dice during a rest to create 2 rogue tools, which can be used as a bonus action:
- Caltrops ( 1d4 contact damage, 1d4 tiles, 25ft throw range )
- 2 Smoke pellets ( 10 ft radius, blinds and obscures, 60ft throw range )
- Fire coctail ( 30ft throw range, 3d6 + dex bonus fire damage, block DC 10 + prof + dex bonus, ignite on hit )
- Bola sling ( 25ft throw range, entangle if not blocked. Can be fired via launcher property weapons)
Scavenger - You gain advantage on checks made to detect hidden items, compartments, or passages.
Skulk - You gain a +1 bonus to stealth and deception check. You can spend 1 rest dice to gain advantage on a stealth check.
Spool key use - You know how to create a spool key if you have thieves' tools and at least 1 copper coin's worth of metal. You can create 1 per rest. A spool key lets anyone using it to attempt a thieves' tools check on a lock or similar mechanism, but using your bonuses at the time of creation + 3 for the check.
Swift on your feet - Increase your base movement speed by 5 feet and increase your dodge movement distance to 5 feet.
Takes one to know one - Gain a +2 bonus to social checks with and to detect other rogues, or hidden/skulking creatures.
The devils advocate - Gain a +3 bonus to social checks made to defend, justify, or encourage crime or questionable decisions (Subject to GM.) or to feign innocence in such situations. Gain a +1 bonus to saves vs the abilities and spells originating from infernal, fiendish, and demonic creatures.
Two weapon combat - Gain the two weapon fighting feat. If you already have it, gain a +1 bonus to block checks and AC while wielding two weapons.
Venom alchemy - You can spend a rest dice during a short rest to create 1d4 vials of venom, which can be applied to weapons and ammunition, dealing an extra 1d8 poison damage. You can apply venom and poison to a weapon as a bonus action. If you have the remains of a venomous or noxious creature, you can also prepare 1d4 vials of deadly toxin, which deals 1d8 poison and 1d8 acid damage. You can enhance one poison or poison damage dealing consumable once per rest, increasing its damage by 1 dice size category. A consumable can only be enhanced in this way twice.
At 10th level, choose your third archetype