M = Level at which a feature changes
New hit point calculation
Level 1
Weapon Mastery (New)
Sneak Attack (Changed)
Thieves' Cant (Removed)
Level 2
Cunning Action (Changed)
Parkour (New)
Level 3
Steady Aim (Changed)
Level 5
Uncanny Dodge (Removed)
Uncanny Movement (New)
Slink (New)
Level 9
Weapon Adept (New)
Level 14
Blindsense (Changed)
Level 20
Stroke of Luck (Changed)
Hit Dice: 1d8 per Rogue level
Hit Points at 1st Level: 3d8 (or 15) + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Rogue level after 1st
Armor: Light armor
Saving Throws: Dexterity, Intelligence
Skills (Choose 4): Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Weapons: Simple weapons, Blowgun, Hand Crossbows, Longswords, Musket, Pistols, Rapiers, Rope Dart, Sabers, Shortswords, and Whips.
Tools: Thieves’ tools
Choose 3 weapons in which you are proficient to Master. You gain the Mastered weapon’s Signature Property. Whenever you finish a Long Rest, you can practice weapon drills and change the kinds of weapons you choose.
Beginning at 5th level you may use one of the additional Mastery Properties of each weapon that you have mastered. Whenever you finish a Long Rest, you can practice weapon drills and change the Mastery Properties you choose.
Mastery Ability
Strength or Dexterity is your Mastery ability for your weapon masteries, meaning you use your Mastery ability modifier when setting the DC for a any masteries that impose a saving throw.
Mastery Save DC = 8 + your Proficiency Bonus + your Mastery modifier
At 1st level, choose two skills in which you are proficient. You gain expertise in the chosen skills. Your proficiency bonus is doubled for any ability check made using skills in which you have expertise.
You can also gain expertise in your thieves' tools for one of your choices.
At 6th level, gain expertise for two more skills in which you are proficient.
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. The first time on your turn that you hit a creature with an attack that meets one of the following conditions, you deal an extra 1d8 damage.
Your attack has advantage
Another enemy of the target who is not incapacitated is within 5 feet of your target
If you haven’t used sneak attack since the start of your last turn in the current combat, you can add the damage to a reaction attack if the attack meets the conditions.
In addition, you score a critical hit on the roll of a 19 or 20. The amount of extra damage and chance of a critical hit increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
(Each level that would increase your Proficiency Bonus reduces your “Crit Range” by 1)
lvl - dmg - range
1st - 1d8 - 19
2nd - 1d8 - 19
3rd - 2d8 - 19
4th - 2d8 - 19
5th - 3d8 - 18
6th - 3d8 - 18
7th - 4d8 - 18
8th - 4d8 - 18
9th - 5d8 - 17
10th - 5d8 - 17
11st - 6d8 - 17
12nd - 6d8 - 17
13rd - 7d8 - 16
14th - 7d8 - 16
15th - 8d8 - 16
16th - 8d8 - 16
17th - 9d8 - 15
18th - 9d8 - 15
19th - 10d8 - 15
20th - 10d8 - 15
Starting at 2nd level, you can use your Bonus Action to take any action but the Attack, Dodge or Magic actions.
Beginning at 2nd level you gain a climbing speed equal to your walking speed and may use Dexterity instead of Strength to climb and jump. If you already had a climbing speed, your walking speed increases by 10ft.
At 3rd level, you choose an archetype detailed below that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again later levels.
As a Cunning Action, you give yourself advantage on your next attack roll on the current turn. You can use this Cunning Action a number of times equal to your Dexterity modifier, regaining spent uses on a Short or Long Rest.
When you reach 4th level, and again at 6th, 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’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Starting at 5th level, you learn to perform basic tasks with great ease. Once on each of your turns, you can take a Cunning Action without expending your Bonus Action.
Additionally, once on each of your turns, you can take any Magic action that is not the Cast a Spell action with a Cunning Action.
Starting at 5th level, when you are hidden (See stealth in the general changes) on your turn and move so that a creature can see you, you remain hidden from that creature as long as you are in cover or they cannot see you by the end of your turn. You may also move your full speed while moving stealthfully.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.
At 9th level you may use two of the additional Mastery Properties of each weapon that you have Mastered rather than one.
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 of 9 or lower as a 10.
At 14th level you gain 30ft of Blindsight.
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 incapacitated.
At 20th level, you have an uncanny knack for succeeding when you need to. Whenever you roll a d20, you can treat the d20 roll as a 20. You can do so before rolling or after failing.
Once you use this feature, you can’t use it again until you finish a short or long rest.