![[rogueClass.png]]
## What Is a Rogue?
The Rogue is a master of skill, precision, and adaptability who relies upon intelligence, quick reflexes, and resourcefulness to overcome dangerous situations. While Fighters often rely upon martial training and powerful weapons, and spellcasters wield supernatural abilities, Rogues specialise in exploiting opportunities that others might overlook.
Their greatest strength is their ability to recognise weaknesses, adapt quickly, and accomplish difficult tasks through skill rather than brute force.
At first glance, a Rogue might appear to be little more than a thief who relies upon stealth and deception. Although burglary and infiltration are common pursuits among Rogues, the class encompasses a much broader collection of professions and abilities.
A Rogue might be a spy gathering intelligence for a kingdom, an investigator uncovering criminal conspiracies, a scout exploring dangerous territory, or a treasure hunter searching for forgotten artefacts within ancient ruins.
Others become skilled duelists, bounty hunters, diplomats, assassins, or agents whose abilities allow them to influence events without attracting unnecessary attention.
Unlike warriors who overwhelm enemies through repeated attacks, Rogues often prefer carefully timed strikes that exploit an opponent's distractions and vulnerabilities.
Outside combat, their extensive training allows them to overcome obstacles through stealth, investigation, persuasion, deception, and specialised practical knowledge.
What defines a Rogue is not their relationship with the law or their willingness to engage in criminal behaviour.
It is their ability to find opportunities where others see obstacles and accomplish objectives through skill, preparation, and ingenuity.
---
## Masters of Opportunity
Rogues thrive in situations that reward observation, preparation, and quick thinking.
A locked door becomes a challenge to overcome through carefully applied tools. A guarded fortress becomes an opportunity to exploit weaknesses in its defences, while a dangerous opponent becomes a target whose movements and vulnerabilities can be studied.
Many Rogues develop their abilities through practical experience.
Some grow up in dangerous urban environments where survival depends upon remaining unnoticed and recognising threats before they become unavoidable. Others receive formal training from military scouting organisations, intelligence networks, criminal guilds, or experienced mentors.
Their backgrounds can differ considerably.
A Rogue who serves as a royal spy might spend years studying foreign languages, political relationships, and methods of concealing their identity.
A treasure hunter may become an expert at recognising traps, navigating ancient structures, and recovering valuable objects from dangerous locations.
Others develop their talents through duelling, wilderness exploration, criminal investigation, or the careful study of human behaviour.
Unlike many spellcasters, Rogues do not normally require supernatural power to achieve extraordinary results.
Their abilities are rooted in the refinement of practical skills and an exceptional understanding of how to exploit their surroundings.
However, certain Roguish Archetypes introduce magical or supernatural abilities, allowing Rogues to combine their conventional training with arcane magic, psionic energy, or powers associated with death.
Regardless of their methods, experienced Rogues learn that a problem rarely possesses only one solution.
An obstacle that cannot be overcome through strength might be bypassed through stealth, manipulation, or careful investigation.
For a Rogue, recognising which approach is most effective is often more important than possessing the greatest physical power.
---
## Skill Above All
More than almost any other class, Rogues are defined by their proficiency with practical skills.
Their training allows them to become accomplished infiltrators, investigators, negotiators, and specialists whose abilities extend well beyond combat.
At first level, Rogues choose proficiency in four skills from their class's available selection.
These include Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth.
They also gain proficiency with **Thieves' Tools**, allowing them to attempt specialised tasks such as opening locks and disarming traps.
The precise skills selected depend upon the character's background and preferred approach to adventuring.
A Rogue specialising in espionage may focus upon Deception, Persuasion, and Insight, allowing them to influence conversations and recognise attempts at manipulation.
An explorer might develop Perception, Investigation, and Stealth, becoming particularly effective at detecting hidden dangers and moving through unfamiliar locations without attracting attention.
Through **Expertise**, Rogues become exceptionally accomplished in selected areas.
At first level, they gain Expertise in two skill proficiencies of their choice. At sixth level, they gain Expertise in two additional skills.
Expertise doubles the proficiency bonus applied to eligible ability checks, allowing Rogues to achieve levels of reliability that many other adventurers struggle to reproduce.
This makes the class particularly effective outside combat.
A Rogue might recognise a concealed mechanism before it activates, understand that a suspicious individual is concealing important information, or successfully infiltrate a location protected by experienced guards.
Although their abilities are often associated with Dexterity, Rogues can also become accomplished specialists in Intelligence, Wisdom, and Charisma-based skills.
Their greatest advantage is the freedom to develop talents that suit the character's particular profession and personality.
---
## Thieves' Cant
At first level, Rogues gain knowledge of **Thieves' Cant**, a specialised form of communication associated with criminal organisations, spies, and other individuals who exchange information discreetly.
This language allows its users to conceal messages within otherwise ordinary conversations.
A seemingly harmless discussion about the weather, a merchant's goods, or local events might contain information that another speaker of Thieves' Cant can understand.
The language also includes written signs and symbols used to communicate information without attracting unnecessary attention.
Such markings might identify a dangerous location, reveal the presence of a criminal contact, or provide information about a particular building or individual.
Although Thieves' Cant is commonly associated with criminals, its usefulness extends to intelligence gathering and covert operations.
A royal spy, undercover investigator, or experienced bounty hunter might learn the language to communicate with informants or interpret messages encountered during an investigation.
Under the revised rules, Rogues also learn one additional language of their choice through this feature.
This reflects the diverse communities and unusual circumstances through which many Rogues develop their abilities.
Knowledge of Thieves' Cant does not require the character to be a criminal.
It represents an understanding of specialised communication methods commonly used by individuals who cannot afford to share information openly.
---
## Sneak Attack
The Rogue's defining combat ability is **Sneak Attack**.
Despite its name, Sneak Attack does not require the Rogue to attack while hidden.
Instead, the ability represents their capacity to recognise weaknesses, exploit distractions, and deliver precisely placed strikes when an opponent is vulnerable.
Beginning at first level, a Rogue can inflict additional damage once per turn when they successfully strike a creature using an eligible weapon under the required conditions.
Sneak Attack normally applies when the Rogue has Advantage on the attack roll and is using a weapon with the Finesse property or a Ranged weapon.
However, Advantage is not always necessary.
If an ally is within five feet of the target, that ally is not Incapacitated, and the Rogue does not have Disadvantage on the attack roll, the Rogue can also apply Sneak Attack.
This creates an important relationship between positioning and teamwork.
A Rogue fighting alongside a heavily armoured companion may exploit the enemy's attention being divided between different opponents.
A ranged Rogue might instead use concealment, tactical positioning, or other abilities to gain Advantage before attacking.
The additional damage begins at 1d6 and increases as the Rogue gains experience.
At third level, Sneak Attack inflicts 2d6 additional damage, increasing to 5d6 at ninth level and eventually reaching 10d6 at nineteenth level.
Because Sneak Attack can apply only once per turn, Rogues generally focus upon making a small number of accurate attacks rather than relying upon the repeated attacks favoured by many martial characters.
The ability can also apply during another creature's turn when its conditions are met, making certain Reaction attacks particularly valuable.
As Rogues become more experienced, they gain additional ways to manipulate Sneak Attack through Cunning Strike and other specialised abilities.
Sneak Attack rewards players who recognise opportunities, position themselves carefully, and coordinate their attacks with companions.
For an experienced Rogue, one carefully placed strike can be considerably more dangerous than several ordinary attacks.
---
## Weapon Mastery
At first level, Rogues gain **Weapon Mastery**, representing their specialised understanding of the weapons they use.
Unlike warriors who rely primarily upon physical strength, Rogues often favour weapons that reward speed, precision, and careful positioning.
Their training includes Simple weapons and Martial weapons possessing the Finesse or Light property.
Through Weapon Mastery, they select two eligible weapon types whose mastery properties they can use.
These choices can be changed after completing a Long Rest, allowing a Rogue to adapt their combat style to different circumstances.
Different mastery properties provide different advantages.
For example, the **Nick** property associated with Daggers allows a character using suitable Light weapons to perform an additional attack as part of the Attack action rather than requiring the usual Bonus Action.
This is particularly valuable for Rogues because their Bonus Action is frequently used for Cunning Action or other specialised abilities.
The **Vex** property associated with weapons such as the Shortbow can grant Advantage on a subsequent attack against a creature that has already been struck.
This creates opportunities to make Sneak Attack more reliable.
Weapon Mastery encourages Rogues to consider which equipment best suits their preferred fighting style.
A duelist may benefit from different properties than a ranged scout, while an infiltrator might favour compact weapons that can be concealed and drawn quickly.
The class rewards effective weapon selection rather than simply choosing the weapon with the highest damage.
---
## Cunning Action
At second level, Rogues gain **Cunning Action**, one of their most important abilities.
Through superior reflexes, awareness, and tactical movement, a Rogue can perform certain actions using a Bonus Action rather than their ordinary action.
The three available options are Dash, Disengage, and Hide.
**Dash** allows the Rogue to move farther during their turn, making it easier to pursue fleeing enemies, escape dangerous situations, or reach strategically important positions.
**Disengage** allows them to move away from enemies without provoking Opportunity Attacks for the remainder of the turn.
This is particularly useful for Rogues who fight at close range but do not possess the durability required to remain surrounded by dangerous opponents.
**Hide** allows them to attempt to conceal themselves when the normal requirements for hiding are satisfied.
This can create opportunities to avoid detection or gain Advantage against enemies who are unaware of their position.
Cunning Action fundamentally changes how a Rogue approaches combat.
Rather than remaining in one location and repeatedly attacking, they can move between positions, disengage from dangerous opponents, and exploit opportunities created by the surrounding environment.
The ability also provides valuable options outside combat.
A Rogue pursuing a thief through crowded streets might use Dash to close the distance, while an infiltrator could use Hide to remain concealed while moving through hostile territory.
Cunning Action encourages a mobile fighting style built around positioning, awareness, and knowing when to withdraw.
---
## Steady Aim
At third level, Rogues gain **Steady Aim**, a feature that improves their ability to deliver accurate attacks.
Through this ability, a Rogue can use a Bonus Action to grant themselves Advantage on their next attack roll during the current turn.
However, the technique comes with an important restriction.
The Rogue must not have moved during the turn before using Steady Aim, and their Speed becomes zero until the end of that turn.
This represents the character sacrificing mobility in exchange for a more precise attack.
Steady Aim is particularly valuable when the Rogue cannot easily gain Advantage through hiding or other tactical methods.
A ranged Rogue might remain in a favourable position, carefully observe an enemy's movements, and deliver a precisely aimed shot.
However, using Steady Aim prevents them from moving away from danger during the same turn.
It also consumes the Bonus Action that could otherwise have been used for Cunning Action.
The decision therefore involves a trade-off between accuracy and mobility.
A Rogue who remains stationary may improve their chances of triggering Sneak Attack, but doing so can make them more vulnerable to enemies capable of reaching their position.
Steady Aim rewards players who understand when remaining in place is worth the advantage gained.
---
## Cunning Strike
At fifth level, Rogues gain **Cunning Strike**, a feature that significantly expands their combat options.
Rather than using Sneak Attack exclusively to inflict additional damage, they can sacrifice some of that damage to produce specialised effects.
Whenever a Rogue successfully applies Sneak Attack, they can choose an available Cunning Strike option.
Each option has a cost measured in Sneak Attack damage dice.
These dice are removed from the additional damage that would otherwise be inflicted, allowing the Rogue to exchange raw damage for a tactical advantage.
The initial options are Poison, Trip, and Withdraw.
**Poison** allows the Rogue to introduce a toxin into an attack, potentially causing the target to suffer the Poisoned condition.
The target must fail a Constitution saving throw for the effect to take hold, and it can attempt further saves to end the condition.
Using this option requires the Rogue to possess a Poisoner's Kit.
**Trip** allows the Rogue to knock an eligible enemy Prone after successfully striking it.
This can create opportunities for nearby companions to attack the fallen creature or interfere with its ability to move effectively.
**Withdraw** allows the Rogue to move up to half their Speed immediately after the attack without provoking Opportunity Attacks.
This is particularly useful when a Rogue needs to escape from dangerous opponents while continuing to inflict damage.
Each of these initial options costs one Sneak Attack damage die.
At eleventh level, **Improved Cunning Strike** allows the Rogue to apply two different Cunning Strike effects to the same Sneak Attack, provided they pay the cost of both effects.
This creates additional tactical combinations.
A Rogue might attempt to poison an enemy before withdrawing from close combat, or knock an opponent Prone while repositioning to a safer location.
Cunning Strike makes the Rogue more than a character who specialises in delivering a large amount of damage through a single attack.
It allows them to influence the course of combat through carefully chosen techniques.
---
## Devious Strikes
At fourteenth level, Rogues gain **Devious Strikes**, expanding the options available through Cunning Strike.
These new techniques represent increasingly sophisticated ways of exploiting an opponent's weaknesses.
Unlike the earlier options, Devious Strikes can impose particularly dangerous conditions that interfere with an enemy's ability to act.
**Daze** allows the Rogue to strike a creature in a way that disrupts its coordination.
On a failed Constitution saving throw, the target must choose between moving, taking an action, or taking a Bonus Action during its next turn.
This makes it particularly valuable against enemies that rely upon combining movement with several different abilities.
**Obscure** allows the Rogue to interfere with an enemy's vision.
On a failed Dexterity saving throw, the target suffers the Blinded condition until the end of its next turn.
This can make an opponent less effective at attacking while creating opportunities for nearby companions.
**Knock Out** allows the Rogue to attempt to render a creature Unconscious.
This powerful technique requires the sacrifice of considerably more Sneak Attack damage, but it can temporarily remove a dangerous enemy from combat if the creature fails its saving throw.
The effect ends if the target takes damage, and the affected creature receives additional opportunities to resist it.
These techniques demonstrate the increasing precision of experienced Rogues.
They no longer rely simply upon identifying a weakness and inflicting additional damage.
They can deliberately interfere with an opponent's movement, senses, and ability to fight.
Devious Strikes rewards players who understand when controlling an enemy is more valuable than inflicting the maximum possible damage.
---
## Mobility and Survival
Although Rogues are not normally as heavily armoured as Fighters or Paladins, their abilities make them exceptionally difficult to catch and defeat.
Their survival depends upon agility, awareness, and responding quickly to dangerous situations.
At fifth level, they gain **Uncanny Dodge**.
When an attacker they can see successfully strikes them, the Rogue can use their Reaction to halve the damage of the attack.
This provides important protection against powerful individual strikes, although using the ability consumes the Reaction that might otherwise be available for an Opportunity Attack.
At seventh level, they gain **Evasion**.
When subjected to an effect that normally allows a Dexterity saving throw to reduce incoming damage by half, the Rogue instead takes no damage on a successful saving throw and only half damage on a failed one.
This makes them particularly capable of surviving explosions, magical attacks, and other dangerous effects that can be avoided through quick reactions.
Their defensive capabilities continue to improve as they gain experience.
At fifteenth level, **Slippery Mind** grants proficiency in Wisdom and Charisma saving throws.
This makes experienced Rogues more difficult to manipulate through supernatural fear, enchantment, and other mental effects.
At eighteenth level, **Elusive** prevents attackers from gaining Advantage on attack rolls against the Rogue unless the Rogue is Incapacitated.
This represents extraordinary awareness and the ability to avoid giving opponents favourable opportunities.
Together, these abilities create a character who survives through quick reactions and tactical movement rather than relying entirely upon armour or overwhelming physical endurance.
A skilled Rogue understands that avoiding a dangerous attack is often more valuable than attempting to withstand it.
---
## Reliable Talent
At seventh level, Rogues gain **Reliable Talent**, one of their most important noncombat abilities.
Through years of experience, they become exceptionally consistent when performing tasks associated with their specialised training.
Whenever the Rogue makes an ability check involving a skill or tool proficiency, they can treat a d20 result of 9 or lower as a 10.
This significantly reduces the possibility of failing routine tasks through an unusually poor roll.
A Rogue with Expertise in Stealth might become extraordinarily reliable at moving quietly, while one specialising in Investigation may consistently recognise details that others overlook.
Similarly, a Rogue proficient with Thieves' Tools becomes more dependable when attempting to open difficult locks or disarm dangerous mechanisms.
Reliable Talent does not guarantee success in every circumstance.
Some tasks may still possess Difficulty Classes that exceed the Rogue's total result, while others may be impossible without additional equipment, knowledge, or assistance.
However, the feature greatly increases the character's consistency.
Unlike abilities that rely upon limited resources, Reliable Talent applies whenever the appropriate conditions are met.
It represents the culmination of practical experience and disciplined training.
For an experienced Rogue, difficult tasks that once required considerable luck may become familiar challenges performed with exceptional precision.
---
## Stroke of Luck
At the height of their abilities, Rogues become capable of achieving extraordinary success at precisely the moment it matters most.
At twentieth level, they gain **Stroke of Luck**.
When a Rogue fails a d20 Test, they can use this feature to turn the d20 roll into a 20.
This applies to eligible attack rolls, ability checks, and saving throws, allowing the Rogue to overcome an otherwise unsuccessful result.
When used upon a missed attack roll, changing the d20 result to a natural 20 can turn the attack into a Critical Hit.
This provides an extraordinary opportunity to deliver a devastating strike when failure would otherwise be certain.
The ability can be used once before requiring a Short or Long Rest.
Stroke of Luck represents the exceptional instincts and experience of a master Rogue.
Throughout their adventures, they have learned to recognise opportunities, overcome dangerous situations, and act with extraordinary precision.
At the height of their career, those abilities allow them to transform apparent failure into remarkable success.
---
## The Rogue's Role in an Adventuring Party
Rogues are exceptionally versatile characters whose abilities can contribute to combat, exploration, investigation, and social encounters.
Their most recognisable role is that of an infiltrator or scout.
Through Stealth, Cunning Action, and other specialised abilities, they can investigate dangerous locations while attempting to avoid unwanted attention.
Their proficiency with Thieves' Tools makes them particularly valuable when dealing with locked doors, concealed mechanisms, and traps.
However, Rogues are not limited to traditional dungeon exploration.
A character specialising in Persuasion and Deception might become an effective negotiator or undercover agent, while one with Expertise in Investigation could serve as an exceptionally capable detective.
In combat, Rogues specialise in precision attacks.
Sneak Attack allows them to inflict considerable damage when they exploit an enemy's vulnerability, while Cunning Strike provides opportunities to interfere with enemy movement and combat effectiveness.
Their mobility allows them to move between different positions, avoiding prolonged confrontation with dangerous opponents whenever possible.
Different Roguish Archetypes provide further specialisation.
A Thief can become an extraordinary infiltrator and expert in magical equipment, while an Assassin specialises in ambushes and eliminating important targets.
An Arcane Trickster combines magical abilities with ordinary Rogue techniques, while a Soulknife uses psionic powers to communicate, teleport, and manifest supernatural weapons.
Other archetypes provide abilities associated with wilderness survival, political intrigue, investigation, supernatural death magic, or the service of dangerous divine powers.
Although Rogues generally possess fewer Hit Points than heavily armoured frontline warriors, their ability to avoid damage makes them difficult to defeat when played carefully.
Their greatest contribution is adaptability.
A Rogue might not possess the destructive power of a Wizard or the physical endurance of a Barbarian, but they frequently possess skills capable of overcoming problems that other adventurers cannot easily resolve.
---
## Roguish Archetypes
As Rogues gain experience, they develop specialised talents that distinguish their approach to combat, investigation, infiltration, and other activities.
At third level, a Rogue chooses a subclass known as a **Roguish Archetype**.
Each archetype provides abilities that complement the Rogue's existing training while encouraging a distinctive approach to adventuring.
Some represent conventional professions, such as assassination, burglary, or investigation. Others introduce magic, psionic abilities, or supernatural powers that transform the character into something far beyond an ordinary skilled adventurer.
### Thief
The Thief represents the classic Rogue who specialises in infiltration, burglary, exploration, and the acquisition of valuable objects.
These Rogues develop extraordinary agility and practical knowledge, allowing them to enter locations that others would struggle to reach.
Their defining ability is **Fast Hands**, gained at third level.
This allows them to perform certain Sleight of Hand tasks, use Thieves' Tools, or take the Utilize action through a Bonus Action.
They can also use certain magical items through a Bonus Action when the item normally requires a Magic action.
This gives Thieves considerable flexibility when handling equipment during dangerous encounters.
They also gain **Second-Story Work**, improving their climbing abilities and allowing them to use Dexterity when determining their jumping distance.
At ninth level, **Supreme Sneak** grants a specialised Cunning Strike option that allows them to remain concealed after attacking when they end their turn behind sufficient cover.
At thirteenth level, **Use Magic Device** dramatically improves their ability to handle enchanted equipment.
This allows them to attune to four magical items simultaneously, potentially preserve charges when using magical objects, and use Spell Scrolls even when they would not ordinarily possess the required spellcasting abilities.
At seventeenth level, **Thief's Reflexes** grants an extraordinary advantage during the opening round of combat.
The Thief can take two turns during the first round, representing exceptional speed and the ability to act before opponents fully understand what is happening.
The Thief is particularly suitable for players who enjoy infiltration, treasure hunting, creative equipment use, and overcoming obstacles through practical ingenuity.
### Assassin
The Assassin specialises in stealth, infiltration, deception, and eliminating dangerous targets with exceptional efficiency.
Unlike Rogues who rely upon improvisation throughout an encounter, Assassins often devote considerable effort to preparation.
They study their targets, identify vulnerabilities, and attempt to strike before enemies have an opportunity to react.
At third level, they gain **Assassinate**.
This grants Advantage on Initiative rolls and provides improved attacks against enemies that have not yet acted during the first round of combat.
When the Assassin successfully applies Sneak Attack during that opening round, the target also suffers additional damage equal to the Assassin's Rogue level.
They also gain **Assassin's Tools**, providing proficiency with Disguise Kits and Poisoner's Kits.
This reflects their specialised training in infiltration and the preparation of dangerous toxins.
At ninth level, **Infiltration Expertise** improves their ability to imitate other people through speech and handwriting.
It also grants **Roving Aim**, allowing them to use Steady Aim without reducing their Speed to zero.
At thirteenth level, **Envenom Weapons** strengthens their use of the Poison option of Cunning Strike.
Enemies who fail the saving throw can suffer additional Poison damage, allowing the Assassin to weaken opponents through carefully prepared toxins.
At seventeenth level, **Death Strike** dramatically increases their opening offensive power.
When they successfully apply Sneak Attack during the first round of combat, they can force the target to make a Constitution saving throw or suffer doubled damage from that attack.
The Assassin is particularly suitable for players who enjoy stealth, preparation, disguises, and delivering devastating attacks before enemies can respond.
### Arcane Trickster
Arcane Tricksters combine conventional Rogue abilities with a limited selection of Wizard magic.
Their spells allow them to supplement stealth, deception, and precise attacks with supernatural techniques.
Unlike Wizards, who devote themselves to extensive arcane study, Arcane Tricksters develop magic primarily to enhance their existing skills.
At third level, they gain **Spellcasting**, using Intelligence to cast spells from the Wizard spell list.
Their spellcasting progression is more limited than that of a conventional spellcaster, eventually providing access to fourth-level spells.
They also gain **Mage Hand Legerdemain**, significantly improving the versatility of the Mage Hand cantrip.
Through this ability, they can cast Mage Hand using a Bonus Action, make the magical hand Invisible, and perform Sleight of Hand checks through it.
This makes the ability valuable for manipulating objects and conducting covert activities without approaching dangerous locations directly.
At ninth level, **Magical Ambush** allows an Arcane Trickster who is Invisible to make enemies less likely to resist their spells.
At thirteenth level, **Versatile Trickster** combines Mage Hand with the Rogue's Cunning Strike abilities.
When using the Trip option against one enemy, the Rogue can also attempt to trip another creature near the magical hand.
At seventeenth level, **Spell Thief** allows the Arcane Trickster to intercept certain spells cast against them.
By forcing the original caster to fail a saving throw, they can negate the spell's effect upon themselves and temporarily acquire the ability to cast it.
The Arcane Trickster is particularly suitable for players who enjoy stealth, magical misdirection, and combining practical Rogue abilities with useful arcane magic.
### Swashbuckler
The Swashbuckler represents the agile and charismatic duelist who relies upon speed, confidence, and exceptional weapon skill.
These Rogues frequently resemble daring swordsmen, privateers, or wandering adventurers whose combat style emphasises movement and personal flair.
Unlike Rogues who depend heavily upon concealment, Swashbucklers are particularly capable of confronting opponents directly.
At third level, they gain **Fancy Footwork**.
When a Swashbuckler makes a melee attack against a creature, that creature cannot make Opportunity Attacks against them for the remainder of the turn.
This allows the Rogue to strike an opponent and withdraw without relying upon Disengage.
They also gain **Rakish Audacity**, which adds their Charisma modifier to Initiative rolls.
The feature provides an additional way to qualify for Sneak Attack when fighting a nearby enemy in a one-on-one confrontation, subject to its conditions.
At ninth level, **Panache** allows the Swashbuckler to influence other creatures through confidence and persuasive language.
Against hostile opponents, this can provoke them into concentrating their attention upon the Rogue. Against nonhostile creatures, it can produce a temporary charm-like influence.
At thirteenth level, **Elegant Maneuver** improves their ability to perform difficult physical techniques through Acrobatics and Athletics.
Their ultimate ability, **Master Duelist**, allows them to reroll a missed attack with Advantage, potentially turning an unsuccessful strike into a decisive blow.
The Swashbuckler is particularly suitable for players who enjoy mobile melee combat, charismatic characters, and duels that reward precise positioning and confidence.
### Mastermind
The Mastermind specialises in strategy, espionage, manipulation, and understanding the intentions of others.
Unlike Rogues who focus primarily upon combat or physical infiltration, Masterminds recognise that information and influence can be more valuable than weapons.
Their abilities make them effective advisers, intelligence officers, political agents, and individuals who manipulate events from behind the scenes.
At third level, they gain **Master of Intrigue**, providing additional languages and proficiency with tools associated with disguise, forgery, and games.
They also develop the ability to imitate speech patterns and accents after studying another person's voice.
This makes Masterminds particularly effective at infiltration and impersonation.
They also gain **Master of Tactics**, allowing them to use the Help action through a Bonus Action.
When assisting a companion's attack, they can provide this aid from a greater distance than usual, allowing them to support allies while remaining away from immediate danger.
At ninth level, **Insightful Manipulator** allows them to study other creatures and gain information about their capabilities.
By observing someone carefully, a Mastermind can determine certain characteristics of the individual relative to their own abilities.
At thirteenth level, **Misdirection** allows them to redirect an attack toward another nearby creature that is providing cover.
Their final ability, **Soul of Deceit**, protects them against supernatural attempts to read their thoughts or determine whether they are lying.
The Mastermind is particularly suitable for players who enjoy political intrigue, espionage, deception, and supporting companions through tactical planning.
### Scout
The Scout specialises in wilderness survival, reconnaissance, and moving through dangerous environments.
Unlike Rogues whose abilities are primarily associated with cities and criminal organisations, Scouts develop talents suited to forests, mountains, deserts, and other remote locations.
Their training often resembles that of Rangers, although their abilities remain rooted in the Rogue's emphasis upon practical skills and tactical mobility.
At third level, they gain **Survivalist**.
This grants proficiency and Expertise in Nature and Survival, making Scouts particularly effective at navigating wilderness regions, identifying natural dangers, and tracking creatures.
They also gain **Skirmisher**, allowing them to move up to half their Speed through a Reaction when an enemy ends its turn within five feet of them.
This movement does not provoke Opportunity Attacks, providing an opportunity to escape dangerous close-range encounters.
At ninth level, **Superior Mobility** increases their movement speed, allowing them to travel across the battlefield more effectively.
At thirteenth level, **Ambush Master** strengthens their ability to act early in combat.
They gain Advantage on Initiative rolls, and the first enemy they hit during the opening round becomes easier for their companions to attack.
At seventeenth level, **Sudden Strike** grants an additional attack through a Bonus Action.
This attack can also benefit from Sneak Attack even if the Rogue has already used it during the same turn, provided it targets a different creature.
The Scout is particularly suitable for players who enjoy exploration, reconnaissance, tracking, and mobile ranged combat.
### Phantom
Phantoms possess a supernatural connection to death and the spirits of departed creatures.
Their abilities allow them to draw knowledge and power from the dead, transforming the Rogue's ordinary techniques into something far more unsettling.
Some become Phantoms after surviving supernatural encounters, while others acquire their abilities through contact with powerful death magic or entities associated with the boundary between life and death.
Their defining ability is **Whispers of the Dead**.
Through this feature, a Phantom can call upon the knowledge of departed spirits, gaining proficiency with a skill or tool after completing a Short or Long Rest.
This represents the character temporarily drawing upon the experience of souls that have passed beyond mortal life.
They also gain **Wails from the Grave**, allowing them to channel spectral energy through Sneak Attack.
When damaging one creature, the Phantom can cause another nearby opponent to suffer additional supernatural damage, representing the cries and power of the departed.
As they gain experience, Phantoms develop **Tokens of the Departed**.
These supernatural trinkets contain fragments of souls collected as creatures die.
A Phantom can use these fragments to strengthen their abilities, obtain information from the dead, or produce additional supernatural effects.
Possessing a soul trinket also provides protective benefits, including Advantage on Death Saving Throws and Constitution saving throws.
At higher levels, Phantoms can assume a spectral form that grants flight and allows them to move through creatures and physical objects.
Their connection to death eventually strengthens Wails from the Grave and improves their ability to replenish soul trinkets.
The Phantom's abilities reflect the revised tradition published in Ravenloft: The Horrors Within.
For players who enjoy ghostly powers, supernatural investigation, and characters who manipulate the boundary between life and death, the Phantom offers a distinctive approach to the Rogue.
### Soulknife
Soulknives are Rogues whose abilities are enhanced through psionic energy.
Rather than relying exclusively upon conventional weapons, they can manifest supernatural blades created directly from the power of their minds.
These abilities may originate from unusual training, exposure to psionic forces, or another extraordinary influence that has awakened their mental potential.
At third level, Soulknives gain **Psionic Power**.
This provides a reserve of Psionic Energy Dice that fuel their supernatural abilities.
Through **Psi-Bolstered Knack**, they can improve unsuccessful ability checks involving skills or tools with which they are proficient.
This makes Soulknives particularly capable of overcoming difficult practical challenges.
They also gain **Psychic Whispers**, allowing them to establish telepathic communication with selected companions.
This ability can be extremely valuable when coordinating infiltration, avoiding detection, or communicating across distances without speaking.
Their defining offensive ability is **Psychic Blades**.
These supernatural weapons can be manifested when attacking, allowing the Soulknife to strike enemies through Psychic damage.
The blades also possess the Vex mastery property under the revised rules, creating additional opportunities to improve subsequent attacks.
At ninth level, **Soul Blades** provides additional techniques.
**Homing Strikes** allows the Rogue to improve a missed attack using Psionic Energy, while **Psychic Teleportation** allows them to throw a spectral blade and teleport to the location where it lands.
At thirteenth level, **Psychic Veil** grants magical invisibility, allowing the Soulknife to conceal themselves through psionic power.
Their ultimate ability, **Rend Mind**, allows them to overwhelm an enemy's consciousness when inflicting Sneak Attack damage, potentially causing the target to become Stunned.
The Soulknife is particularly suitable for players who enjoy psychic powers, supernatural stealth, telepathy, and fighting with weapons created directly from mental energy.
### Inquisitive
The Inquisitive represents the exceptional investigator who relies upon observation, deduction, and an understanding of human behaviour.
Unlike Rogues who specialise in deception or concealment, Inquisitives are particularly accomplished at recognising when something is wrong.
Their skills allow them to uncover hidden motives, identify misleading information, and recognise clues that others might overlook.
Some serve as private detectives, intelligence officers, or investigators employed by powerful organisations.
Others become bounty hunters or wandering adventurers who specialise in uncovering dangerous conspiracies.
At third level, they gain **Ear for Deceit**, improving their ability to recognise when another creature is lying.
They also gain **Eye for Detail**, allowing them to perform certain Perception and Investigation checks through a Bonus Action.
Their defining combat ability is **Insightful Fighting**.
Through this feature, the Rogue can study an enemy's behaviour and compare their own Insight against the target's Deception.
When successful, the Inquisitive gains an additional way to apply Sneak Attack against that creature, even without Advantage, provided the other conditions of the feature are met.
At ninth level, **Steady Eye** improves their ability to perform Perception and Investigation checks when moving carefully.
At thirteenth level, **Unerring Eye** allows them to recognise the presence of illusions, concealed transformations, and other supernatural methods of deception.
Their ultimate ability, **Eye for Weakness**, increases their Sneak Attack damage against creatures they have successfully studied through Insightful Fighting.
The Inquisitive is a published legacy archetype from Xanathar's Guide to Everything.
For players who enjoy detectives, investigators, recognising deception, and defeating enemies through careful analysis, the Inquisitive offers a distinctive intellectual approach to the Rogue.
### Scion of the Three
The Scion of the Three is a Rogue whose abilities are connected to three malevolent deities of the Forgotten Realms collectively known as the **Dead Three**.
These deities are Bane, god of tyranny; Bhaal, god of murder; and Myrkul, god of death.
Their followers frequently operate through violence, fear, coercion, and the pursuit of power.
Some Scions willingly embrace these sinister teachings, becoming assassins and enforcers dedicated to advancing the ambitions of their divine patrons.
Others may be bound through curses or supernatural obligations, struggling against powers that have claimed influence over their lives.
Unlike conventional Assassins, whose abilities come primarily from martial training, Scions of the Three combine their Rogue techniques with supernatural gifts associated with these dark deities.
Their defining early ability is **Bloodthirst**.
This allows them to exploit an injured enemy, teleporting toward a creature that has recently suffered damage and following the movement with another attack.
The ability encourages aggression and rewards the Scion for recognising when an opponent has become vulnerable.
Through **Dread Allegiance**, the Rogue can channel supernatural power associated with one of the Dead Three.
The chosen allegiance provides damage resistance and additional magical abilities reflecting the nature of the selected deity.
This allows the character to adapt their sinister gifts depending upon the supernatural authority they invoke.
As they become more experienced, **Strike Fear** allows them to inflict the Frightened condition upon enemies and exploit the terror they create.
Their abilities continue to develop through **Aura of Malevolence**, which surrounds the Scion with dangerous supernatural energy when using Bloodthirst.
Their ultimate ability, **Dread Incarnate**, represents a further transformation through the power of the Dead Three, strengthening their ability to attack enemies when they are most vulnerable.
The Scion of the Three is particularly suitable for campaigns involving the darker religious traditions of Faerûn, political conspiracies, assassination cults, and supernatural corruption.
For players who enjoy sinister divine themes, aggressive mobility, and characters whose powers are connected to dangerous supernatural obligations, the Scion of the Three offers an unusual approach to the Rogue.
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## What It Feels Like to Play a Rogue
Playing a Rogue is about identifying opportunities, making effective decisions, and approaching challenges through skill rather than overwhelming force.
Unlike Fighters, who often rely upon repeated weapon attacks, Rogues specialise in delivering carefully timed strikes against vulnerable enemies.
Sneak Attack encourages you to consider positioning and the actions of your companions.
You might wait until an enemy becomes distracted by another adventurer, gain Advantage through concealment, or use Steady Aim to prepare a particularly accurate strike.
Cunning Strike introduces further tactical decisions.
You must determine whether inflicting additional damage is more valuable than weakening an enemy, knocking it Prone, or withdrawing to a safer position.
Cunning Action also makes mobility an important part of combat.
Rather than remaining surrounded by enemies, you can move between positions, disengage from dangerous opponents, and exploit opportunities created by the surrounding battlefield.
Outside combat, Rogues are exceptionally capable of solving practical problems.
Expertise allows you to become outstanding in selected skills, while Reliable Talent makes those abilities increasingly dependable as your character gains experience.
You might investigate a suspicious noble, infiltrate a guarded fortress, disarm a dangerous trap, or negotiate with individuals who would otherwise refuse to cooperate.
Your chosen Roguish Archetype also influences how the class feels to play.
A Thief may specialise in infiltration and magical equipment, while an Assassin focuses upon ambushes and eliminating important targets.
A Swashbuckler becomes a confident duelist, while a Scout excels at wilderness exploration and tactical movement.
An Arcane Trickster uses magical deception, while a Soulknife develops powerful psionic abilities.
Other Rogues pursue investigative talents, manipulate political events, or acquire supernatural powers connected to death and sinister divine forces.
These options allow two Rogues to feel entirely different despite sharing the same fundamental abilities.
The class also provides considerable freedom when developing a character's personality.
A Rogue does not need to be dishonest, selfish, or associated with criminal organisations.
You might play an honourable investigator, a dedicated royal agent, a wandering explorer, or a former criminal who now uses their abilities to protect others.
The defining feature of the Rogue is their resourcefulness.
Their greatest successes often come from recognising a solution that nobody else considered.
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## Should You Play a Rogue?
The Rogue is an excellent choice for players who enjoy skill-based characters, tactical combat, and overcoming problems through creativity and preparation.
You may enjoy the class if you like:
- Stealth and infiltration
- Expertise in several skills
- Investigation and uncovering hidden information
- Precision attacks through Sneak Attack
- Tactical movement through Cunning Action
- Manipulating enemies through Cunning Strike
- Exploring dangerous ruins and disarming traps
- Social encounters involving persuasion and deception
- Scouts, spies, duelists, investigators, and treasure hunters
- Customising a character through specialised Roguish Archetypes
You may prefer another class if you are looking for extensive conventional spellcasting, heavily armoured frontline combat, or a fighting style focused primarily upon making numerous attacks during every turn.
Rogues also require an understanding of how Sneak Attack works and when its conditions are satisfied.
Players who enjoy positioning and cooperation will often find more opportunities to use the class's abilities effectively.
Although Rogues possess considerable mobility and defensive abilities, they are not normally designed to withstand the same amount of punishment as heavily armoured warriors.
Their survival depends upon knowing when to attack, when to withdraw, and how to exploit the surrounding environment.
Outside combat, their skills provide extraordinary versatility, allowing them to contribute to exploration, investigation, and social encounters without relying entirely upon magical assistance.
For players who enjoy precision, resourcefulness, and finding clever solutions to dangerous situations, the Rogue remains one of the most versatile and rewarding classes in Dungeons & Dragons.