Apprentice: Cunning Strike
Rogue As an attack action you can make a special
As a rogue, you rely on wits, cunning, and quick attack with a ranged or melee weapon. Pick one
thinking to earn your fortune. of the following benefits to apply to the attack.
If you make more than one attack this turn,
Class Features apply the benefit to the first attack that hits.
As a rogue, you gain the following class features. Deadly Attack. You roll an additional 1d6 for
If a feature is on the rogue class table, you gain damage when your attack hits a creature.
it at its listed level.
Confounding Attack. You are hidden from the
Your DM will tell you if you should create an target until your next turn unless it successfully
apprentice or veteran rogue. A veteran rogue uses an action to find you.
gains the class features listed for the apprentice
and novice fighter. Novice: Tools of the Trade
Choose one of the following options. You select
Proficiencies a second option at 4th level and a third one at
Armor: Light armor, small shields 8th level.
Weapons: Simple weapons Blade
You can replace a dagger’s 1d4 damage die with
Equipment
1d6. When you attack with a dagger, you can
If you start as an apprentice character, you have
make a second attack with another dagger you
five picks to use on the apprentice equipment
wield against a different target.
tables.
Brawler
If you start at 1st level you gain five picks on the
Your unarmed strikes do 1d6 damage.
apprentice equipment tables and three picks on
the veteran equipment tables. Scout
You gain a +2 bonus to AC while wielding a
The Apprentice Rogue
Level Proficiency Features Hit
quarterstaff or spear in two hands.
Points
Apprentice +4 Cunning Strike 10 Slinger
Novice +4 Tools of the 10 You can replace a sling’s 1d4 damage die with
Trade 1d8.
The Veteran Rogue
Level Proficiency Features Hit Points Thug
1st +5 Cunning Action 14 You can replace a club’s 1d4 damage die with
Sneak Attack 1d8. When you hit a creature with a club, you
2nd +5 18
3rd +5 Artful Dodger 22
can push it in a straight line up to 10 feet away
4th +5 26 from you.
5th +5 Ability Score 30
Improvement 1st Level: Cunning Action
6th +5 34 On your turn, you gain an additional action
7th +6 Favored Fortune 38
8th +6 42
called a cunning action. You can use your
9th +6 Steady Eye 46 cunning action to do one of the following:
10th +6 Deadly Edge 50
• Attempt to hide.
• Attempt to pick a lock.
• Attempt to disable a trap.
• Move your speed.
1st Level: Sneak Attack
If the target of your attack is within 5 feet of one
or more of your allies or if you have advantage
on the attack roll, you roll an additional 1d6
damage.
You instead roll an additional 2d6 at 3rd level, or
an additional 3d6 at 7th level.
3rd Level: Artful Dodger
At the start of a creature’s turn, you may move
up to your speed or you may attempt to hide.
Once you use this feature, you can’t use it again
until after your next turn.
5th Level: Ability Score Improvement
You gain a +2 bonus to one ability, or a +1 bonus
to two different ones.
7th Level: Favored Fortune
Once per turn when you roll a d20, you add a +5
bonus to the roll. You choose to apply the bonus
after learning the roll’s result. Once you use this
feature, roll a d20. If you roll a 9 or less, you
cannot use this feature again until you complete
a long rest. Otherwise, you cannot use it again
until your next turn.
9th Level: Steady Eye
If your attack misses, you still deal half damage
to the target. If your attack hits, you may reroll
any damage dice that are 1s.
10th Level: Deadly Edge
Your attacks are critical hits on a roll of 19 or 20.