Rogue Stary
Rogue Stary
There are many classes and even more subclasses in Dungeons and Dragons. I don't want you to buy numerous textbooks in
order to see what type of warrior or spellcaster you can play as. Thats why I'll try to compile here all the options aviable, and I
will add new ones as they keep coming out. I will also add any homebrew class I find cool and balanced enough, and I will
leave out any subclass I find not fitting the setting. I will not compile any spell lists, as they are easy to check out at 5e.tools.
Rogue
Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack
for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the
cornerstone of any successful adventuring party.
You must have a Dexterity score of 13 or higher in order to multiclass in or out of this class.
Rogue Class Details
Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then
pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend
moves forward to kick the door open.
A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target — a
notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts
his throat before he can make a sound.
Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard’s belt. In a moment, the
keys are in her hand, the cell door is open, and she and her companions are free to make their escape.
Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for
finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any
successful adventuring party.
Skill and Precision
Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving
them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine
the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike,
placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues
have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.
A Shady Living
Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as
burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families.
Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A
few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world
where dire rats—and wererats—haunt the sewers.
As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in
treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills
with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.
Creating a Rogue
As you create your rogue character, consider the character’s relationship to the law. Do you have a criminal past—or present?
Are you on the run from the law or from an angry thieves’ guild master? Or did you leave your guild in search of bigger risks
and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal?
What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to
reevaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squalor of
your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family
or your mentor, and you had to find a new means of support. Or maybe you made a new friend—another member of your
adventuring party—who showed you new possibilities for earning a living and employing your particular talents.
Class Features
As a rogue, you gain the following class features.
Hit Points Equipment
Hit Dice: 1d8 per rogue level You start with the following equipment, in addition to the
Hit Points at 1st Level: 8 + your Constitution modifier equipment granted by your background:
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per rogue level after 1st (a) a rapier or (b) a shortsword
(a) a shortbow and quiver of 20 arrows or (b) a
Proficiencies shortsword
Armor: Light armor (a) a burglar's pack, (b) dungeoneer's pack, or (c) an
Weapons: Simple weapons, hand crossbows, explorer's pack
longswords, rapiers, shortswords
Tools: Thieves' tools Leather armor, two daggers, and thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics,
Deception, Insight, Intimidation, Investigation, Perception,
Performance, Persuasion, Sleight of Hand, and Stealth
Expertise Steady Aim
At 1st level, choose two of your skill proficiencies, or one of Beginning with 3rd level, you can, as a bonus action, you
your skill proficiencies and your proficiency with thieves' give yourself advantage on your next attack roll on the
tools. Your proficiency bonus is doubled for any ability current turn. You can use this bonus action only if you
check you make that uses either of the chosen haven’t moved during this turn, and after you use the bonus
proficiencies. action, your speed is 0 until the end of the current turn.
At 6th level, you can choose two more of your
proficiencies (in skills or with thieves' tools) to gain this Ability Score Improvement
benefit. When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can choose a feat from the Feat list.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and Uncanny Dodge
exploit a foe's distraction. Once per turn, you can deal an Starting at 5th level, when an attacker that you can see hits
extra 1d6 damage to one creature you hit with an attack if you with an attack, you can use your reaction to halve the
you have advantage on the attack roll. The attack must use attack's damage against you.
a finesse or a ranged weapon.
You don't need advantage on the attack roll if another
enemy of the target is within 5 feet of it, that enemy isn't Evasion
incapacitated, and you don't have disadvantage on the Beginning at 7th level, you can nimbly dodge out of the way
attack roll. of certain area effects, such as a red dragon's fiery breath
The amount of the extra damage increases as you gain or an Ice Storm spell. When you are subjected to an effect
levels in this class, as shown in the Sneak Attack column of that allows you to make a Dexterity saving throw to take
the Rogue table. only half damage, you instead take no damage if you
succeed on the saving throw, and only half damage if you
Thieves' Cant fail.
During your rogue training you learned thieves' cant, a
secret mix of dialect, jargon, and code that allows you to Reliable Talent
hide messages in seemingly normal conversation. Only By 11th level, you have refined your chosen skills until they
another creature that knows thieves' cant understands approach perfection. Whenever you make an ability check
such messages. It takes four times longer to convey such a that lets you add your proficiency bonus, you can treat a
message than it does to speak the same idea plainly. d20 roll of 9 or lower as a 10.
In addition, you understand a set of secret signs and
symbols used to convey short, simple messages, such as Blindsense
whether an area is dangerous or the territory of a thieves'
guild, whether loot is nearby, or whether the people in an Starting at 14th level, if you are able to hear, you are aware
area are easy marks or will provide a safe house for thieves of the location of any hidden or invisible creature within 10
on the run. feet of you.
Cunning Action Slippery Mind
Starting at 2nd level, your quick thinking and agility allow By 15th level, you have acquired greater mental strength.
you to move and act quickly. You can take a bonus action on You gain proficiency in Wisdom saving throws.
each of your turns in combat. This action can be used only
to take the Dash, Disengage, or Hide action. Elusive
Beginning at 18th level, you are so evasive that attackers
Roguish Archetype rarely gain the upper hand against you. No attack roll has
At 3rd level, you choose an archetype that you emulate in advantage against you while you aren't incapacitated.
the exercise of your rogue abilities:
Arcane Trickster Stroke of Luck
Assassin At 20th level, you have an uncanny knack for succeeding
Divine Agent when you need to. If your attack misses a target within
Inquisitive range, you can turn the miss into a hit. Alternatively, if you
Mastermind fail an ability check, you can treat the d20 roll as a 20.
Ninja Once you use this feature, you can't use it again until you
Outlaw finish a short or long rest.
Scout
Swashbuckler
Thief
Wild Card
Your archetype choice grants you features at 3rd level
and then again at 9th, 13th, and 17th level.
Arcane Trickster
Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and
illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant
number of adventurers.
Spellcasting Mage Hand Legerdemain
When you reach 3rd level, you augment your martial Starting at 3rd level, when you cast Mage Hand, you can
prowess with the ability to cast spells. make the spectral hand invisible, and you can perform the
following additional tasks with it:
Cantrips • You can stow one object the hand is holding in a
You learn three cantrips: Mage Hand and two other container worn or carried by another creature.
cantrips of your choice from the wizard spell list. You learn • You can retrieve an object in a container worn or
another wizard cantrip of your choice at 10th level. carried by another creature.
• You can use thieves' tools to pick locks and disarm
Spell Slots traps at range.
The Arcane Trickster Spellcasting table shows how many You can perform one of these tasks without being
spell slots you have to cast your spells of 1st level and noticed by a creature if you succeed on a Dexterity (Sleight
higher. To cast one of these spells, you must expend a slot of Hand) check contested by the creature's Wisdom
of the spell's level or higher. You regain all expended spell (Perception) check.
slots when you finish a long rest. In addition, you can use the bonus action granted by your
For example, if you know the 1st-level spell Charm Cunning Action to control the hand.
Person and have a 1st-level and a 2nd-level spell slot
available, you can cast Charm Person using either slot. Magical Ambush
Spells Known of 1st Level and Higher Starting at 9th level, if you are hidden from a creature when
You know three 1st-level wizard spells of your choice, two you cast a spell on it, the creature has disadvantage on any
of which you must choose from the enchantment and saving throw it makes against the spell this turn.
illusion spells on the wizard spell list.
The Spells Known column of the Arcane Trickster Versatile Trickster
Spellcasting table shows when you learn more wizard At 13th level, you gain the ability to distract targets with
spells of 1st level or higher. Each of these spells must be an your Mage Hand. As a bonus action on your turn, you can
enchantment or illusion spell of your choice, and must be designate a creature within 5 feet of the spectral hand
of a level for which you have spell slots. For instance, when created by the spell. Doing so gives you advantage on attack
you reach 7th level in this class, you can learn one new rolls against that creature until the end of the turn.
spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can
come from any school of magic. Spell Thief
Whenever you gain a level in this class, you can replace At 17th level, you gain the ability to magically steal the
one of the wizard spells you know with another spell of knowledge of how to cast a spell from another spellcaster.
your choice from the wizard spell list. The new spell must Immediately after a creature casts a spell that targets you
be of a level for which you have spell slots, and it must be or includes you in its area of effect, you can use your
an enchantment or illusion spell, unless you're replacing reaction to force the creature to make a saving throw with
the spell you gained at 3rd, 8th, 14th, or 20th level from any its spellcasting ability modifier. The DC equals your spell
school of magic. save DC. On a failed save, you negate the spell's effect
against you, and you steal the knowledge of the spell if it is
Spellcasting Ability at least 1st level and of a level you can cast (it doesn't need
Intelligence is your spellcasting ability for your wizard to be a wizard spell). For the next 8 hours, you know the
spells, since you learn your spells through dedicated study spell and can cast it using your spell slots. The creature
and memorization. You use your Intelligence whenever a can't cast that spell until the 8 hours have passed.
spell refers to your spellcasting ability. In addition, you use Once you use this feature, you can't use it again until you
your Intelligence modifier when setting the saving throw finish a long rest.
DC for a wizard spell you cast and when making an attack
roll with one.
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier
Spell attack modifier = your proficiency bonus + your
Intelligence modifier
Assassin
You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies,
bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison,
and disguise help you eliminate your foes with deadly efficiency.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain
proficiency with the Stealth skill, the disguise kit and the
poisoner's kit.
Assassinate
Starting at 3rd level, you are at your deadliest when you get
the drop on your enemies. You have advantage on attack
rolls against any creature that hasn't taken a turn in the
combat yet. In addition, any hit you score against a creature
that is surprised is a critical hit.
Infiltration Expertise
Starting at 9th level, you can unfailingly create false
identities for yourself. You must spend seven days and 25
gp to establish the history, profession, and affiliations for an
identity. You can't establish an identity that belongs to
someone else. For example, you might acquire appropriate
clothing, letters of introduction, and official- looking
certification to establish yourself as a member of a trading
house from a remote city so you can insinuate yourself into
the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise,
other creatures believe you to be that person until given an
obvious reason not to.
Impostor
At 13th level, you gain the ability to unerringly mimic
another person's speech, writing, and behavior. You must
spend at least three hours studying these three
components of the person's behavior, listening to speech,
examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a
wary creature suspects something is amiss, you have
advantage on any Charisma (Deception) check you make to
avoid detection.
Death Strike
Starting at 17th level, you become a master of instant
death. When you attack and hit a creature that is surprised,
it must make a Constitution saving throw (DC 8 + your
Dexterity modifier + your proficiency bonus). On a failed
save, double the damage of your attack against the
creature.
Divine Agent
In secrecy and shadows, divine agents work to further the agenda of a powerful deity-like entity. Although divine
agents dedicate their service to it in a similar way to a paladin, or a clerics, they are usually not affiliated with any
church or cult. Usually, they answer only to their deity and use divine magic and blessings to augment their roguish
skills.
Spellcasting Divine Wrath
When you reach 3rd level, you gain the ability to cast spells At 9th level, once on each of your turns when you hit a
from the cleric spell list. creature with a weapon attack you can change the
weapon's damage type of the attack to radiant.
Cantrips Furthermore, once per turn, whenever you deal radiant
You learn three cantrips: guidance and two other cantrips damage, you can roll 1d8 and add the result to the total.
of your choice from the cleric spell list. At 10th level you
learn another cantrip from the cleric spell list. Holiness
Spell Slots Starting at 13th level, you are pernamently under the
The Divine Agent Spellcasting table shows how many spell effects of Bless, Resistance, and Shield of Faith. A Dispel
slots you have to cast your spells of 1st-level and higher. To Magic or similar effect supresses these for an hour.
cast one of these spells, you must expend a slot of the
spell's level or higher. You regain all expended spell slots Holy Avatar
when you finish a long rest. At 17th level, you have proven to your deity your conviction,
Spells Known of 1st-Level and Higher skill, and faith many times over. As a bonus action on your
You know three 1st-level cleric spells of your choice, two of turn you can assume the form of a Holy Avatar. You can do
which must be from the abjuration and divination spells on so once per long rest, and it lasts for a minute.
the cleric spell list. While transformed you gain the following benefits:
• You shed a bright light in 30 feet radius, and dim light
The Spells Known column of the Divine Agent out to another 30 feet.
Spellcasting table shows when you learn more cleric spells • You gain a flying speed of 60 feet.
of 1st level or higher. Each of these spells must be an • Radiant damage you deal ignores reistance.
abjuration or divination spell of your choice and must be of
a level for which you have spell slots. For instance, when
you reach 7th level in this class, you can learn one new
spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can
come from any school of magic.
Whenever you gain a level in this class, you can replace
one of the cleric spells you know with another spell of your
choice from the cleric spell list. The new spell must be of a
level for which you have spell slots, and it must be an
abjuration or divination spell, unless you're replacing the
spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability
Charisma is your spellcasting ability for your cleric spells,
since you learn your spells through the will of the divine.
You use your Charisma whenever a spell refers to your
spellcasting ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a cleric spell
you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Charisma modifier
Spell attack modifier = your proficiency bonus + your
Charisma modifier
Agent of the Divines
Starting at 3rd level, choose a domain from your chosen
deity’s list of eligible domains. You gain the 1st-level
benefits of that domain as if you were a 1st-level cleric.
However, you do not gain any proficiencies granted by
the domain.
Inquisitive
As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for
detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true
intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and
your sharp eye make you well equipped to expose and end hidden evils.