Primary Briefing
Imported Mechanics
Species, birthright, background, class, subclass, and feat entries already uploaded to Shivath are pulled in here automatically for quick reference.
§SageBackground
- Ability Scores:. Constitution, Intelligence, Wisdom
- Feat:. Magic Initiate (Wizard)
- Skill Proficiencies:. Arcana, History
- Tool Proficiency:. Calligrapher's Supplies
- Equipment:. Choose A or B: (A) Quarterstaff, Calligrapher's Supplies, Book (history), Parchment (8 sheets), Robe, 8 GP; or (B) 50 GP
Rogue
Source: Player's Handbook (2024) (2024-09-17)
Class Progression
| Level | PB | Features | Sneak Attack |
|---|---|---|---|
| 1st | +2 | Expertise; Sneak Attack; Thieves' Cant; Weapon Mastery | 1d6 |
| 2nd | +2 | Cunning Action | 1d6 |
| 3rd | +2 | Rogue Subclass; Steady Aim | 2d6 |
| 4th | +2 | Ability Score Improvement | 2d6 |
| 5th | +3 | Cunning Strike; Uncanny Dodge | 3d6 |
| 6th | +3 | Expertise | 3d6 |
| 7th | +3 | Evasion; Reliable Talent | 4d6 |
| 8th | +3 | Ability Score Improvement | 4d6 |
| 9th | +4 | Subclass Feature | 5d6 |
| 10th | +4 | Ability Score Improvement | 5d6 |
| 11th | +4 | Improved Cunning Strike | 6d6 |
| 12th | +4 | Ability Score Improvement | 6d6 |
| 13th | +5 | Subclass Feature | 7d6 |
| 14th | +5 | Devious Strikes | 7d6 |
| 15th | +5 | Slippery Mind | 8d6 |
| 16th | +5 | Ability Score Improvement | 8d6 |
| 17th | +6 | Subclass Feature | 9d6 |
| 18th | +6 | Elusive | 9d6 |
| 19th | +6 | Epic Boon | 10d6 |
| 20th | +6 | Stroke of Luck | 10d6 |
Features
Level 1: Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Level 1: Sneak Attack
You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
Level 1: Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Level 1: Weapon Mastery
Your training with weapons allows you to use the weapon mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Dagger and Shortbow.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the weapon mastery properties of Scimitar and Shortsword.
Level 2: Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Level 3: Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Thief (Rogue)
Source: Player's Handbook (2024) (2024-09-17)
Subclass Progression
| Level | Features | Source |
|---|---|---|
| 3rd | Thief; Fast Hands; Second-Story Work | XPHB |
| 9th | Supreme Sneak | XPHB |
| 13th | Use Magic Device | XPHB |
| 17th | Thief's Reflexes | XPHB |
Level 3: Thief
Hunt for Treasure as a Classic Adventurer
A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.
Fast Hands
As a Bonus Action, you can do one of the following.
Sleight of Hand
Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket.
Use an Object
Take the Utilize action, or take the Magic action to use a magic item that requires that action.
Second-Story Work
You've trained to get into especially hard-to-reach places, granting you these benefits.
Climber
You gain a Climb Speed equal to your Speed.
Jumper
You can determine your jump distance using your Dexterity rather than your Strength.
