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\section{Rogue}\label{rogue}

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 guards 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.

\subsection{Background}\label{background}

\subsubsection{Skill and Precision}\label{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.

\subsubsection{A Shady Living}\label{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.

\subsubsection{Creating a Rogue}\label{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 out 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.

\paragraph{Quick Build}\label{quick-build}

You can make a rogue quickly by following these suggestions. First.
Dexterity should be your highest ability score. Make Intelligence your
next---highest if you want to excel at Investigation or plan to take up
the Arcane Trickster archetype. Choose Charisma instead if you plan to
emphasize deception and social interaction. Second, choose the charlatan
background.

\subsection{Class Features}\label{class-features}

As a rogue. you have the following class features.

\subsubsection{Baseline}\label{baseline}

\paragraph{Hit Points}\label{hit-points}

\textbf{Hit Dice:} 1d8 per rogue level

\textbf{Hit Points at lst Level:} 8 + your Constitution modifier

\textbf{Hit Points at Higher Levels:} 1d8 (or 5) + your Constitution
modifier per rogue level after lst

\paragraph{Proficiencies}\label{proficiencies}

\textbf{Armor:} Light armor

\textbf{Weapons:} Simple weapons, hand crossbows, longswords, rapiers,
shortswords

\textbf{Tools:} Thieves' tools

\textbf{Saving Throws:} Dexterity, Intelligence

\textbf{Skills:} Choose four from Acrobatics, Athletics, Deception,
Insight, Intimidation, Investigation, Perception, Performance,
Persuasion, Sleight of Hand, and Stealth

\paragraph{Equipment}\label{equipment}

You start with the following equipment, in addition to the equipment
granted by your background:

\begin{itemize}
\tightlist
\item
  \emph{(a)} a rapier or \emph{(b)} a shortsword
\item
  \emph{(a)} a shortbow and quiver of 20 arrows or \emph{(b)} a
  shortsword
\item
  \emph{(a)} a burglar's pack, \emph{(b)} a dungeoneer's pack, or
  \emph{(c)} and explorer's pack
\item
  Leather armor, two daggers, and thieves' tools
\end{itemize}

\subsubsection{Expertise}\label{expertise}

At 1st level, choose two of your skill proficiencies, or one of your
skill proficiencies and your proficiency with thieves' tools. Your
proficiency bonus is doubled for any ability check you make that uses
either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills
or with thieves' tools) to gain this benefit.

\subsubsection{Sneak Attack}\label{sneak-attack}

Beginning at 1st level, 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 if you have advantage on the attack
roll. The attack must use 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 incapacitated, and you
don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this
class, as shown in the Sneak Attack column of the Rogue table.

\subsubsection{Thieves' Cant}\label{thieves-cant}

During your rogue training you learned thieves' cant, a secret mix of
dialect, jargon, and code that allows you to hide messages in seemingly
normal conversation. Only another creature that knows thieves' cant
understands such messages. It takes four times longer to convey sue a
message than it does to speak the same idea plainly. In addition, you
understand a set of secret signs and symbols used to convey short,
simple messages, such as whether an area is dangerous or the territory
of a thieves' guild, whether loot is nearby, or whether the people in an
area are easy marks or will provide a safe house for thieves on the run.

\subsubsection{Cunning Action}\label{cunning-action}

Starting at 2nd level, your quick thinking and agility allow you to move
and act quickly. You can take a bonus action on each of your turns in
combat. This action can be used only to take the Dash, Disengage, or
Hide action.

\subsubsection{Roguish Archetype}\label{roguish-archetype}

At 3rd level, you choose an archetype that you emulate in the exercise
of your rogue abilities: Thief, Assassin, or Arcane Trickster, all
detailed at the end of the class description. Your archetype choice
grants you features at 3rd level and then again at 9th, 13th, and 17th
level.

\subsubsection{Ability Score
Improvement}\label{ability-score-improvement}

When you reach 4th level, and again at 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.

\subsubsection{Uncanny Dodge}\label{uncanny-dodge}

Starting at 5th level, when an attacker that you can see hits you with
an attack, you can use your reaction to halve the attacks damage against
you.

\subsubsection{Evasion}\label{evasion}

Beginning at 7th level, you can nimbly dodge out of the way of certain
area effects, such as a 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.

\subsubsection{Reliable Talent}\label{reliable-talent}

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.

\subsubsection{Blindsense}\label{blindsense}

Starting at 14th level, if you are able to hear, you are aware of the
location of any hidden or invisible creature within 10 feet of you.

\subsubsection{Slippery Mind}\label{slippery-mind}

By 15th level, you have acquired greater mental strength. You gain
proficiency in Wisdom saving throws.

\subsubsection{Elusive}\label{elusive}

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.

\subsubsection{Stroke of Luck}\label{stroke-of-luck}

At 20th level, you have an uncanny knack for succeeding when you need
to. If your attack misses a target within range, you can turn the miss
into a hit. Alternatively, if you fail an ability check, you can treat
the d20 roll as a 20.

Once you use this feature, you can't use it again until you finish a
short or long rest.

\subsection{Roguish Archetypes}\label{roguish-archetypes}

Rogues have many features in common, including their emphasis on
perfecting their skills, their precise and deadly approach to combat,
and their increasingly quick reflexes. But different rogues steer those
talents in varying directions, embodied by the rogue archetypes. Your
choice of archetype is a reflection of your focus--- not necessarily an
indication of your chosen profession, but a description of your
preferred techniques.

\subsubsection{Thief}\label{thief}

You hone your skills in the larcenous arts. Burglars, bandits,
cutpurses, and other criminals typically follow this archetype, but so
do rogues who prefer to think of themselves as professional treasure
seekers, explorers, delvers, and investigators. In addition to improving
your agility and stealth, you learn skills useful for delving into
ancient ruins, reading unfamiliar languages, and using magic items you
normally couldn't employ.

\paragraph{Fast Hands}\label{fast-hands}

Starting at 3rd level, you can use the bonus action granted by your
Cunning Action to make a Dexterity (Sleight of Hand) check, use your
thieves' tools to disarm a trap or open a lock, or take the Use an
Object action.

\paragraph{Second---Story Work}\label{secondstory-work}

When you choose this archetype at 3rd level, you gain the ability to
climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover
increases by a number of feet equal to your Dexterity modifier.

\paragraph{Supreme Sneak}\label{supreme-sneak}

Starting at 9th level, you have advantage on a Dexterity (Stealth) check
if you move no more than half your speed on the same turn.

\paragraph{Use Magic Device}\label{use-magic-device}

By 13th level, you have learned enough about the workings of magic that
you can improvise the use of items even when they are not intended for
you. You ignore all class, race, and level requirements on the use of
magic items.

\paragraph{Thief's Reflexes}\label{thiefs-reflexes}

When you reach 17th level, you have become adept at laying ambushes and
quickly escaping danger. You can take two turns during the first round
of any combat. You take your first turn at your normal initiative and
your second turn at your initiative minus 10. You can't use this feature
when you are surprised.

\subsubsection{Assassin}\label{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.

\paragraph{Bonus Proficiencies}\label{bonus-proficiencies}

When you choose this archetype at 3rd level, you gain proficiency with
the disguise kit and the poisoner`s kit.

\paragraph{Assasinate}\label{assasinate}

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.

\paragraph{Infiltration Expertise}\label{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.

\paragraph{Impostor}\label{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.

\paragraph{Death Strike}\label{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.

\subsubsection{Arcane Trickster}\label{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.

\paragraph{Spellcasting}\label{spellcasting}

When you reach 3rd level, you gain the ability to cast spells. See
chapter 10 for the general rules of spellcasting and chapter 11 for the
wizard spell list.

\textbf{Cantrips.} You learn three cantrips: mage hand and two other
cantrips of your choice from the wizard spell list. You learn another
wizard cantrip of your choice at 10th level.

\textbf{Spell Slots.} The Arcane Trickster Spellcasting table shows how
many spell slots you have to cast your spells of lst level and higher.
To cast one of these spells. you must expend a slot of the spell's level
or higher. You regain all expended spell slots when you finish a long
rest.

For example, if you know the lst---level spell charm person and have a
lst---level and a 2nd---level spell slot available, you can cast charm
person using either slot.

\textbf{Spells Known of 1st-Level and Higher.} You know three
lst---level wizard spells of your choice, two of whic you must choose
from the enchantment and illusion spells on the wizard spell list.

The Spells Known column of the Arcane Trickster Spellcasting table shows
when you learn more wizard spells of 1st level or higher. Each of these
spells must be an enchantment or illusion 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 lst 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
wizard spells you know with another spell of your choice from the wizard
spell list. The new spell must be of a level for which you have spell
slots. and it must be an enchantment or illusion spell. unless you're
replacing the spell you gained at 8th, 14th. or 20th level.

\textbf{Spellcasting Ability.} Intelligence is your spellcasting ability
for your wizard spells, since you learn your spells through dedicated
study and memorization. You use your Intelligence whenever a spell
refers to your spellcasting ability. In addition. you use your
Intelligence modifier when setting the saving throw DC for a wizard
spell you cast and when making an attack roll with one.

\begin{quote}
\textbf{Spell save DC} = 8 + your proficiency bonus + your Intelligence
modifier

\textbf{Spell attack modifier} = your proficiency bonus + your
Intelligence modifier
\end{quote}

\paragraph{Mage Hand Legerdemain}\label{mage-hand-legerdemain}

Starting at 3rd level. when you cast mage hand, you can make the
spectral hand invisible, and you can perform the following additional
tasks with it:

\begin{itemize}
\tightlist
\item
  You can stow one object the hand is holding in a container worn or
  carried by another creature.
\item
  You can retrieve an object in a container worn or carried by another
  creature.
\item
  You can use thieves' tools to pick locks and disarm traps at range.
\end{itemize}

You can perform one of these tasks without being noticed by a creature
if you succeed on a Dexterity (Sleight of Hand) check contested by the
creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action
to control the hand.

\paragraph{Magical Ambush}\label{magical-ambush}

Starting at 9th level. if you are hidden from a creature when you cast a
spell on it, the creature has disadvantage on any saving throw it makes
against the spell this turn.

\paragraph{Versatile Trickster}\label{versatile-trickster}

At 13th level, you gain the ability to distract targets with your mage
hand. As a bonus action on your turn, you can designate a creature
within 5 feet of the spectral hand created by the spell. Doing so gives
you advantage on attack rolls against that creature until the end of the
turn.

\paragraph{Spell Thief}\label{spell-thief}

At 17th level, you gain the ability to magically steal the knowledge of
how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes
you in its area of effect, you can use your reaction to force the
creature to make a saving throw with its spellcasting ability modifier.
The DC equals your spell 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 at least lst level and of a level you can cast (it doesn't need to
be a wizard spell). For the next 8 hours. you know the spell and can
cast it using your spell slots. The creature can't cast that spell until
the 8 hours have passed.

Once you use this feature, you can't use it again until you finish a
long rest.

\subsection{Progression Summary}\label{progression-summary}