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Rogue

Rogue Table

Lev
el
1st

Proficienc
y Bonus
+2

Snea
k
Attac
k
1d6

2nd
3rd
4th

+2
+2
+2

1d6
2d6
2d6

5th
6th
7th
8th

+3
+3
+3
+3

3d6
3d6
4d6
4d6

9th

+4

5d6

10th

+4

5d6

11th
12th

+4
+4

6d6
6d6

13th

+5

7d6

14th
15th
16th

+5
+5
+5

7d6
8d6
8d6

17th

+6

9d6

18th
19th

+6
+6

9d6
10d6

20th

+6

10d6

Cantri
ps
Known
Features
Expertise, Sneak
Attack, Thieves Cant
Cunning Action
Roguish Archetype
Ability Score
Improvement
Uncanny Dodge
Expertise
Evasion
Ability Score
Improvement
Roguish Archetype
Feature
Ability Score
Improvement
Reliable Talent
Ability Score
Improvement
Roguish Archetype
Feature
Blindsense
Slippery Mind
Ability Score
Improvement
Roguish Archetype
Feature
Elusive
Ability Score
Improvement
Stroke of Luck

Spell Slots per


Spell Level

Spell
s
Know
n

1st

2nd

3rd

4th

3
3

3
4

2
3

3
3
3
3

4
4
5
6

3
3
4
4

2
2

4
4

8
8

4
4

3
3

4
4
4

10
10
11

4
4
4

3
3
3

2
2
3

11

4
4

11
12

4
4

3
3

3
3

13

Level 1
Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill
proficiencies and proficiency with Thieves Tools. Your proficiency bonus is
doubled for any ability check 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.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foes
distraction. Once per turn, you can deal an extra 1d6 damage to once 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 dont need advantage on the attack roll if another enemy of the target is
within 5 feet of it, that enemy isnt incapacitated, and you dont have
disadvantage on the attack roll.
The amount of extra damage increases as you gain levels in this class, as
shown in the Sneak Attack column of the Rogue table.

Thieves Cant
During your rogue training you learned the 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 such 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 the area are
easy marks or will provide a safe house for thieves on the run.

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