Rogue

As a Rogue, you gain the following class features

* **Hit Points at Higher Levels:** 1d8 (or 6) + your Constitution modifier per Rogue level after 1st

#### Proficiencies

* **Armor:** Light Armor
* **Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords
* **Tools:** *(a)* Thieves' tools, *(b)* Alchemists Supplies

* **Saving Throws:** Intelligence, Dexterity
* **Skills:** Choose four from Acrobatics, Alchemy, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

#### Equipment

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

* *(a)* a Rapier, or *(b)* a Shortsword
* *(a)* a Shortbow and 20 arrows or *(b)* a Shortsword
* *(a)* A Burglers Pack, *(b)* a Dungeoneers Pack, or *(c)* an Explorers Pack
* Leather armor, two daggers, and a set of tools depending on your proficiency

## Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with 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 tools) to gain this benefit.

## Sneak Attack

You are able to benefit from attacking with surprise. Whenever you make an attack roll against a target, you may add damage equivalent to the "Sneak Attack" column on the Rogue Table. You may add this bonus if one of the following happens:

* The Target is Surprised
* The Target Is Blinded/Cannot see you
* You have advantage on an attack roll
* You are hidden

## 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 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 an area are easy marks or will provide a safe house for thieves on the run.

In addition to this, your time on the streets has surpassed any language barrier that may have been present. You learn one extra language, but can only speak it. You cannot read or write in it.

## 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.

## Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities:

* Alchemist (HB)
* Arcane Trickster
* Assassin
* Black Hand Contractor (HB)
* Divine Hand (HB)
* Inquisitive
* Mastermind
* Mystic Hunter (WHB)
* Political Spy (HB)
* Polymatter Specialist (WHB)
* Revived
* Scout
* Soulknife
* Swashbuckler
* Thief

## 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.

## 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 attack's damage against you.

## 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.

## 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.

## 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.

## Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. You are also immune to one type of condition, this cannot be changed later: Frightened, Charmed, Unconscious (Magical), or Enraged.

## 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.

## 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.