Secret Lesson 47

Rogue and the Thief

The Ranger specializes in:

HUNTING

EXPLORATION

MOBILITY

and:

NATURE MAGIC

The Rogue approaches adventure very differently.

A Rogue succeeds through:

SKILL

STEALTH

SPEED

PRECISION

and:

CUNNING

Rather than relying on heavy armor, enormous weapons, or powerful spellcasting, the Rogue specializes in:

DOING THE RIGHT THING AT THE RIGHT MOMENT

The Rogue can become extraordinarily good at selected skills, move rapidly through combat using Bonus Actions, exploit openings for devastating:

SNEAK ATTACKS

and eventually sacrifice some of that Sneak Attack damage to create tactical effects through:

CUNNING STRIKE

The SRD Rogue subclass is:

THIEF

a classic adventurer who specializes in:

BURGLARY

TREASURE HUNTING

CLIMBING

STEALTH

and:

MAGIC ITEMS


PART ONE — CORE ROGUE TRAITS

The Rogue's Primary Ability is:

DEXTERITY

Its Hit Point Die is:

D8 PER ROGUE LEVEL

Its Saving Throw Proficiencies are:

DEXTERITY

and:

INTELLIGENCE


SKILL PROFICIENCIES

The Rogue chooses:

FOUR SKILLS

from:

  • Acrobatics

  • Athletics

  • Deception

  • Insight

  • Intimidation

  • Investigation

  • Perception

  • Persuasion

  • Sleight of Hand

  • Stealth

Four starting skill choices make the Rogue one of the most:

SKILL-FOCUSED

Classes in the game.


WEAPON PROFICIENCIES

The Rogue has proficiency with:

SIMPLE WEAPONS

and Martial weapons that possess either:

THE FINESSE PROPERTY

or:

THE LIGHT PROPERTY


TOOL PROFICIENCY

The Rogue has proficiency with:

THIEVES' TOOLS

These are particularly useful for activities such as:

PICKING LOCKS

and:

DISARMING TRAPS


ARMOR TRAINING

The Rogue has training with:

LIGHT ARMOR

The Class doesn't receive Medium or Heavy Armor training through its core traits.


STARTING EQUIPMENT

A level 1 Rogue can choose:

OPTION A

  • Leather Armor

  • 2 Daggers

  • Shortsword

  • Shortbow

  • 20 Arrows

  • Quiver

  • Thieves' Tools

  • Burglar's Pack

  • 8 GP

or:

OPTION B

100 GP


PART TWO — MULTICLASSING INTO ROGUE

If Rogue isn't your original Class, you gain:

  • the Rogue Hit Point Die

  • proficiency in one skill from the Rogue skill list

  • proficiency with Thieves' Tools

  • Light Armor training

and:

THE ROGUE'S LEVEL 1 FEATURES


PART THREE — COMPLETE ROGUE PROGRESSION

Rogue Level PB Class Features Sneak Attack
1 +2 Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery 1d6
2 +2 Cunning Action 1d6
3 +2 Rogue Subclass, Steady Aim 2d6
4 +2 Ability Score Improvement 2d6
5 +3 Cunning Strike, Uncanny Dodge 3d6
6 +3 Expertise 3d6
7 +3 Evasion, Reliable Talent 4d6
8 +3 Ability Score Improvement 4d6
9 +4 Subclass Feature 5d6
10 +4 Ability Score Improvement 5d6
11 +4 Improved Cunning Strike 6d6
12 +4 Ability Score Improvement 6d6
13 +5 Subclass Feature 7d6
14 +5 Devious Strikes 7d6
15 +5 Slippery Mind 8d6
16 +5 Ability Score Improvement 8d6
17 +6 Subclass Feature 9d6
18 +6 Elusive 9d6
19 +6 Epic Boon 10d6
20 +6 Stroke of Luck 10d6

One of the most important things to notice is that the Rogue doesn't gain the normal:

EXTRA ATTACK

feature.

Instead, much of the Class's offensive progression is concentrated into:

SNEAK ATTACK

The Rogue often cares less about making many attacks and more about making:

ONE IMPORTANT ATTACK

connect under the right circumstances.


PART FOUR — LEVEL 1: EXPERTISE

At level 1, choose:

TWO SKILL PROFICIENCIES

you possess.

You gain:

EXPERTISE

in them.

The SRD recommends:

SLEIGHT OF HAND

and:

STEALTH

if you are already proficient in those skills.


WHAT EXPERTISE DOES

Expertise doubles your:

PROFICIENCY BONUS

for qualifying ability checks involving that proficiency.


EXAMPLE — LEVEL 1

Dexterity:

16

Dexterity modifier:

+3

PB:

+2

Stealth proficiency normally gives:

3 + 2 =

+5

With Expertise:

3 + 4 =

+7


LEVEL 6 EXPERTISE

At Rogue level 6, choose:

TWO MORE SKILL PROFICIENCIES

You gain Expertise in those as well.

A Rogue can therefore receive Expertise from the Class in:

FOUR SKILLS

by level 6.


EXAMPLE — SKILL SPECIALIST

A Rogue might choose Expertise in:

STEALTH

SLEIGHT OF HAND

INVESTIGATION

and:

PERCEPTION

That character could become highly specialized in:

SNEAKING

FINDING THINGS

MANIPULATING OBJECTS

and:

DETECTING DANGER


PART FIVE — LEVEL 1: SNEAK ATTACK

Sneak Attack is the Rogue's central offensive feature.

Once per:

TURN

you can deal additional damage to one creature you hit with:

AN ATTACK ROLL

if the requirements are satisfied.

At level 1, the extra damage begins at:

1D6


WEAPON REQUIREMENT

The attack must use:

A FINESSE WEAPON

or:

A RANGED WEAPON


FIRST WAY TO QUALIFY

You can use Sneak Attack if you have:

ADVANTAGE

on the Attack Roll.


EXAMPLE

You are hidden from an enemy.

If the circumstances give your attack:

ADVANTAGE

and you attack with a valid weapon:

SNEAK ATTACK CAN APPLY

if the attack hits.


SECOND WAY TO QUALIFY

You don't necessarily need Advantage.

Sneak Attack can also work if:

AN ALLY IS WITHIN 5 FEET OF THE TARGET

provided that ally:

ISN'T INCAPACITATED

and you:

DON'T HAVE DISADVANTAGE

on your Attack Roll.


EXAMPLE

Your Fighter ally is standing next to an enemy.

Distance between Fighter and enemy:

5 FEET

The Fighter isn't Incapacitated.

You fire a Shortbow at the enemy.

You don't have Disadvantage.

If you hit:

SNEAK ATTACK CAN APPLY

even if your attack didn't have Advantage.


IMPORTANT — ONCE PER TURN

Sneak Attack can be used:

ONCE PER TURN

This is different from:

ONCE PER ROUND

For example, if some rule allows you to make a qualifying attack during:

ANOTHER CREATURE'S TURN

you could potentially deal Sneak Attack again on that turn if all its requirements are satisfied.

The limitation resets with:

EACH TURN

not each round.


PART SIX — SNEAK ATTACK DAMAGE PROGRESSION

Sneak Attack steadily increases as the Rogue gains levels.

Rogue Level Sneak Attack
1–2 1d6
3–4 2d6
5–6 3d6
7–8 4d6
9–10 5d6
11–12 6d6
13–14 7d6
15–16 8d6
17–18 9d6
19–20 10d6

DAMAGE TYPE

Sneak Attack deals the same damage type as:

THE WEAPON


EXAMPLE — LEVEL 5

Shortbow attack:

PIERCING DAMAGE

Sneak Attack:

3D6

Those Sneak Attack dice also deal:

PIERCING DAMAGE


EXAMPLE — LEVEL 11

Sneak Attack:

6D6

Average of 6d6:

21

So a successful qualifying attack can deal substantial extra damage even though the Rogue doesn't have the base Class feature:

EXTRA ATTACK


PART SEVEN — LEVEL 1: THIEVES' CANT

At level 1, the Rogue knows:

THIEVES' CANT

You also learn:

ONE ADDITIONAL LANGUAGE

of your choice from the language tables used during Character Creation.

Thieves' Cant is one of the setting's:

RARE LANGUAGES

Its presence reflects the Rogue's experience within communities where secret communication may be valuable.


PART EIGHT — LEVEL 1: WEAPON MASTERY

Choose:

TWO KINDS OF WEAPONS

with which you have proficiency.

You can use their:

MASTERY PROPERTIES

The SRD suggests examples such as:

DAGGERS

and:

SHORTBOWS


CHANGING YOUR CHOICES

Whenever you finish:

A LONG REST

you can replace your chosen weapon kinds.

For example, you could change to:

SCIMITARS

and:

SHORTSWORDS

provided you have proficiency with those weapons.

Weapon Mastery will be studied completely in:

LESSON 63


PART NINE — LEVEL 2: CUNNING ACTION

At level 2, the Rogue becomes extraordinarily flexible with its:

BONUS ACTION

On your turn, you can take one of these actions as a Bonus Action:

DASH

DISENGAGE

or:

HIDE


DASH

Dash gives you additional movement equal to your:

SPEED


EXAMPLE

Speed:

30 FEET

Normal movement:

30 FEET

Bonus Action Dash:

+30 FEET

Potential movement:

60 FEET

without spending your Action on Dash.


DISENGAGE

Using Cunning Action to:

DISENGAGE

allows your movement to avoid provoking Opportunity Attacks for the rest of that turn.

This helps the Rogue:

STRIKE

then:

ESCAPE


HIDE

The Rogue can use:

HIDE

as a Bonus Action.

This can help create favorable circumstances for:

STEALTH

and potentially:

SNEAK ATTACK

if the resulting situation provides the necessary Advantage.


ACTION ECONOMY

Without Cunning Action, a character might need to spend an:

ACTION

to Dash, Disengage, or Hide.

The Rogue can instead spend:

A BONUS ACTION

leaving the Action available for something else.

This is one of the Class's defining advantages.


PART TEN — LEVEL 3: ROGUE SUBCLASS

At level 3:

CHOOSE A ROGUE SUBCLASS

The SRD provides:

THIEF

The Thief gains subclass features at Rogue levels:

3

9

13

and:

17

We will cover the complete subclass later in this lesson.


PART ELEVEN — LEVEL 3: STEADY AIM

As a:

BONUS ACTION

you give yourself:

ADVANTAGE

on your next Attack Roll during the current turn.


REQUIREMENT

You can use Steady Aim only if:

YOU HAVEN'T MOVED DURING THIS TURN


AFTER USING IT

Once you use Steady Aim:

YOUR SPEED BECOMES 0

until the end of the current turn.


EXAMPLE

You begin your turn in a good firing position.

You don't move.

Use:

STEADY AIM

as your Bonus Action.

Your next attack this turn has:

ADVANTAGE

If you attack with a valid Finesse or Ranged weapon and hit:

SNEAK ATTACK

can qualify through that Advantage.


TRADE-OFF

Steady Aim exchanges:

MOBILITY

for:

ACCURACY

You gain Advantage, but effectively commit to remaining where you are for the turn.


PART TWELVE — LEVEL 4: ABILITY SCORE IMPROVEMENT

At level 4, gain:

ABILITY SCORE IMPROVEMENT

or another Feat for which you qualify.

The Rogue receives this feature again at levels:

8

10

12

and:

16


IMPORTANT

The Rogue receives an additional Ability Score Improvement opportunity at:

LEVEL 10

compared with the standard level 4, 8, 12, and 16 progression of many other Classes.

This gives the Rogue significant flexibility for:

ABILITY SCORES

and:

FEATS


PART THIRTEEN — LEVEL 5: CUNNING STRIKE

At level 5, Sneak Attack develops a new tactical dimension:

CUNNING STRIKE

Instead of using every Sneak Attack die purely for damage, you can sacrifice some of those dice to create:

SPECIAL EFFECTS


HOW IT WORKS

When you deal:

SNEAK ATTACK DAMAGE

you can choose one Cunning Strike effect.

Each effect has a:

DIE COST

You remove that number of Sneak Attack dice:

BEFORE ROLLING DAMAGE

Then the special effect occurs immediately after the attack's damage is dealt.


EXAMPLE

Level 5 Rogue.

Sneak Attack:

3D6

You choose an effect costing:

1D6

You remove one Sneak Attack die.

Remaining Sneak Attack damage:

2D6

and you gain:

THE CHOSEN CUNNING STRIKE EFFECT


CUNNING STRIKE SAVE DC

If an effect requires a Saving Throw:

DC = 8 + DEXTERITY MODIFIER + PROFICIENCY BONUS


EXAMPLE — LEVEL 5

Dexterity modifier:

+4

PB:

+3

Save DC:

8 + 4 + 3 =

DC 15


PART FOURTEEN — CUNNING STRIKE: POISON

Cost:

1D6 SNEAK ATTACK DAMAGE

You introduce a toxin into the attack.

The target makes:

A CONSTITUTION SAVING THROW


FAILED SAVE

The target gains:

THE POISONED CONDITION

for:

1 MINUTE


REPEATED SAVES

At the end of each of its turns, the Poisoned creature repeats:

THE CONSTITUTION SAVE

On success:

THE CONDITION ENDS


REQUIRED EQUIPMENT

To choose the Poison effect, you must have:

A POISONER'S KIT

on your person.

You don't merely need theoretical knowledge.

The feature specifically requires the kit to be present.


PART FIFTEEN — CUNNING STRIKE: TRIP

Cost:

1D6

The target must be:

LARGE OR SMALLER

It makes:

A DEXTERITY SAVING THROW

If it fails:

IT GAINS THE PRONE CONDITION


WHY TRIP MATTERS

Prone can substantially change the tactical situation.

It can:

DISRUPT POSITIONING

and affect attacks according to the normal rules for:

THE PRONE CONDITION

Those rules will be reviewed completely in the Rules Glossary.


PART SIXTEEN — CUNNING STRIKE: WITHDRAW

Cost:

1D6

Immediately after the attack:

MOVE UP TO HALF YOUR SPEED

This movement:

DOESN'T PROVOKE OPPORTUNITY ATTACKS


EXAMPLE

Speed:

30 FEET

Half Speed:

15 FEET

After your Sneak Attack:

MOVE UP TO 15 FEET

without provoking Opportunity Attacks from that movement.


WHY WITHDRAW IS DIFFERENT FROM CUNNING ACTION

Cunning Action can use your Bonus Action for:

DISENGAGE

Withdraw instead sacrifices:

1D6 SNEAK ATTACK DAMAGE

and provides movement immediately after the attack.

This can preserve your Bonus Action for:

SOMETHING ELSE


PART SEVENTEEN — LEVEL 5: UNCANNY DODGE

When an attacker:

YOU CAN SEE

hits you with:

AN ATTACK ROLL

you can use:

YOUR REACTION

to reduce that attack's damage against you by:

HALF

rounding down when necessary.


EXAMPLE

Attack damage:

25

Uncanny Dodge:

25 ÷ 2 = 12.5

Round down:

12 DAMAGE


IMPORTANT

Uncanny Dodge doesn't apply to:

EVERY SOURCE OF DAMAGE

The trigger specifically requires:

AN ATTACKER YOU CAN SEE

to hit you with:

AN ATTACK ROLL


REACTION COST

Uncanny Dodge uses:

YOUR REACTION

So once you use it, that Reaction isn't available for another Reaction until it refreshes normally.


PART EIGHTEEN — LEVEL 6: MORE EXPERTISE

At level 6, choose:

TWO MORE SKILL PROFICIENCIES

You gain Expertise in them.

If you chose two at level 1, you now have:

FOUR EXPERTISE CHOICES

from Rogue Class features.

This reinforces the Rogue's identity as:

A MASTER OF SKILLS


PART NINETEEN — LEVEL 7: EVASION

Some damaging effects allow a:

DEXTERITY SAVING THROW

for half damage.

With Evasion:

Successful Save

TAKE NO DAMAGE

Failed Save

TAKE HALF DAMAGE


EXAMPLE

An effect deals:

32 DAMAGE

normally.

Without Evasion:

Successful save:

16

Failed save:

32

With Evasion:

Successful save:

0

Failed save:

16


LIMITATION

You can't use Evasion while you have:

THE INCAPACITATED CONDITION


PART TWENTY — LEVEL 7: RELIABLE TALENT

Reliable Talent makes the Rogue's trained abilities extraordinarily dependable.

Whenever you make:

AN ABILITY CHECK

that uses one of your:

SKILL PROFICIENCIES

or:

TOOL PROFICIENCIES

you can treat a d20 result of:

9 OR LOWER

as:

10


EXAMPLE

Dexterity modifier:

+4

PB:

+3

Expertise in Stealth doubles PB:

+6

Total Stealth modifier:

4 + 6 =

+10

You roll:

4

Reliable Talent treats the d20 as:

10

Total:

10 + 10 =

20


ANOTHER EXAMPLE — THIEVES' TOOLS

Suppose you are proficient with:

THIEVES' TOOLS

and make an ability check using them.

If you roll:

7

Reliable Talent can treat that die as:

10

because the ability check uses a:

TOOL PROFICIENCY


IMPORTANT

Reliable Talent doesn't automatically turn:

EVERY ABILITY CHECK

into a minimum 10.

The check must use one of your:

SKILL

or:

TOOL

proficiencies.


PART TWENTY-ONE — LEVEL 11: IMPROVED CUNNING STRIKE

At level 11, you can combine:

TWO CUNNING STRIKE EFFECTS

when you deal Sneak Attack damage.

You must pay:

THE DIE COST OF EACH EFFECT


EXAMPLE

Level 11 Sneak Attack:

6D6

Choose:

POISON

Cost:

1D6

and:

TRIP

Cost:

1D6

Total cost:

2D6

Remaining Sneak Attack damage:

6d6 − 2d6 =

4D6

The attack can then potentially:

POISON

and:

KNOCK THE TARGET PRONE

if the relevant saves fail.


THE CENTRAL DECISION

Cunning Strike creates a trade:

RAW DAMAGE

for:

TACTICAL CONTROL

Improved Cunning Strike expands that decision by letting the Rogue combine effects.


PART TWENTY-TWO — LEVEL 14: DEVIOUS STRIKES

At level 14, the Rogue gains three more powerful Cunning Strike options:

DAZE

KNOCK OUT

and:

OBSCURE

These generally cost more Sneak Attack dice than the original options.


PART TWENTY-THREE — DAZE

Cost:

2D6

The target makes:

A CONSTITUTION SAVING THROW


FAILED SAVE

On its next turn, the creature can do only:

MOVE

or:

TAKE AN ACTION

or:

TAKE A BONUS ACTION

It chooses only:

ONE


EXAMPLE

A Dazed enemy normally wants to:

MOVE

then:

ATTACK

then perhaps:

USE A BONUS ACTION

It can't do all three.

It must choose only:

ONE OF THEM

during that next turn.


PART TWENTY-FOUR — KNOCK OUT

Cost:

6D6

This is the most expensive Cunning Strike option in the base Rogue progression.

The target makes:

A CONSTITUTION SAVING THROW


FAILED SAVE

The target gains:

THE UNCONSCIOUS CONDITION

for:

1 MINUTE

or until:

IT TAKES ANY DAMAGE


REPEATED SAVE

At the end of each of its turns, the Unconscious target repeats:

THE CONSTITUTION SAVING THROW

On success:

THE EFFECT ENDS


COST EXAMPLE

At level 15, Sneak Attack is:

8D6

Knock Out costs:

6D6

Remaining Sneak Attack damage:

8d6 − 6d6 =

2D6

You sacrifice a very large amount of potential damage for a chance to impose:

UNCONSCIOUS


PART TWENTY-FIVE — OBSCURE

Cost:

3D6

The target makes:

A DEXTERITY SAVING THROW

On failure:

IT HAS THE BLINDED CONDITION

until:

THE END OF ITS NEXT TURN


WHY IT MATTERS

Blinded can interfere with:

ATTACKING

DEFENDING

and:

PERCEPTION

according to the condition's rules.

So Obscure can trade Sneak Attack damage for:

TEMPORARY BATTLEFIELD CONTROL


PART TWENTY-SIX — LEVEL 15: SLIPPERY MIND

At level 15, you gain proficiency in:

WISDOM SAVING THROWS

and:

CHARISMA SAVING THROWS


ROGUE SAVING THROW PROFICIENCIES

The Rogue originally begins proficient in:

DEXTERITY

and:

INTELLIGENCE

At level 15, Slippery Mind adds:

WISDOM

and:

CHARISMA

The high-level Rogue therefore becomes proficient in:

FOUR TYPES OF SAVING THROWS


PART TWENTY-SEVEN — LEVEL 18: ELUSIVE

At level 18, enemies find it extremely difficult to gain an attacking advantage over you.

No Attack Roll can have:

ADVANTAGE

against you unless you have:

THE INCAPACITATED CONDITION


EXAMPLE

An enemy normally has a feature that would grant:

ADVANTAGE

on an attack against you.

If you aren't Incapacitated:

THAT ATTACK CAN'T HAVE ADVANTAGE


IMPORTANT

Elusive doesn't automatically give attackers:

DISADVANTAGE

It simply prevents their Attack Roll from having:

ADVANTAGE

against you.


PART TWENTY-EIGHT — LEVEL 19: EPIC BOON

At level 19, gain:

AN EPIC BOON FEAT

or another Feat for which you qualify.

The SRD recommends:

BOON OF THE NIGHT SPIRIT

Epic Boon Feats will be covered in:

LESSON 59


PART TWENTY-NINE — LEVEL 20: STROKE OF LUCK

At level 20, the Rogue gains extraordinary reliability when success matters most.

If you:

FAIL A D20 TEST

you can turn the roll into:

A 20


D20 TESTS

Remember that the three types of D20 Test are:

ABILITY CHECKS

SAVING THROWS

and:

ATTACK ROLLS

So Stroke of Luck can potentially rescue failure in any of those categories.


EXAMPLE — ABILITY CHECK

You fail an important:

DEXTERITY CHECK

Use Stroke of Luck.

The roll becomes:

20


EXAMPLE — SAVING THROW

You fail a dangerous:

WISDOM SAVING THROW

Stroke of Luck can convert the roll to:

20


EXAMPLE — ATTACK ROLL

You miss an enemy with an:

ATTACK ROLL

Stroke of Luck can turn the failed roll into:

20


RECOVERY

After using Stroke of Luck, you can't use it again until you finish:

A SHORT REST

or:

A LONG REST


PART THIRTY — ROGUE SUBCLASS: THIEF

The Rogue subclass in the SRD is:

THIEF

The Thief represents the classic:

BURGLAR

TREASURE HUNTER

and:

EXPLORER

The subclass develops exceptional ability with:

OBJECTS

LOCKS

TRAPS

CLIMBING

STEALTH

and eventually:

MAGIC ITEMS

Its features are:

Rogue Level Thief Feature
3 Fast Hands
3 Second-Story Work
9 Supreme Sneak
13 Use Magic Device
17 Thief's Reflexes

PART THIRTY-ONE — LEVEL 3: FAST HANDS

Fast Hands gives the Thief additional uses for:

A BONUS ACTION

As a Bonus Action, choose one of two options:

SLEIGHT OF HAND

or:

USE AN OBJECT


SLEIGHT OF HAND

As your Bonus Action, you can make a:

DEXTERITY (SLEIGHT OF HAND) CHECK

to do one of the following:

PICK A LOCK WITH THIEVES' TOOLS

DISARM A TRAP WITH THIEVES' TOOLS

or:

PICK A POCKET


WHY THIS IS SPECIAL

Another character might need to dedicate its:

ACTION

to one of these tasks.

The Thief can perform the qualifying activity with:

A BONUS ACTION


EXAMPLE — LOCKED DOOR DURING COMBAT

The party reaches a locked door while enemies approach.

The Thief can use:

BONUS ACTION

to attempt to pick the lock with Thieves' Tools.

The Thief still retains:

THE ACTION

for another purpose.


USE AN OBJECT

Fast Hands can also let you take:

THE UTILIZE ACTION

as a Bonus Action.

Alternatively, you can take:

THE MAGIC ACTION

as a Bonus Action to use a magic item that requires that action.


ACTION ECONOMY

The Thief therefore develops an exceptional ability to manipulate:

OBJECTS

and:

MAGIC ITEMS

without necessarily giving up the main Action.


PART THIRTY-TWO — LEVEL 3: SECOND-STORY WORK

Second-Story Work gives two benefits:

CLIMBER

and:

JUMPER


CLIMBER

You gain:

A CLIMB SPEED

equal to your Speed.


EXAMPLE

Speed:

30 FEET

Climb Speed:

30 FEET

This makes walls, buildings, ruins, and vertical environments significantly easier for the Thief to navigate.


JUMPER

Normally, jump distance depends heavily on:

STRENGTH

Second-Story Work allows you to determine your jump distance using:

DEXTERITY

instead.

This is especially useful because Dexterity is already:

THE ROGUE'S PRIMARY ABILITY


PART THIRTY-THREE — LEVEL 9: SUPREME SNEAK

At level 9, the Thief gains an additional:

CUNNING STRIKE OPTION

called:

STEALTH ATTACK

Cost:

1D6


REQUIREMENT

You must have the:

INVISIBLE CONDITION

granted by the:

HIDE ACTION


NORMAL PROBLEM

Making an attack normally reveals you under the rules governing hiding.

Stealth Attack creates an exception.


EFFECT

Your qualifying attack doesn't end that Invisible condition if you finish the turn behind:

THREE-QUARTERS COVER

or:

TOTAL COVER


EXAMPLE

The Thief begins hidden behind ruins.

The Hide action has granted:

INVISIBLE

The Thief attacks and uses:

STEALTH ATTACK

paying:

1D6 SNEAK ATTACK DAMAGE

The Thief then finishes the turn behind:

TOTAL COVER

The qualifying attack doesn't end the Invisible condition granted by Hide.


WHY THIS MATTERS

Supreme Sneak supports a classic Thief rhythm:

HIDE

ATTACK

RETURN TO COVER

while preserving concealment when the feature's exact requirements are met.


PART THIRTY-FOUR — LEVEL 13: USE MAGIC DEVICE

At level 13, the Thief becomes unusually skilled with:

MAGIC ITEMS

Use Magic Device grants three benefits:

ATTUNEMENT

CHARGES

and:

SCROLLS


ATTUNEMENT

Normally, the general magic-item rules limit how many items a creature can be attuned to at once.

The Thief can be attuned to:

UP TO FOUR MAGIC ITEMS

simultaneously.

This allows the character to maintain an additional attuned item compared with the normal limit.

Magic-item attunement will be covered fully in:

LESSON 99


CHARGES

Whenever you use a magic-item property that:

EXPENDS CHARGES

roll:

1D6

If the result is:

6

you use that property:

WITHOUT EXPENDING THE CHARGES


EXAMPLE

A magic item property normally costs:

3 CHARGES

You activate it.

Roll the Use Magic Device die:

1D6

Result:

6

The property functions, but:

THE CHARGES AREN'T EXPENDED


IMPORTANT

This doesn't mean the Thief automatically preserves every charge.

It happens only when the:

1D6 ROLL IS 6


PART THIRTY-FIVE — USE MAGIC DEVICE: SPELL SCROLLS

The Thief can use:

ANY SPELL SCROLL

For spells cast from a scroll through this feature, the Thief uses:

INTELLIGENCE

as the Spellcasting Ability.


CANTRIPS AND LEVEL 1 SPELLS

If the Spell Scroll contains:

A CANTRIP

or:

A LEVEL 1 SPELL

the Thief can cast it:

RELIABLY

without the higher-level Arcana check described below.


HIGHER-LEVEL SPELL SCROLLS

For a spell of:

LEVEL 2 OR HIGHER

first make:

AN INTELLIGENCE (ARCANA) CHECK

The DC is:

10 + SPELL LEVEL


EXAMPLE — LEVEL 4 SPELL

Spell level:

4

DC:

10 + 4 =

DC 14


SUCCESS

On a successful check:

YOU CAST THE SPELL FROM THE SCROLL


FAILURE

On a failed check:

THE SCROLL DISINTEGRATES

The spell isn't successfully cast.


EXAMPLE — LEVEL 7 SPELL SCROLL

DC:

10 + 7 =

DC 17

The Thief makes:

INTELLIGENCE (ARCANA)

Success:

CAST THE SPELL

Failure:

SCROLL DISINTEGRATES


PART THIRTY-SIX — LEVEL 17: THIEF'S REFLEXES

At level 17, the Thief becomes exceptionally fast at the beginning of combat.

During:

THE FIRST ROUND

of every combat, you can take:

TWO TURNS


FIRST TURN

You act at:

YOUR NORMAL INITIATIVE


SECOND TURN

You act again at:

YOUR INITIATIVE − 10


EXAMPLE

Initiative:

18

First turn:

INITIATIVE 18

Second turn:

18 − 10 =

INITIATIVE 8

You therefore receive two separate turns during:

ROUND ONE


WHY THIS IS POWERFUL

These are actual:

TURNS

not simply an extra Action.

That means each turn follows the normal rules for what you can do during a turn.


SNEAK ATTACK INTERACTION

Sneak Attack is limited to:

ONCE PER TURN

not once per round.

Because Thief's Reflexes gives you:

TWO TURNS

during round one, you can potentially deal Sneak Attack on:

BOTH TURNS

if each attack independently satisfies Sneak Attack's requirements.


EXAMPLE — FIRST ROUND

Initiative 18:

TURN ONE

Attack with Sneak Attack.

Later:

Initiative 8:

TURN TWO

Attack again.

If the second attack also satisfies Sneak Attack:

SNEAK ATTACK CAN APPLY AGAIN

because this is:

A DIFFERENT TURN


PART THIRTY-SEVEN — HOW THE ROGUE PLAYS

The Rogue is built around:

POSITIONING

SKILLS

ACTION ECONOMY

PRECISION

and:

OPPORTUNITY


BEFORE COMBAT

A Rogue might use:

STEALTH

PERCEPTION

INVESTIGATION

SLEIGHT OF HAND

and:

THIEVES' TOOLS

to help the party avoid danger or gain an advantage before fighting begins.


DURING COMBAT

The Rogue typically wants to create circumstances where:

SNEAK ATTACK

can trigger.

That might mean:

GAINING ADVANTAGE

or:

ATTACKING A TARGET BESIDE AN ALLY


BONUS ACTION DECISIONS

Cunning Action creates frequent tactical decisions.

Need to move farther?

DASH

Need to escape melee?

DISENGAGE

Need concealment?

HIDE

Need reliable Advantage without moving?

STEADY AIM

A Thief gains even more possibilities through:

FAST HANDS


DAMAGE OR CONTROL?

From level 5 onward, the Rogue constantly chooses between:

MAXIMUM SNEAK ATTACK DAMAGE

and:

CUNNING STRIKE EFFECTS


EXAMPLE

Sneak Attack:

5D6

Option A:

Deal:

ALL 5D6

Option B:

Use Trip for:

1D6 COST

and deal:

4D6

plus the chance to knock the enemy:

PRONE

The right answer depends on:

THE SITUATION


PART THIRTY-EIGHT — ROGUE DEFENSIVE LAYERS

The Rogue doesn't rely on heavy armor.

Instead, several features make the Class increasingly difficult to harm.


CUNNING ACTION

Helps the Rogue:

AVOID DANGEROUS POSITIONS


UNCANNY DODGE

Can halve damage from:

ONE QUALIFYING ATTACK

using a Reaction.


EVASION

Greatly reduces damage from qualifying:

DEXTERITY SAVING THROW EFFECTS


SLIPPERY MIND

Adds proficiency in:

WISDOM SAVES

and:

CHARISMA SAVES


ELUSIVE

Prevents Attack Rolls from gaining:

ADVANTAGE

against you while you aren't Incapacitated.

The Rogue therefore survives less through:

HEAVY ARMOR

and more through:

AVOIDANCE

MOBILITY

REFLEXES

and:

CUNNING


PART THIRTY-NINE — A LEVEL 11 ROGUE IN COMBAT

Imagine a level 11 Rogue.

Dexterity:

18

Modifier:

+4

PB:

+4

Sneak Attack:

6D6


ATTACK BONUS

With a proficient Dexterity-based weapon:

4 + 4 =

+8 TO HIT


OPTION ONE — MAXIMUM DAMAGE

Qualifying hit:

WEAPON DAMAGE

plus:

6D6 SNEAK ATTACK


OPTION TWO — CONTROL

Use:

POISON

and:

TRIP

through Improved Cunning Strike.

Total cost:

2D6

Remaining Sneak Attack:

4D6

The enemy may need to make:

CONSTITUTION SAVE

against Poison

and:

DEXTERITY SAVE

against Trip.


DEFENSE

If the enemy hits the Rogue with a visible attack:

UNCANNY DODGE

can potentially halve that attack's damage.

If a qualifying Dexterity-save effect occurs:

EVASION

can dramatically reduce or eliminate its damage.

The Rogue therefore mixes:

OFFENSE

CONTROL

and:

SURVIVAL

without needing a spellcasting system.


PART FORTY — COMPLETE ROGUE LEVEL-BY-LEVEL SUMMARY

LEVEL 1

Gain:

EXPERTISE

SNEAK ATTACK

THIEVES' CANT

WEAPON MASTERY

Sneak Attack:

1D6


LEVEL 2

Gain:

CUNNING ACTION

Bonus Action:

DASH

DISENGAGE

or:

HIDE


LEVEL 3

Sneak Attack:

2D6

Gain:

ROGUE SUBCLASS

and:

STEADY AIM

Thief gains:

FAST HANDS

and:

SECOND-STORY WORK


LEVEL 4

Gain:

ABILITY SCORE IMPROVEMENT


LEVEL 5

PB:

+3

Sneak Attack:

3D6

Gain:

CUNNING STRIKE

Options:

POISON

TRIP

WITHDRAW

Gain:

UNCANNY DODGE


LEVEL 6

Gain:

EXPERTISE

in two additional skills.


LEVEL 7

Sneak Attack:

4D6

Gain:

EVASION

and:

RELIABLE TALENT


LEVEL 8

Gain:

ABILITY SCORE IMPROVEMENT


LEVEL 9

PB:

+4

Sneak Attack:

5D6

Thief gains:

SUPREME SNEAK

including:

STEALTH ATTACK


LEVEL 10

Gain:

ABILITY SCORE IMPROVEMENT


LEVEL 11

Sneak Attack:

6D6

Gain:

IMPROVED CUNNING STRIKE

Use up to:

TWO CUNNING STRIKE EFFECTS


LEVEL 12

Gain:

ABILITY SCORE IMPROVEMENT


LEVEL 13

PB:

+5

Sneak Attack:

7D6

Thief gains:

USE MAGIC DEVICE

including:

FOUR ATTUNED MAGIC ITEMS

CHARGE CONSERVATION

and:

SPELL SCROLL USE


LEVEL 14

Gain:

DEVIOUS STRIKES

New Cunning Strike options:

DAZE

KNOCK OUT

OBSCURE


LEVEL 15

Sneak Attack:

8D6

Gain:

SLIPPERY MIND

Proficiency in:

WISDOM SAVES

and:

CHARISMA SAVES


LEVEL 16

Gain:

ABILITY SCORE IMPROVEMENT


LEVEL 17

PB:

+6

Sneak Attack:

9D6

Thief gains:

THIEF'S REFLEXES

Two turns during:

THE FIRST ROUND


LEVEL 18

Gain:

ELUSIVE

Attack Rolls can't have:

ADVANTAGE

against you unless you're Incapacitated.


LEVEL 19

Sneak Attack:

10D6

Gain:

EPIC BOON

Recommended:

BOON OF THE NIGHT SPIRIT


LEVEL 20

Gain:

STROKE OF LUCK

Failed D20 Test:

TURN THE ROLL INTO 20

Recovery:

SHORT OR LONG REST


COMMON BEGINNER MISTAKES

MISTAKE 1 — THINKING SNEAK ATTACK REQUIRES YOU TO BE HIDDEN

It doesn't.

Being hidden can be one way to obtain:

ADVANTAGE

but Sneak Attack itself doesn't require the Rogue to be hidden.


MISTAKE 2 — THINKING SNEAK ATTACK ALWAYS REQUIRES ADVANTAGE

It doesn't.

You can qualify without Advantage if the required ally is:

WITHIN 5 FEET OF THE TARGET

isn't:

INCAPACITATED

and you don't have:

DISADVANTAGE


MISTAKE 3 — USING SNEAK ATTACK WITH ANY WEAPON

The attack must use:

A FINESSE WEAPON

or:

A RANGED WEAPON


MISTAKE 4 — USING SNEAK ATTACK MULTIPLE TIMES ON THE SAME TURN

Sneak Attack is limited to:

ONCE PER TURN


MISTAKE 5 — THINKING ONCE PER TURN MEANS ONCE PER ROUND

It doesn't.

A qualifying attack on another creature's turn can potentially trigger Sneak Attack again.


MISTAKE 6 — THINKING THE ROGUE GETS EXTRA ATTACK

The base Rogue doesn't receive:

EXTRA ATTACK

Its primary offensive progression is:

SNEAK ATTACK


MISTAKE 7 — FORGETTING CUNNING ACTION USES A BONUS ACTION

Dash, Disengage, or Hide through this feature costs:

YOUR BONUS ACTION


MISTAKE 8 — USING STEADY AIM AFTER MOVING

You can use Steady Aim only if:

YOU HAVEN'T MOVED THIS TURN


MISTAKE 9 — USING STEADY AIM AND THEN MOVING NORMALLY

After you use it:

YOUR SPEED IS 0

until the end of that turn.


MISTAKE 10 — ADDING CUNNING STRIKE EFFECTS WITHOUT REDUCING SNEAK ATTACK DAMAGE

Every effect has:

A DIE COST

You must remove those Sneak Attack dice:

BEFORE ROLLING


MISTAKE 11 — FORGETTING POISON REQUIRES A POISONER'S KIT

You must have:

A POISONER'S KIT

on your person.


MISTAKE 12 — USING TRIP AGAINST A HUGE CREATURE

Trip requires the target to be:

LARGE OR SMALLER


MISTAKE 13 — THINKING WITHDRAW USES YOUR NORMAL MOVEMENT

It gives you special movement of up to:

HALF YOUR SPEED

immediately after the attack.


MISTAKE 14 — USING UNCANNY DODGE AGAINST EVERY KIND OF DAMAGE

It requires an attacker you can see to hit you with:

AN ATTACK ROLL


MISTAKE 15 — FORGETTING UNCANNY DODGE USES YOUR REACTION

It costs:

YOUR REACTION


MISTAKE 16 — THINKING EVASION GIVES HALF DAMAGE ON A SUCCESS

For qualifying effects:

SUCCESS = ZERO DAMAGE

FAILURE = HALF DAMAGE


MISTAKE 17 — USING EVASION WHILE INCAPACITATED

You can't use Evasion while:

INCAPACITATED


MISTAKE 18 — THINKING RELIABLE TALENT WORKS ON EVERY D20 TEST

It applies to:

ABILITY CHECKS

that use one of your:

SKILL

or:

TOOL PROFICIENCIES


MISTAKE 19 — THINKING IMPROVED CUNNING STRIKE REMOVES THE DIE COST

You still pay:

EACH EFFECT'S DIE COST

It simply lets you use up to:

TWO EFFECTS


MISTAKE 20 — FORGETTING KNOCK OUT COSTS 6D6

It is deliberately expensive.

You trade:

SIX SNEAK ATTACK DICE

for the chance to impose:

UNCONSCIOUS


MISTAKE 21 — THINKING ELUSIVE GIVES ENEMIES DISADVANTAGE

It doesn't.

It prevents Attack Rolls from having:

ADVANTAGE

against you.


MISTAKE 22 — THINKING FAST HANDS GIVES AN EXTRA BONUS ACTION

It doesn't.

Fast Hands gives you:

ADDITIONAL OPTIONS

for your existing Bonus Action.


MISTAKE 23 — THINKING SECOND-STORY WORK USES STRENGTH FOR JUMPING

The Thief can determine jump distance using:

DEXTERITY

instead.


MISTAKE 24 — THINKING SUPREME SNEAK ALWAYS LETS YOU REMAIN HIDDEN AFTER ATTACKING

Stealth Attack has specific requirements.

You must have the Invisible condition from:

HIDE

and finish the turn behind:

THREE-QUARTERS COVER

or:

TOTAL COVER


MISTAKE 25 — THINKING USE MAGIC DEVICE ALWAYS PRESERVES CHARGES

You roll:

1D6

Charges aren't spent only on:

A 6


MISTAKE 26 — THINKING EVERY SPELL SCROLL IS AUTOMATICALLY CAST

Cantrips and level 1 spells are reliable through the feature.

Higher-level scrolls require:

INTELLIGENCE (ARCANA)

DC:

10 + SPELL LEVEL


MISTAKE 27 — THINKING A FAILED SCROLL CHECK LEAVES THE SCROLL INTACT

On failure:

THE SCROLL DISINTEGRATES


MISTAKE 28 — THINKING THIEF'S REFLEXES GIVES ONLY ONE EXTRA ACTION

It gives:

A SECOND TURN

during the first round.

That is much broader than merely one extra Action.


MISTAKE 29 — FORGETTING THE SECOND THIEF'S REFLEXES TURN HAS A DIFFERENT INITIATIVE

The second turn occurs at:

NORMAL INITIATIVE − 10


LESSON 47 — KEY TAKEAWAYS

The Rogue is built around:

DEXTERITY

SKILLS

STEALTH

PRECISION

MOBILITY

and:

CUNNING


HIT DIE

D8


SAVING THROW PROFICIENCIES

DEXTERITY

and:

INTELLIGENCE

Later, Slippery Mind adds:

WISDOM

and:

CHARISMA


SKILLS

The Rogue begins with:

FOUR SKILL PROFICIENCIES

and gains substantial specialization through:

EXPERTISE


SNEAK ATTACK

The Rogue's central damage feature.

Starts at:

1D6

and reaches:

10D6

It requires:

A FINESSE OR RANGED WEAPON

plus the appropriate tactical circumstances.


THIEVES' CANT

The Rogue learns:

THIEVES' CANT

plus:

ONE ADDITIONAL LANGUAGE


WEAPON MASTERY

Choose:

TWO WEAPON KINDS


CUNNING ACTION

Bonus Action:

DASH

DISENGAGE

or:

HIDE


STEADY AIM

Trade movement for:

ADVANTAGE

on your next attack that turn.


CUNNING STRIKE

Trade Sneak Attack dice for tactical effects:

POISON

TRIP

WITHDRAW


UNCANNY DODGE

Reaction:

HALVE QUALIFYING ATTACK DAMAGE


EVASION

Against qualifying Dexterity-save damage:

SUCCESS = 0

FAILURE = HALF


RELIABLE TALENT

For proficient skill and tool checks:

D20 ROLLS OF 9 OR LOWER BECOME 10


IMPROVED CUNNING STRIKE

Use:

UP TO TWO EFFECTS

and pay both costs.


DEVIOUS STRIKES

Adds:

DAZE

KNOCK OUT

and:

OBSCURE


SLIPPERY MIND

Adds proficiency in:

WISDOM SAVES

and:

CHARISMA SAVES


ELUSIVE

Attack Rolls can't gain:

ADVANTAGE

against you unless you're Incapacitated.


STROKE OF LUCK

Turn a failed D20 Test roll into:

20

once between:

SHORT OR LONG RESTS


THIEF

The Thief specializes in:

OBJECTS

LOCKS

TRAPS

CLIMBING

STEALTH

and:

MAGIC ITEMS


FAST HANDS

Expands your Bonus Action options to include qualifying:

SLEIGHT OF HAND

UTILIZE

and:

MAGIC ITEM USE


SECOND-STORY WORK

Provides:

CLIMB SPEED = SPEED

and lets jump distance use:

DEXTERITY

instead of Strength.


SUPREME SNEAK

Adds:

STEALTH ATTACK

to Cunning Strike.

This helps preserve the Hide action's Invisible condition when the feature's cover requirements are satisfied.


USE MAGIC DEVICE

Provides:

FOUR ATTUNEMENT SLOTS

a chance to:

PRESERVE MAGIC ITEM CHARGES

and the ability to use:

ANY SPELL SCROLL

under its rules.


THIEF'S REFLEXES

At level 17:

TWO TURNS

during:

THE FIRST ROUND OF COMBAT


THE CENTRAL ROGUE IDEA

The Rogue doesn't dominate by making the most attacks.

It dominates through:

PRECISION

A successful Rogue constantly asks:

WHERE SHOULD I STAND?

HOW CAN I QUALIFY FOR SNEAK ATTACK?

SHOULD I DEAL FULL DAMAGE OR USE CUNNING STRIKE?

SHOULD I DASH, DISENGAGE, HIDE, OR USE STEADY AIM?

SHOULD I SPEND MY REACTION ON UNCANNY DODGE?

The Rogue rewards:

POSITIONING

TIMING

and:

TACTICAL DECISIONS

The Thief pushes those strengths even further by transforming:

OBJECTS

TERRAIN

STEALTH

and:

MAGIC ITEMS

into additional tools.

The result is a Class designed not around brute force but around:

BEING PRECISE

BEING PREPARED

and:

SEIZING THE PERFECT OPPORTUNITY


NEXT LESSON

LESSON 48 — SORCERER, METAMAGIC OPTIONS, THE SORCERER SPELL LIST, AND DRACONIC SORCERY

The Rogue gains extraordinary results through:

SKILL

PRECISION

and:

CUNNING

The Sorcerer takes a radically different approach.

Its power comes from:

INNATE MAGIC

The Sorcerer doesn't merely cast spells.

It can reshape how those spells work through:

METAMAGIC

Lesson 48 will cover the complete SRD Sorcerer, including:

SPELLCASTING

INNATE SORCERY

FONT OF MAGIC

SORCERY POINTS

CREATING SPELL SLOTS

METAMAGIC

SORCEROUS RESTORATION

SORCERY INCARNATE

ARCANE APOTHEOSIS

every:

METAMAGIC OPTION

the complete:

SORCERER SPELL LIST

and the SRD subclass:

DRACONIC SORCERY


SRD 5.2.1 ATTRIBUTION

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.