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.