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past—or present? Are you on the run from the law or   The Rogue
            from an angry thieves’ guild master? Or did you leave
                                                                     Proficiency  Sneak
            your guild in search of bigger risks and bigger rewards?   Level  Bonus  Attack  Features
            Is it greed that drives you in your adventures, or some
                                                                1st     +2      1d6   Expertise, Sneak Attack,
            other desire or ideal?
                                                                                      Thieves’ Cant
              What was the trigger that led you away from your pre-
                                                                2nd     +2      1d6   Cunning Action
            vious life? Did a great con or heist gone terribly wrong
                                                                3rd     +2      2d6   Roguish Archetype
            cause you to reevaluate your career? Maybe you were
                                                                4th     +2      2d6   Ability Score Improvement
            lucky and a successful robbery gave you the coin you
            needed to escape the squalor of your life. Did wander-  5th  +3     3d6   Uncanny Dodge
            lust finally call you away from your home? Perhaps you   6th  +3    3d6   Expertise
            suddenly found yourself cut off from your family or your   7th  +3  4d6   Evasion
            mentor, and you had to find a new means of support. Or   8th  +3    4d6   Ability Score Improvement
            maybe you made a new friend—another member of your   9th    +4      5d6   Roguish Archetype feature
            adventuring party—who showed you new possibilities for   10th  +4   5d6   Ability Score Improvement
            earning a living and employing your particular talents.
                                                                11th    +4      6d6   Reliable Talent
            Quick Build                                         12th    +4      6d6   Ability Score Improvement
                                                                13th    +5      7d6   Roguish Archetype feature
            You can make a rogue quickly by following these sug-
                                                                14th    +5      7d6   Blindsense
            gestions. First, Dexterity should be your highest ability
            score. Make Intelligence your next-highest if you want to   15th  +5  8d6  Slippery Mind
            excel at Investigation. Choose Charisma instead if you   16th  +5   8d6   Ability Score Improvement
            plan to emphasize deception and social interaction. Sec-  17th  +6  9d6   Roguish Archetype feature
            ond, choose the criminal background.                18th    +6      9d6   Elusive
                                                                19th
            Class Features                                      20th    +6      10d6  Ability Score Improvement
                                                                                10d6
                                                                                      Stroke of Luck
                                                                        +6
            As a rogue, you have the following class features.
                                                                 At 6th level, you can choose two more of your proficien-
            Hit Points                                         cies (in skills or with thieves’ tools) to gain this benefit.
            Hit Dice: 1d8 per rogue level                      Sneak Attack
            Hit Points at 1st Level: 8 + your Constitution modifier
            Hit Points at Higher Levels: 1d8 (or 5) + your     Beginning at 1st level, you know how to strike subtly and
             Constitution modifier per rogue level after 1st   exploit a foe’s distraction. Once per turn, you can deal an
            Proficiencies                                      extra 1d6 damage to one creature you hit with an attack
                                                               if you have advantage on the attack roll. The attack must
            Armor: Light armor
                                                               use a finesse or a ranged weapon.
            Weapons: Simple weapons, hand crossbows,
                                                                 You don’t need advantage on the attack roll if another
             longswords, rapiers, shortswords
                                                               enemy of the target is within 5 feet of it, that enemy isn’t
            Tools: Thieves’ tools
                                                               incapacitated, and you don’t have disadvantage on the
            Saving Throws: Dexterity, Intelligence             attack roll.
            Skills: Choose four from Acrobatics, Athletics,      The amount of the extra damage increases as you gain
             Deception, Insight, Intimidation, Investigation,   levels in this class, as shown in the Sneak Attack column
             Perception, Performance, Persuasion, Sleight of   of the Rogue table.
             Hand, and Stealth
                                                               Thieves’ Cant
            Equipment
                                                               During your rogue training you learned thieves’ cant, a
            You start with the following equipment, in addition to the
                                                               secret mix of dialect, jargon, and code that allows you to
            equipment granted by your background:
                                                               hide messages in seemingly normal conversation. Only
            •  (a) a rapier or (b) a shortsword                another creature that knows thieves’ cant understands
            •  (a) a shortbow and quiver of 20 arrows or (b)   such messages. It takes four times longer to convey such
             a shortsword                                      a message than it does to speak the same idea plainly.
            •  (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an     In addition, you understand a set of secret signs and
             explorer’s pack                                   symbols used to convey short, simple messages, such as
            •  Leather armor, two daggers, and thieves’ tools  whether an area is dangerous or the territory of a thieves’
                                                               guild, whether loot is nearby, or whether the people in
            Expertise                                          an area are easy marks or will provide a safe house for
                                                               thieves on the run.
            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.



                                                                                             Chapter 3: Classes
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                           D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.
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