Rogue
A hidden blade is like a hood in the rain, any fool who would call it cheating is helplessly impractical. You move quite as a shadow and strike faster than a gasp. You have a mind for subversion and a gut for tactics that help you glide past what others stomp over.
Sneak Attack
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.
Core Rogue Traits
- Primary Ability
- Dexterity
- Hit Point Die
- D8 per Rogue level
- Saving Throw Proficiencies
- Dexterity and Intelligence
- Weapon Proficiencies
- Simple weapons and Martial weapons that have the Finesse or Light property
- Tool Proficiencies
- Thieves’ Tools
- Armor Training
- Light armor
- Starting Equipment
- Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP
Skill Proficiencies
Choose 4 from the class list.
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them. Mark them on the Skills list.
Choose 2 skills you are proficient in — from the four above, or from your background or species.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice.
You know Thieves’ Cant plus one other language of your choice.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can change the kinds of weapons you chose.