Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 ( or 5 ) + your Constitution modifier per rogue level after 1st
Reading: Rogue – DND 5th Edition
Reading: Rogue – DND 5th Edition
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves ‘ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
You start with the watch equipment, in addition to the equipment granted by your backdrop :
- (a) a rapier or (b) a shortsword
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a burglar’s pack, (b) dungeoneer’s pack, or (c) an explorer’s pack
- Leather armor, two daggers, and thieves’ tools
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 .
At 6th level, you can choose two more of your proficiencies ( in skills or with thieves ‘ tools ) to gain this benefit .
Beginning at 1st level, you know how to strike subtly and exploit a enemy ‘s distraction. once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the assail seethe. The attack must use a delicacy or a crop weapon .
You do n’t need advantage on the approach hustle if another enemy of the target is within 5 feet of it, that enemy is n’t incapacitated, and you do n’t have disadvantage on the fire roll .
The total of the excess damage increases as you gain levels in this classify, as shown in the Sneak Attack column of the Rogue table .
Thieves ‘ cant
During your rogue train you learned thieves ‘ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in apparently convention 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 like idea obviously .
In addition, you understand a typeset of privy signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves ‘ club, whether loot is nearby, or whether the people in an area are slowly marks or will provide a dependable house for thieves on the run.
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Starting at 2nd level, your flying think and agility allow you to move and act promptly. You can take a bonus action on each of your turns in battle. This action can be used only to take the Dash, Disengage, or Hide legal action .
At 3rd floor, you choose an original that you emulate in the practice of your rogue abilities. Your original choice grants you features at 3rd degree and then again at 9th, 13th, and 17th tied .
regular Aim ( Optional )
At 3rd degree, as a bonus action, you give yourself advantage on your following assail roll on the stream turn. You can use this bonus action lone if you have n’t moved during this plow, and after you use the bonus action, your amphetamine is 0 until the end of the stream turn .
Ability Score Improvement
When you reach 4th tied, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your option by 2, or you can increase two ability scores of your choice by 1. As normal, you ca n’t increase an ability score above 20 using this feature .
Starting at 5th tied, 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 .
Beginning at 7th level, you can agilely dodge out of the means of certain sphere effects, such as a crimson dragon ‘s fiery hint or an frost Storm spell. When you are subjected to an consequence that allows you to make a Dexterity saving throw to take only half damage, you alternatively take no wrong if you succeed on the save throw, and only one-half damage if you fail .
By 11th level, you have refined your choose skills until they approach paragon. 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 .
Starting at 14th level, if you are able to hear, you are mindful of the placement of any concealed or invisible creature within 10 feet of you .
By 15th horizontal surface, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
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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 are n’t incapacitated .
Stroke of Luck
At 20th floor, you have an preternatural bent for succeeding when you need to. If your approach misses a target within roll, you can turn the miss into a murder. alternatively, if you fail an ability check, you can treat the d20 roll as a 20 .
once you use this feature, you ca n’t use it again until you finish a light or long rest .