# Alternate Rogue *Source: Alternate Rogue p. 94* > [!tldr] Class and Feature Progression > > <table class="class-progression"> > <thead> > <tr><th colspan='7'></th></tr> > <tr class="class-progression"><th class"level">Level</th><th class"pb">PB</th><th class"feature">Features</th><th class="value">Sneak Attack</th><th class="value"><a href="/3-Mechanics/CLI/lists/list-optfeaturetype-ll-de.md">Exploits Known</a></th><th class="value">Exploit Die</th><th class="value">Exploit Dice</th></tr> > </thead><tbody> > <tr class="class-progression"><td class"level">1st</td><td class"pb">+2</td><td class"feature"><a href='#Sneak Attack (Level 1)' class='internal-link'>Sneak Attack</a>, <a href='#Expertise (Level 1)' class='internal-link'>Expertise</a>, <a href='#Thieves' Cant (Level 1)' class='internal-link'>Thieves' Cant</a></td><td class="value">1d6</td><td class="value">⏤</td><td class="value">⏤</td><td class="value">⏤</td></tr> > <tr class="class-progression"><td class"level">2nd</td><td class"pb">+2</td><td class"feature"><a href='#Cunning Action (Level 2)' class='internal-link'>Cunning Action</a>, <a href='#Devious Exploits (Level 2)' class='internal-link'>Devious Exploits</a></td><td class="value">1d6</td><td class="value">2</td><td class="value">1d4</td><td class="value">2</td></tr> > <tr class="class-progression"><td class"level">3rd</td><td class"pb">+2</td><td class"feature"><a href='#Roguish Archetype (Level 3)' class='internal-link'>Roguish Archetype</a></td><td class="value">2d6</td><td class="value">2</td><td class="value">1d4</td><td class="value">2</td></tr> > <tr class="class-progression"><td class"level">4th</td><td class"pb">+2</td><td class"feature"><a href='#Ability Score Improvement (Level 4)' class='internal-link'>Ability Score Improvement</a></td><td class="value">2d6</td><td class="value">2</td><td class="value">1d4</td><td class="value">2</td></tr> > <tr class="class-progression"><td class"level">5th</td><td class"pb">+3</td><td class"feature"><a href='#Cunning Strike (Level 5)' class='internal-link'>Cunning Strike</a></td><td class="value">3d6</td><td class="value">3</td><td class="value">1d6</td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">6th</td><td class"pb">+3</td><td class"feature"><a href='#Uncanny Dodge (Level 6)' class='internal-link'>Uncanny Dodge</a></td><td class="value">3d6</td><td class="value">3</td><td class="value">1d6</td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">7th</td><td class"pb">+3</td><td class"feature"><a href='#Roguish Archetype (Level 7)' class='internal-link'>Roguish Archetype</a></td><td class="value">4d6</td><td class="value">4</td><td class="value">1d6</td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">8th</td><td class"pb">+3</td><td class"feature"><a href='#Ability Score Improvement (Level 8)' class='internal-link'>Ability Score Improvement</a></td><td class="value">4d6</td><td class="value">4</td><td class="value">1d6</td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">9th</td><td class"pb">+4</td><td class"feature"><a href='#Evasion (Level 9)' class='internal-link'>Evasion</a></td><td class="value">5d6</td><td class="value">5</td><td class="value">1d6</td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">10th</td><td class"pb">+4</td><td class"feature"><a href='#Reliable Talent (Level 10)' class='internal-link'>Reliable Talent</a></td><td class="value">5d6</td><td class="value">5</td><td class="value">1d6</td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">11th</td><td class"pb">+4</td><td class"feature"><a href='#Ruthless (Level 11)' class='internal-link'>Ruthless</a></td><td class="value">6d6</td><td class="value">6</td><td class="value">1d8</td><td class="value">4</td></tr> > <tr class="class-progression"><td class"level">12th</td><td class"pb">+4</td><td class"feature"><a href='#Ability Score Improvement (Level 12)' class='internal-link'>Ability Score Improvement</a></td><td class="value">6d6</td><td class="value">6</td><td class="value">1d8</td><td class="value">4</td></tr> > <tr class="class-progression"><td class"level">13th</td><td class"pb">+5</td><td class"feature"><a href='#Roguish Archetype (Level 13)' class='internal-link'>Roguish Archetype</a></td><td class="value">7d6</td><td class="value">7</td><td class="value">1d8</td><td class="value">4</td></tr> > <tr class="class-progression"><td class"level">14th</td><td class"pb">+5</td><td class"feature"><a href='#Blindsense (Level 14)' class='internal-link'>Blindsense</a></td><td class="value">7d6</td><td class="value">7</td><td class="value">1d8</td><td class="value">4</td></tr> > <tr class="class-progression"><td class"level">15th</td><td class"pb">+5</td><td class"feature"><a href='#Slippery Mind (Level 15)' class='internal-link'>Slippery Mind</a></td><td class="value">8d6</td><td class="value">7</td><td class="value">1d8</td><td class="value">4</td></tr> > <tr class="class-progression"><td class"level">16th</td><td class"pb">+5</td><td class"feature"><a href='#Ability Score Improvement (Level 16)' class='internal-link'>Ability Score Improvement</a></td><td class="value">8d6</td><td class="value">7</td><td class="value">1d8</td><td class="value">4</td></tr> > <tr class="class-progression"><td class"level">17th</td><td class"pb">+6</td><td class"feature"><a href='#Roguish Archetype (Level 17)' class='internal-link'>Roguish Archetype</a></td><td class="value">9d6</td><td class="value">8</td><td class="value">1d10</td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">18th</td><td class"pb">+6</td><td class"feature"><a href='#Elusive (Level 18)' class='internal-link'>Elusive</a></td><td class="value">9d6</td><td class="value">8</td><td class="value">1d10</td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">19th</td><td class"pb">+6</td><td class"feature"><a href='#Ability Score Improvement (Level 19)' class='internal-link'>Ability Score Improvement</a></td><td class="value">10d6</td><td class="value">8</td><td class="value">1d10</td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">20th</td><td class"pb">+6</td><td class"feature"><a href='#Stroke of Luck (Level 20)' class='internal-link'>Stroke of Luck</a></td><td class="value">10d6</td><td class="value">8</td><td class="value">1d10</td><td class="value">5</td></tr> > </tbody></table> ^class-progression ## Hit Points - **Hit Dice**: 1d8 per Alternate Rogue level - **Hit Points at First Level:** 8 + CON - **Hit Points at Higher Levels:** add 5 OR 1d8 + CON (minimum of 1) ## Starting Alternate Rogue - **Saving Throw Proficiencies**: Dexterity, Intelligence - **Skill Proficiencies**: *Choose 4:* Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, or Stealth - **Weapon Proficiencies**: Simple weapons, blowguns, hand crossbows, scimitars, rapiers, shortswords, and whips - **Tool Proficiencies**: thieves' tools - **Armor Training**: Light armor **Starting Equipment:** You start with the following items, plus anything provided by your background. - (a) a rapier, (b) scimitar or (c) a shortsword - (a) a shortbow and quiver of 20 arrows or (b) a shortsword - (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack - Leather armor, two daggers, and thieves' tools Alternatively, you may start with 4d4 × 10 gp to buy your own equipment. ## Multiclassing Alternate Rogue **Ability Score Minimum:** Dexterity 13 When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies. - **Skill Proficiencies**: *Choose 1:* Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, or Stealth - **Tool Proficiencies**: thieves' tools - **Armor Training**: Light armor ## Rogue Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open. A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target/u2014a notorious slaver/u2014passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin's blade cuts his throat before he can make a sound. Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard's belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape. Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party. ### Skill and Precision Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities. ### A Shady Living Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves' guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats/u2014and wererats/u2014haunt the sewers. As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure. ### Creating a Rogue As you create your rogue character, consider the character's relationship to the law. Do you have a criminal past/u2014or present? Are you on the run from the law or from an angry thieves' guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal? What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to reevaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend/u2014another member of your adventuring party/u2014who showed you new possibilities for earning a living and employing your particular talents. #### Quick Build You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at Investigation or plan to take up the Arcane Trickster archetype. Choose Charisma instead if you plan to emphasize deception and social interaction. Second, choose the charlatan background. > [!quote] A quote from Barnabas Bladecutter > > People forget that the entire point of venturing down into a dusty tomb is to bring back the prizes hidden away there. Fighting is for fools. Dead men can't spend their fortunes. When brute force won't get the job done, or when magic isn't available or appropriate, the rogue rises to the fore. With skills tied to stealth, subterfuge, and trickery, rogues can get into and out of trouble in ways that few other characters can emulate. Some rogues who turn to adventuring are former criminals who have decided that dodging monsters is preferable to remaining one step ahead of the law. Others are professional killers in search of a profitable application of their talents between contracts. Some simply love the thrill of overcoming any challenge that stands in their way. On adventures, a rogue is likely to mix an outwardly cautious approach/u2014few rogues enjoy combat/u2014with a ravenous hunger for loot. Most of the time, in a rogue's mind, taking up arms against a creature is not about killing the creature but about becoming the new owner of its treasure. The following sections explore certain facets of what it means to be a rogue, which you can use to add depth to your character. ## Guilty Pleasures _Source: Xanathar's Guide to Everything_ Most of what rogues do revolves around obtaining treasure and preventing others from doing the same. Little gets in the way of attaining those goals, except that many rogues are enticed away from that path by a compulsion that clouds their thinking/u2014an irresistible need that must be satisfied, even if doing so is risky. A rogue's guilty pleasure could be the acquisition of a physical item, something to be experienced, or a way of conducting oneself at certain times. One rogue might not be able to pass up any loot made of silver, for instance, even if said loot is hanging around the neck of a castle guard. Another one can't go through a day in the city without lifting a purse or two, just to keep in practice. What's the one form of temptation that your rogue character can't resist when the opportunity presents itself, even if giving into it might mean trouble for you and your companions? **Guilty Pleasures** `dice: [](alternate-rogue-llaro.md#^guilty-pleasures)` | dice: d6 | Pleasure | |----------|----------| | 1 | Large gems | | 2 | A smile from a pretty face | | 3 | A new ring for your finger | | 4 | The chance to deflate someone's ego | | 5 | The finest food and drink | | 6 | Adding to your collection of exotic coins | ^guilty-pleasures ## Adversaries _Source: Xanathar's Guide to Everything_ Naturally, those who enforce the law are bound to come up against those who break it, and it's the rare rogue who isn't featured on at least one wanted poster. Beyond that, it's in the nature of their profession that rogues often come into contact with criminal elements, whether out of choice or necessity. Some of those people can be adversaries too, and they're likely to be harder to deal with than the average member of the city watch. If your character's backstory doesn't already include a personage of this sort, you could work with your DM to come up with a reason why an adversary has appeared in your life. Perhaps you've been the subject of scrutiny for a while from someone who wants to use you for nefarious purposes and has just now become known to you. Such an incident could be the basis for an upcoming adventure. Does your rogue character have an adversary who also happens to be a criminal? If so, how is this relationship affecting your life? **Adversaries** `dice: [](alternate-rogue-llaro.md#^adversaries)` | dice: d6 | Adversary | |----------|-----------| | 1 | The pirate captain on whose ship you once served; what you call moving on, the captain calls mutiny | | 2 | A master spy to whom you unwittingly fed bad information, which led to the assassination of the wrong target | | 3 | The master of the local thieves' guild, who wants you to join the organization or leave town | | 4 | An art collector who uses illegal means to acquire masterpieces | | 5 | A fence who uses you as a messenger to set up illicit meetings | | 6 | The proprietor of an illegal pit fighting arena where you once took bets | ^adversaries ## Benefactor _Source: Xanathar's Guide to Everything_ Few rogues make it far in life before needing someone's help, which means thereafter owing that benefactor a significant debt. If your character's backstory doesn't already include a personage of this sort, you could work with your DM to determine why a benefactor has appeared in your life. Perhaps you benefited from something your benefactor did for you without realizing who was responsible, and that person has now just become known to you. Who helped you in the past, whether or not you knew it at the time, and what do you owe that person as recompense? **Benefactors** `dice: [](alternate-rogue-llaro.md#^benefactors)` | dice: d6 | Benefactor | |----------|------------| | 1 | A smuggler kept you from getting caught but lost a valuable shipment in doing so. Now you owe that person an equally valuable favor. | | 2 | The Beggar King has hidden you from your pursuers many times, in return for future considerations. | | 3 | A magistrate once kept you out of jail in return for information on a powerful crime lord. | | 4 | Your parents used their savings to bail you out of trouble in your younger days and are now destitute. | | 5 | A dragon didn't eat you when it had a chance, and in return you promised to set aside choice pieces of treasure for it. | | 6 | A druid once helped you out of a tight spot; now any random animal you see could be that benefactor, perhaps come to claim a return favor. | ^benefactors ## Class Features ### Sneak Attack (Level 1) Also starting at 1st level, you ruthlessly exploit distractions or flaws when striking. Once per turn when you hit a target with a finesse or ranged weapon attack, you can deal a bonus 1d6 damage on hit if you had advantage on your attack roll. You do not need advantage on this attack roll if your target has another conscious hostile creature within 5 feet of it, and you do not have disadvantage on your attack roll. This bonus damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue table. ### Expertise (Level 1) You master a signature set of skills and abilities. At 1st level, choose any combination of two skill and tool proficiencies. If you were not proficient, you gain proficiency. If you were already proficient, you add double your Proficiency Bonus to any ability checks you make with that skill or tool. As you gain levels in this class, you are able to specialize with additional skills. Another skill or tool proficiency of your choice gains this benefit at 6th, 10th, 15th, and 18th level. ### Thieves' Cant (Level 1) Finally at 1st level, you learn to speak, understand, and leave messages in Thieves' Cant, the secret jargon of the criminal underworld. You can use this secret code to hide messages in normal conversation or leave secret markings on objects. Alternately, you can forgo Thieves' Cant and instead learn to speak, read, and write two languages of your choice. ### Cunning Action (Level 2) Your sharp reflexes allow you quickly maneuver. Beginning at 2nd level, you can take either the Dash, Disengage, Hide, or Use an Object action as a bonus action on your turn. At 11th level, you can take a second bonus action on each turn, but you cannot use the same bonus action twice. ### Devious Exploits (Level 2) At 2nd level, you learn to utilize various tricks which enhance your particular set of skills, both on and off the field of battle. ### Exploit Dice (Level 2) The Rogue table shows the number of Exploit Dice you have to perform Exploits you know. Most require you to expend Exploit Dice in order to use them. You can only use one Exploit per weapon attack, ability check, or saving throw, and you regain all of your expended Exploit Dice when you finish a short or long rest. Your Exploit Dice begin as d4s, and increase in size as you gain levels, as indicated in the Rogue table. Whenever you add an Exploit Die to a roll, always roll your Exploit Die and add the result to your roll. #### Exploits Known At 2nd level, you know two [Exploits](/3-Mechanics/CLI/lists/list-optfeaturetype-ll-de.md) of your choice from the list at the end of this class description. To learn an Exploit, you must meet any prerequisites it has, like a minimum level or ability score. You learn more Devious Exploits of your choice as you reach certain levels in this class, as shown in the Exploits Known column of the Rogue table. Finally, when you gain a Rogue level, you can replace one Exploit you know with another you could learn. #### Saving Throws When an Exploit requires a saving throw, its Save DC is based on your Strength or Dexterity. Once you choose which ability score to use, it cannot be changed: <span class='abilityDc'>**Exploit save DC save DC**: Strength or Dexterity + Proficiency Bonus</span> ### Devious Skill (Level 2) Your talent gives you an edge. When you make an ability check, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know the result. ### Roguish Archetype (Level 3) At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 7th, 13th, and 17th level. ### Ability Score Improvement (Level 4) When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. ### Cunning Strike (Level 5) You exploit weaknesses to great effect. Beginning at 5th level, when you make an attack that qualifies for Sneak Attack, you can forgo some of that bonus damage to use one Exploit you know without expending Exploit Dice, using the rules here: - This Exploit must be used as part of a weapon attack. - Reduce your Sneak Attack bonus damage by a number of d6s equal to the degree of this Exploit. For example, if you were to use this feature to use the crippling strike Exploit by reducing your Sneak Attack bonus damage by 2d6 since crippling strike is a 2nd-degree Exploit. ### Uncanny Dodge (Level 6) Beginning at 6th level, your reflexes you to dodge, deflect, and avoid damage. Whenever you are hit by an attack that you can see, you can use your reaction to halve the damage you take. At 14th level, you can move up to half your speed without provoking opportunity attacks as part of this reaction. ### Roguish Archetype (Level 7) At 7th level, you are granted a feature of your chosen archetype. ### Ability Score Improvement (Level 8) When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. ### Evasion (Level 9) Starting at 9th level, your supernatural agility lets you dodge out of the way of certain area effects, like a dragon's breath or a lightning bolt spell. Whenever an effect allows you to make a Dexterity saving throw to take only half damage, you take no damage on a success, and only half damage on a failure. ### Reliable Talent (Level 10) Your signature skills that made you famous, or infamous, are beyond reproach. Beginning at 10th level, when you make an ability check that adds your Proficiency Bonus or an Exploit Die, you treat a roll of 9 or lower on the d20 as a 10. ### Ruthless (Level 11) Starting at 11th level, when you use a Devious Exploit as part of an attack that includes your Sneak Attack bonus damage, you can reduce the bonus damage by 2d6 to force your target to make its saving throw with disadvantage. You can use this feature and Cunning Strike as part of the same attack. For example, if you were to use Cunning Strike to use the crippling strike Exploit, you could reduce your Sneak Attack bonus by an additional 2d6 (for a total reduction of 4d6), to force the target to make its Constitution saving throw at disadvantage. ### Ability Score Improvement (Level 12) When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. ### Roguish Archetype (Level 13) At 13th level, you are granted a feature of your chosen archetype. ### Blindsense (Level 14) Your senses have been honed to supernatural levels. Starting at 14th level, if you can hear, you are aware of the location of any invisible or hidden creature within 10 feet of you. The radius of Blindsense increases again when you reach 17th level (20 feet) and 20th level (30 feet) in this class. ### Slippery Mind (Level 15) Your endless pursuit of perfection in your chosen area of skill has honed your mind. Starting at 15th level, whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you gain a bonus to your roll equal to your Exploit Die. ### Ability Score Improvement (Level 16) When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. ### Roguish Archetype (Level 17) At 17th level, you are granted a feature of your chosen archetype. ### Elusive (Level 18) Your uncanny sense for danger makes it nearly impossible for your foes to gain the upper hand against you. Starting at 18th level, so long as you are not Incapacitated, no attack rolls that target you can be made with advantage. ### Ability Score Improvement (Level 19) When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. ### Stroke of Luck (Level 20) You have a supernatural knack for finding success when you need it most. Upon reaching 20th level, when you roll a d20 for an ability check, attack roll, or saving throw, you can treat the result as a 20 on the d20. You can do so after you know the result of your roll and whether you succeed or fail. Once you use this feature you must finish a short or long rest before you can use it again. ## Optional Features > [!example]- Optional Features: Devious Exploit > ![Devious Exploit](/3-Mechanics/CLI/lists/list-optfeaturetype-ll-de.md#Devious%20Exploit) ^list-optfeature-ll-de