Rogue

Feat Name Action Contents
Expertise At 1st level, choose two of {name}’s skill proficiencies, or one of their skill proficiencies and their proficiency with thieves’ tools. Their proficiency bonus is doubled for any ability check they make that uses either of the chosen proficiencies.
At 6th level, they can choose two more of their proficiencies (in skills or with thieves’ tools) to gain this benefit.
Sneak Attack Beginning at 1st level, {name} knows how to strike subtly and exploit a foe’s distraction. Once per turn, they can deal an extra 1d6 damage to one creature they hit with an attack if they have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
They don’t need advantage on the attack roll if another enemy of the target is within {"5 feet"} of it, that enemy isn’t incapacitated, and they don’t have disadvantage on the attack roll.
The amount of the extra damage increases as they gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieves’ Cant During {name}’s rogue training they learned thieves’ cant, a secret mix of dialect, jargon, and code that allows them to hide messages in seemingly normal 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 same idea plainly.
In addition, {name} understands a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Cunning Action Starting at 2nd level, {name}’s quick thinking and agility allows them to move and act quickly. They can take a bonus action on each of their turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Archetypes At 3rd level, {name} chooses an archetype that they emulate in the exercise of their rogue abilities. Their archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Uncanny Dodge Starting at 5th level, when an attacker that {name} can see hits them with an attack, they can use their reaction to halve the attack’s damage against them.
Evasion Beginning at 7th level, {name} can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When they are subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.
Reliable Talent By 11th level, {name} has refined their chosen skills until they approach perfection. Whenever they make an ability check that lets them add their proficiency bonus, they can treat a d20 roll of {9} or lower as a {10}.
Blindsense Starting at 14th level, if {name} is able to hear, they are aware of the location of any hidden or invisible creature within {"10 feet"} of them.
Slippery Mind By 15th level, {name} has acquired greater mental strength. They gain proficiency in Wisdom saving throws.
Elusive Beginning at 18th level, {name} is so evasive that attackers rarely gain the upper hand against them. No attack roll has advantage against them while they aren’t incapacitated.
Stroke of Luck At 20th level, {name} has an uncanny knack for succeeding when they need to. If their attack misses a target within range, they can turn the miss into a hit. Alternatively, if they fail an ability check, they can treat the d20 roll as a {20}.
Once they use this feature, they can’t use it again until they finish a short or long rest.

Thief Archetype

Feat Name Action Contents
Fast Hands Starting at 3rd level, {name} can use the bonus action granted by their Cunning Action to make a Dexterity (Sleight of Hand) check, use their thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Second-Story Work When {name} chooses this archetype at 3rd level, they gain the ability to climb faster than normal; climbing no longer costs them extra movement.
In addition, when they make a running jump, the distance they cover increases by a number of feet equal to their Dexterity modifier ({DexMod} feet).
Supreme Sneak Starting at 9th level, {name} has advantage on a Dexterity (Stealth) check if they move no more than half their speed on the same turn.
Use Magic Device By 13th level, {name} has learned enough about the workings of magic that they can improvise the use of items even when they are not intended for them. They ignore all class, race, and level requirements on the use of magic items.
Thief’s Reflexes When {name} reaches 17th level, they have become adept at laying ambushes and quickly escaping danger. They can take two turns during the first round of any combat. They take their first turn at their normal initiative and their second turn at their initiative minus 10. They can’t use this feature when they are surprised.