You must have a DEX score of 13 or higher in order to multiclass in or out of this class.
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.
You may deal damage to 1 creature if you attack that creature with advantage. This must be with a finesse or ranged weapon. You don't need advantage if another creature is within 5ft. of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. Sneak attack deals damage equal to 1d6 * half your rogue level (rounded up).
You may choose 2 of your chosen skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. These 2 proficiencies will have doubled proficiency bonus.
You learn Thieves' Cant, a mixture of jargon and code woven through spoken language. This allows you to speak this language to others who have learned this secret language, conveying secret messages. Conveying a message in this way takes 4x as long.
You may use a bonus action on each of your combat turns. This bonus action may only be used on the dash, disengage or hide action.
Choose a subclass:
Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.
You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.
Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.
Vice clings to Sinners like a second skin - cheating, drunkenness, and games of chance are their bread and blood. A scoundrel by nature, sin calls their name, and when whispers of malefic powers reach their ears, they listen. Those powers offer more than temptation; they grant the tools to deceive, steal, and even kill with a precision these rogues never dreamed of.
Perhaps it begins with a meeting in a seedy saloon, a ritual under desert skies, or a cursed temple found deep in the jungle. No matter the road, the end is always the same: Jinxcraft. Through hexes, curses, and foul magic, Sinners cast aside judgment and righteousness. The laws of man and gods are nothing to them. Only the cold comfort of the path of sin remains.
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.
A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.
You may give yourself advantage on your next attack roll on the current turn as a bonus action. You may only do this if you haven't moved this turn, and your speed will be reduced to 0ft. until the start of your next turn once you do.
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
When an attacker that you can see hits you with an attack, you may use your reaction to halve the attack's damage.
You may choose an additional 2 skills and gain expertise in them.
When you are forced to make a DEX saving throw to take only half damage from an area attack, you instead take no damage if you succeed the saving throw, and half damage if you fail.
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
You gain a feature depending on your roguish archetype.
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
Whenever you make an ability check that lets you add your proficiency bonus, you may treat a d20 roll of 9 or lower as a 10.
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
You gain a feature depending on your roguish archetype.
You gain 10ft. of blindsense.
You gain proficiency in WIS saving throws.
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
You gain a feature depending on your roguish archetype.
As long as you are not incapacitated, no attack roll has advantage against you.
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
If your attack misses a target within range, you may turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. You may use this trait once every long rest.