|Level||Proficiency Bonus||Sneak Attack||Features|
|1||2||1d6||Expertise, Sneak Attack, Thieves’ Cant|
|4||2||2d6||Ability Score Improvement|
|8||3||4d6||Ability Score Improvement|
|9||4||5d6||Rogue Archetype Feature|
|10||4||5d6||Ability Score Improvement|
|12||4||6d6||Ability Score Improvement|
|13||5||7d6||Rogue Archetype Feature|
|16||5||8d6||Ability Score Improvement|
|17||6||9d6||Rogue Archetype Feature|
|19||6||10d6||Ability Score Improvement|
|20||6||10d6||Stroke of Luck|
Expertise Level: 1
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.
Sneak Attack Level: 1
Beginning at 1st level, you know how to strike subtly and exploit a foe’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 attack roll. The attack must use a finesse or a ranged weapon. You 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 you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieves’ Cant Level: 1
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you 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, you understand 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 Level: 2
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Rogue Archetype Level: 3
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. The archetypes are described in the official source material, as well as detailed below. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Uncanny Dodge Level: 5
Starting at 5th level, 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.
Evasion Level: 7
Beginning at 7th level, you 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 you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Reliable Talent Level: 11
By 11th level, you have refined your chosen skills until they approach perfection. 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.
Blindsense Level: 14
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Slippery Mind Level: 15
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Elusive Level: 18
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 aren’t incapacitated.
Stroke of Luck Level: 20
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can’t use it again until you finish a short or long rest.
Rogues who prefer to wait for the right moment, and exploit the right opening find themselves along the path of an ambusher. An ambusher believes that the best fight is one that happens when and where you want.
Free Motion Level: 3
When you choose this archetype at 3rd level, you are able to travel anywhere you could possibly find yourself. You gain the ability to climb and swim faster than normal; climbing and swimming no longer cost you extra movement.
Higher Ground Level: 3
Starting at 3rd level, you have a natural inclination towards heights, and specifically, heights above others. You don’t need advantage on your attack
roll to use your Sneak Attack if your target is 10 feet or more below you. All the other rules for the Sneak Attack class feature still apply to you.
Slippery Level: 9
Beginning at 9th level, whenever you take the disengage action you can freely move through any other creatures space without becoming impeded. In addition, you have advantage on saving throws against effects that would grapple or restrain you.
Lingering Observer Level: 13
Starting at 13th level, you are able to gain knowledge or information from just being able to observe another creatures actions. If you are able to see a creatures mouth moving you can understand what they are saying as long as you are capable of understanding the language being spoken.
In addition, if you spend 1 minute or more observing a creature and doing nothing else, you gain knowledge of the creatures behavior and situational awareness. That creature has disadvantage on Wisdom (Perception) checks to contest your Dexterity (Stealth) checks as you know how to best hide from its view.
Seize the Moment Level: 17
When you reach 17th level, you can identify an opportunity when you see one. On your turn you can choose to take advantage of the current battle state and seize the moment. If you choose to seize the moment you gain a second action that you can take this turn that can be used only for the Attack action. In addition to this, you are limited to using Sneak Attack twice, instead of once, on this turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.