ConvokeConvoke

Rogue

Classes

SRD text, CC-BY 4.0
Hit Die
d8
Primary Attribute
Dexterity
Role
Martial
Spellcasting
None

Proficiencies

Armor
Light Armor
Weapons
Simple Weapons, hand crossbows, longswords, rapiers, shortswords
Tools
thieves' tools
Saving Throws
Dexterity, Intelligence
Skills
Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth

Spellcasting

Caster Type
None

Class Features

1st Level

Expertise

SRD text, CC-BY 4.0

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

SRD text, CC-BY 4.0

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

SRD text, CC-BY 4.0

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.

2nd Level

Cunning Action

SRD text, CC-BY 4.0

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.

3rd Level

Roguish Archetype

Text for this feature arrives as Convoke’s rewrite lands.

4th Level

Ability Score Improvement

Text for this feature arrives as Convoke’s rewrite lands.

5th Level

Uncanny Dodge

SRD text, CC-BY 4.0

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.

6th Level

Expertise

Text for this feature arrives as Convoke’s rewrite lands.

7th Level

Evasion

SRD text, CC-BY 4.0

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.

8th Level

Ability Score Improvement

Text for this feature arrives as Convoke’s rewrite lands.

9th Level

Roguish Archetype feature

Text for this feature arrives as Convoke’s rewrite lands.

10th Level

Ability Score Improvement

Text for this feature arrives as Convoke’s rewrite lands.

11th Level

Reliable Talent

SRD text, CC-BY 4.0

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.

12th Level

Ability Score Improvement

Text for this feature arrives as Convoke’s rewrite lands.

13th Level

Roguish Archetype feature

Text for this feature arrives as Convoke’s rewrite lands.

14th Level

Blindsense

SRD text, CC-BY 4.0

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.

15th Level

Slippery Mind

SRD text, CC-BY 4.0

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

16th Level

Ability Score Improvement

Text for this feature arrives as Convoke’s rewrite lands.

17th Level

Roguish Archetype feature

Text for this feature arrives as Convoke’s rewrite lands.

18th Level

Elusive

SRD text, CC-BY 4.0

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.

19th Level

Ability Score Improvement

Text for this feature arrives as Convoke’s rewrite lands.

20th Level

Stroke of Luck

SRD text, CC-BY 4.0

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.

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