Rogue Class
You're sneaky and skillful.
hit die: d8
proficiencies
armor: light armor
weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
tools: thieves' tools
saving throws: dex, int
skills: choose 4 skills from
acrobatics
athletics
deception
insight
intimidation
investigation
perception
performance
persuasion
sleight of hand
stealth
equipment
a rapier or shortsword
a shortbow or a shortsword
a burglar's pack, a dungeoneers's pack, or an explorer's pack
leather armor, two daggers, and thieves' tools
Expertise
You are an expert in two skills of your choice that you are proficient in.
Sneak Attack
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.
Thieves' Cant
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 safehouse for thieves on the run.