Expertise
Level 1You gain Expertise in two skill proficiencies of your choice.
Character class
Levels 1–20
| Level | Prof. bonus | Features | Sneak Attack |
|---|---|---|---|
| 1 | +2 | 1d6 | |
| 2 | +2 | 1d6 | |
| 3 | +2 | 2d6 | |
| 4 | +2 | 2d6 | |
| 5 | +3 | 3d6 | |
| 6 | +3 | 3d6 | |
| 7 | +3 | 4d6 | |
| 8 | +3 | 4d6 | |
| 9 | +4 | 5d6 | |
| 10 | +4 | 5d6 | |
| 11 | +4 | 6d6 | |
| 12 | +4 | 6d6 | |
| 13 | +5 | 7d6 | |
| 14 | +5 | 7d6 | |
| 15 | +5 | 8d6 | |
| 16 | +5 | 8d6 | |
| 17 | +6 | 9d6 | |
| 18 | +6 | 9d6 | |
| 19 | +6 | 10d6 | |
| 20 | +6 | 10d6 |
Core abilities
You gain Expertise in two skill proficiencies of your choice.
Once per turn, deal extra damage when you have Advantage or an ally is within 5 feet of the target.
You know Thieves' Cant, a secret mix of jargon and code.
You can use mastery properties of two weapons of your choice.
You can take Dash, Disengage, or Hide as a Bonus Action.
You gain a Rogue subclass of your choice.
As a Bonus Action, give yourself Advantage on your next attack roll if you don't move this turn.
You gain the Ability Score Improvement feat or another feat.
When you deal Sneak Attack damage, you can forgo some dice to apply special effects.
When an attacker you can see hits you, use a Reaction to halve the damage.
You gain Expertise in two more skill proficiencies.
When you make a Dexterity save for half damage, take no damage on success and half on failure.
When you make an ability check with a skill you're proficient in, treat any d20 roll of 9 or lower as a 10.
You gain additional Cunning Strike options.
You gain proficiency in Wisdom saving throws.
No attack roll has Advantage against you unless you're Incapacitated.
You gain an Epic Boon feat or another feat.
If you fail a D20 Test, treat the roll as a 20. Once per Short or Long Rest.
Specializations
Every subclass currently available for this class, including its complete feature list.
You hone your skills in the larcenous arts.
You can use Cunning Action to make a Dexterity (Sleight of Hand) check, use Thieves' Tools, or take the Utilize action.
You gain a Climb Speed equal to your Speed and can jump an extra number of feet equal to your Dexterity modifier.
You have Advantage on Dexterity (Stealth) checks if you've moved no more than half your Speed on the same turn.
You can use any magic item, ignoring class, species, and level requirements.
You can take two turns during the first round of any combat.