DnD Rogue Subclasses 2024

All D&D 2024 Rogue Subclasses
Arcane Trickster

Level Progression
Assassin

Level Progression
Level 3: Assassinate
You are a master of the opening gambit, gaining the following combat advantages:
- Superior Initiative: You have Advantage on Initiative rolls, ensuring you act before your enemies.
- Surprising Strikes: During the first round of combat, you gain two major benefits:
- Tactical Advantage: You have Advantage on attack rolls against any creature that hasn’t taken a turn yet.
- Lethal Precision: If you hit a target with your Sneak Attack during this round, the target takes extra damage (of the weapon’s type) equal to your Rogue Level.
Level 3: Assassin’s Tools
You gain the essential gear of your trade. You receive a Disguise Kit and a Poisoner’s Kit, and you are proficient with both.
Level 9: Infiltration Expertise
You have refined your ability to bypass security and maintain mobility.
- Masterful Mimicry: If you study a person’s speech or handwriting for at least 1 hour, you can mimic them with unerring accuracy.
- Roving Aim: Using your Steady Aim feature no longer reduces your speed to 0. You can stay mobile while maintaining your focus.
Level 13: Envenom Weapons
Your knowledge of toxins allows you to bypass natural defenses. When you use the Poison option of your Cunning Strike:
- Bonus Damage: The target takes 2d6 Poison damage if it fails the saving throw.
- Potency: This effect ignores Resistance to Poison damage.
Level 17: Death Strike
You become an avatar of termination. During the first round of combat, when you hit a target with your Sneak Attack:
- The Save: The target must make a Constitution Saving Throw (DC = 8 + DEX mod + PB).
- The Result: On a failed save, the total damage of your attack is doubled against that target.
Soulknife

Level Progression
Level 3: Psionic Power
You harbor a wellspring of mental energy represented by Psionic Energy Dice.
1. The Energy Dice
Usage: You expend these dice to fuel your subclass powers.
Recovery: You regain one die on a Short Rest and all dice on a Long Rest.
Scaling: Your dice grow in size and quantity as you level:
| Rogue Level | Die Size | Total Dice |
| 3rd | d6 | 4 |
| 5th | d8 | 6 |
| 9th | d8 | 8 |
| 11th | d10 | 8 |
| 13th | d10 | 10 |
| 17th | d12 | 12 |
2. Initial Psionic Powers
Psi-Bolstered Knack: If you fail a check with a proficient skill or tool, roll a Psionic Die and add it to the total. The die is only expended if you succeed.
Psychic Whispers: As a Magic action, choose creatures up to your PB. Roll a Psionic Die; for that many hours, you share a 1-mile telepathic link.
Level 3: Psychic Blades
You can manifest blades of pure mental energy in your free hands.
Manifestation: You create a blade whenever you take the Attack action or make an Opportunity Attack.
Traits: Simple Melee, Finesse, Thrown (60/120 ft).
Damage: 1d6 Psychic + ability modifier.
Weapon Mastery: Vex (Advantage on your next attack against the target if you hit). This does not count against your Mastery limit.
Bonus Attack: If you attack with a blade on your turn, you can use a Bonus Action to strike with a second blade (1d4 + modifier) if your other hand is free.
Level 9: Soul Blades
Your blades gain two new psionic enhancements:
Homing Strikes: If you miss an attack roll with a Psychic Blade, roll a Psionic Die and add it to the total. The die is only expended if the attack then hits.
Psychic Teleportation: As a Bonus Action, expend and roll one Psionic Die. Throw your blade and teleport to an unoccupied space within 10 $\times$ the number rolled in feet.
Level 13: Psychic Veil
You can cloak yourself in psychic static to become unseen.
Effect: As a Magic action, you gain the Invisible condition for 1 hour.
Early End: Ends if you deal damage or force a creature to make a saving throw.
Cost: First use is Free per Long Rest. Subsequent uses cost one Psionic Die.
Level 17: Rend Mind
You can shatter a creature’s consciousness with a psychic strike.
Trigger: When you deal Sneak Attack damage with your Psychic Blades.
Effect: The target must make a Wisdom Save ($DC = 8 + \text{DEX mod} + \text{PB}$).
Failure: The target is Stunned for 1 minute (repeats save at the end of its turns).
Cost: First use is Free per Long Rest. Subsequent uses cost three Psionic Dice.
Thief

Level Progression
Level 3: Fast Hands
Your fingers move with a speed that blurs the eye. You can use a Bonus Action to do one of the following:
Sleight of Hand: Pick a pocket, pick a lock, or disarm a trap (using Thieves’ Tools).
Utilize: Take the Utilize action (such as throwing ball bearings, lighting a torch, or using a healer’s kit).
Magic Action: Use a magic item that normally requires an action to activate.
Level 3: Second-Story Work
Your athletic training allows you to navigate vertical environments effortlessly:
Climber: You gain a Climb Speed equal to your walking speed.
Jumper: You use your Dexterity score (instead of Strength) to determine your jump distance.
Level 9: Supreme Sneak
You gain a specialized Cunning Strike option that allows you to remain a ghost on the battlefield:
Stealth Attack (Cost: 1d6): If you are currently Invisible from the Hide action, making this attack does not reveal your position, provided that you end your turn behind Three-Quarters Cover or Total Cover.
Level 13: Use Magic Device
You possess an intuitive understanding of magical enchantments, allowing you to bypass standard restrictions:
Expanded Attunement: You can attune to up to four magic items simultaneously.
Charge Efficiency: When you use a magic item property that expends charges, roll a 1d6. On a 6, the effect occurs but no charges are consumed.
Scroll Mastery: You can use any Spell Scroll (using Intelligence as your casting ability).
Level 0–1 Spells: You cast these automatically.
Level 2+ Spells: You must pass an Intelligence (Arcana) check (DC = 10 + Spell Level). On a success, you cast the spell; on a failure, the scroll is destroyed.
Level 17: Thief’s Reflexes
You move so quickly that you essentially exist in two places at once during the opening of a fight.
Effect: You take two turns during the first round of every combat.
- Timing: 1. Your first turn occurs at your normal Initiative count.2. Your second turn occurs at your Initiative minus 10.