Extended Rogue Levels (5e Class)

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Extended Rogue Level 20-40[edit]

These are additional levels for the Rogue class. See Level 40 Expansion (5e Variant Rule) for more info.

Class Features

As a Rogue you gain the following class features.

Hit Points

Hit Dice: 1d8 per Rogue level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Rogue level after 1st


Armor: None
Weapons: None
Tools: None
Saving Throws: None
Skills: None


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) None or (b) {{{item1b}}}

Table: The Rogue

Level Proficiency
Sneak Attack Features
1st +2 11d6 Demigod
2nd +2 11d6 Roguish Archetype feature
3rd +2 11d6 Improved Ability Score Improvement
4th +2 12d6 Ability Score Improvement, Extra Attack
5th +3 12d6 Unnatural Swerve,
6th +3 12d6 Unseen Attacks
7th +3 12d6 Avoidance
8th +3 13d6 Ability Score Improvement, Improved Ability Score Improvement
9th +4 13d6 Roguish Archetype feature
10th +4 13d6 Master of Checks
11th +4 13d6 Superb Skill, Improved Ability Score Improvement
12th +4 13d6 Ability Score Improvement, Expertise
13th +5 14d6 Roguish Archetype feature
14th +5 14d6 Improved Ability Score Improvement
15th +5 14d6 Slick Thoughts
16th +5 14d6 Ability Score Improvement, Expertise
17th +6 14d6 Silent Power
18th +6 14d6 Roguish Archetype feature
19th +6 15d6 Ability Score Improvement, Impossible Nimbleness
20th +6 15d6 Stealth of the Gods


At 21st level, you begin to surpass the capabilities of regular mortals as you slowly become godlike, emulating the things that make you a rogue and transforming you into a minor deity in your own right. You’re creature type changes from humanoid to celestial, but you keep your subtype (i.e human or dragonborn). In addition, features and effects that normally can’t increase your ability scores above 20 can now increase your ability scores to a maximum of 24 instead.

From this point on, your physical features slowly change as you gain levels in this class. For example, your eyes might glow blue whenever you cast a spell, your skin might change colors at will, or your hair might do eccentric things. These changes are slow, but by the time you have reached 40th level, you should exemplify several different physical manifestations of your power. Work with your DM to determine what these are and when they start showing up. Finally, you cannot gain levels in any other class.

Additionally, as you gain levels and overcome great challenges, the DM will grant you other features and traits at their discretion in relation to your celestialness, particularly one or more epic boons. Your AC and all saving throws also increase by 1.

Improved Ability Score Improvement[edit]

When you reach 23rd level, and again at 28th, 31st and 34th level, you can increase one ability score of your choice by 3, or you can increase one ability score of your choice by 2 and another ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 24 with this feature.

Extra Attack[edit]

Beginning at 24th level, you can attack twice, instead of once, when you take the Attack action on your turn.

Unnatural Swerve[edit]

Starting at 25th level, when an attacker that you can see hits you with an attack, you can use your reaction to take no damage from it instead. You can use this feature a number of times equal to your Dexterity modifier (minimum 1), and you regain all expended uses when you finish a long rest.

Unseen Attacks[edit]

Starting at 26th level, when you kill a creature with a finesse or ranged weapon while hidden, you are not revealed from your hiding position.


Beginning at 27th level, you completely avoid certain area effects, such as a black dragon’s acid breath or a prismatic spray spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take half damage or no damage, you can use this feature to automatically succeed on the save. You can use this feature a number of times equal to half your Dexterity modifier (rounded up, minimum 1), and regain all expended uses when you finish a long rest.

Master of Checks[edit]

At 30th level, you gain proficiency in three different skills.

Superb Skill[edit]

By 31st level, you have refined your chosen skills to the point of complete and utter perfection. You cannot fail a check using a skill that you double your proficiency bonus with.

Slick Thoughts[edit]

By 35th level, your mind has become an impenetrable fortress. No creature can read your thoughts or determine your true motivations unless you wish them to, and you are immune to spells and other magical effects that would force you to act against your will.

Silent Power[edit]

At 37th level, your divine connection to the base forces of silence and speechcraft strengthens, granting you the greatest powers of nondetection among all mortal beings. Your Dexterity, your choice of Intelligence or Wisdom, and Charisma each increase by 2, to a maximum of 26; you double your proficiency bonus with Dexterity saving throws; you make no noise when you move unless you wish to; and your movement speed increases by 10 feet.

Impossible Nimbleness[edit]

Beginning at 39th level, your celestial blood allows you to move so quickly, erratically, and unexpectedly that no creature is sure of where you’ll next appear. All attacks from sources that you are aware of the location of have disadvantage against you. Whenever you are hit by an attack, you lose the benefits of this feature until the start of the next turn.

Stealth of the Gods[edit]

At 40th level, your transformation from mortal to god is complete. Your DM will grant you one boon from the list of Epic Boons in the Dungeon Master’s Guide after taking suggestions from you. In addition, you may use your Sneak Attack feature twice each turn. You also gain sufficient power to grant divine powers to one creature, beginning your ascent to true godhood.

Roguish Archetype[edit]


Speedy Fingers

Starting at 22nd level, once during each of your turns, you can make a Dexterity (Sleight of Hand) check or take the Use an Object action without using your action.

Third-Story Business

Also when you reach 22nd level, you have become so adept at climbing that you seem to fly up walls and ropes. You have a climbing speed equal to your speed plus 10 feet. Additionally, all of your jump distances increase by a number of feet equal to your Strength modifier (a minimum of 1 foot).

Masterful Stealth

Starting at 29th level, you have advantage on all Dexterity (Stealth) checks, and you can spend half your movement for the turn to gain a +3 bonus to the check.

Use Device

By 33th level, you have learned enough about the workings of the world in general that you can improvise the use of all objects. You ignore all requirements for the use of all items, except for items that are physically impossible for you to reasonably use.

Burglar's Nimbleness

When you reach 38th level, you are so adept at moving in combat that you seem to be nothing but a blur, moving so quickly nothing can contend against your abilities. At the start of your first turn each round, you can gain an additional turn for the round with the second turn at your initiative minus 10. You do not benefit from this feature during a round in which you are surprised. You can use this feature a nunber of times equal to your Dexterity modifier, and you regain all expended uses when you finish a short or long rest.


Bonus Proficiency

When you reach 22nd level, you gain proficiency with alchemist’s supplies.


Starting at 22nd level, you are an expert at removing injured enemies from the equation. When you use your Sneak Attack feature against a creature that has half its hit points or less and it has more allies than you do, you double the amount of damage your attack deals.

Infiltration Mastery

Starting at 29th level, your disguises are so perfect, no creature can see through the ruse. Your disguises not only include fake facial features, skin tones, and changes in height by up to 3 inches, but the personas that go with them are so well thought out and ingrained into your memory that your celestial blood causes those you interact with while in your disguise to have false memories of short-lived events you describe to them that specifically involve you. This can make a creature believe it saw you at a party you never attended or make it believe you were never at a party you attended; or you can make them believe you win a match of dragon chess against them in a tournament they participated in; or even that you were a neighbor of theirs for a large portion of their life, but likely not a major part of their life. You cannot altar important memories of theirs using this feature, nor can this feature alone convince them they did something they normally wouldn't have done.


At 33rd level, your ruse while impersonating a person is impossible to discern, to the point where if the creature you are impersonating is standing right next to you, no one can tell which of you is the real version, provided that you have adopted an appearance that is suitably similar to that of the original.

Obliterating Blow

Starting at 38th level, any creature you hit that is surprised takes an extra 10d6 damage.

Arcane Trickster[edit]

Arcane Finesse

Starting at 22nd level, your control over your mage hand is so finely honed that there is almost no limit to what it can do. The hand can now hold a weight of up to 15 lbs, and can wield any light melee weapon that you are proficient with. When you use your action or bonus action to control the hand, you can have it make one attack with a weapon it is holding. If the weapon has the thrown property, the hand can throw the weapon. The hand uses your spell attack modifier for the attack roll and adds your spellcasting ability modifier to the damage roll of any weapon it uses. If the hand hits, you can use your Sneak Attack feature if the hand fulfills the conditions for the feature. If the hand is hit by an attack, it dissipates. In addition, you can create two hands with one casting of mage hand and can control both of them using the same action or bonus action.

Surprise Magic

Starting at 29th level, you can cast spells as though you were standing in the position of one of the spectral hands you have created using the mage hand spell.

Plethora of Pranks

At 33rd level, there is no limit to the variety of things your mage hand can do. The spectral hands created by the spell are capable of performing any action that can be performed by a normal creature.

Arcane Heist

By 38th level, you have mastered the art of making others’ spells your own. There is no limit to the number of times you can use your Spell Thief feature. Instead, there is a limit on the total number of spell levels you can have stolen at once. The maximum number of spell levels you can have stolen is equal to your Dexterity modifier + your Intelligence modifier. In addition, exactly one spell does not count towards this limit. You can also release a spell you have stolen back to its owner, no action required. Each spell you have stolen can be cast once at its lowest level without expending a spell slot or material components, after which you must expend spell slots and material components as normal. If a creature casts a spell that targets you or includes you in its area of effect is a higher level than you can currently steal, you can release a spell you have stolen in favor of attempting to try and steal the new spell.



Starting at 22nd level, whenever you make a successful sneak attack, you can attempt to ridicule the target as a bonus action. you make a performance check against the target's charisma saving throw. Upon fail the target is subjected to the effects of fear for 1 turn but instead has disadvantage on attacks against everyone but yourself. Upon fail the target gains advantage on attacks against you. These effects last for 1 minute. You gain proficiency in performance.

Terror of the Seas

Starting at the 29th level, your memories of past adventures are cultivated to enhance your current self. As long as the surface has wedges, you gain a climbing speed equivalent to 1/2 your movement speed. Sneak attacks made while above a target are counted as critical strikes on a 16-20 and causes the target to provoke opportunity attacks whenever they take an action other than attacking until the end of your next turn. Your dashes now give you an extra 20 ft of movement and you can long and high jump twice as far. You are also unaffected by difficult terrain caused by any for of shifting grounds.


upon reaching level 33, you begin to learn how to manipulate a creatures feelings of irritation and rage. You can call out to every hostile creature who can hear and understand you in an attempt to provoke them. They must make a wisdom saving throw against your performance check. Upon fail all creatures who received the message will spend any movement on their turn attempting to reach you. Any creature under this effect provokes opportunity attacks upon entering your weapons' range, these opportunity attacks counting as sneak attacks. Upon success the targets will continue their lives as normal. You can do this up to your charisma modifier times per day.

Deciding Blow.

When reaching level 38, you have honed your sneak attack to a level like no other. Upon bringing a creatures health lower than 30% of its maximum, any sneak attacks made against the creature takes away either their sight, hearing, or smell. Upon receiving such grievous wounds the creature becomes frightened for 1 minute. Whenever landing a critical attack against a target who possesses more hit points than you do currently, reduce their hit point total by double the damage.

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