What Does a Rogue Get at Level 1? A Deep Dive
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At level 1, a rogue in Dungeons & Dragons (D&D) 5th Edition is a master of stealth, subterfuge, and precision strikes. They receive a bundle of starting features that define their core identity: proficiency in key skills, expertise to double their proficiency bonus in two chosen skills, Sneak Attack for devastating damage under the right conditions, and Thieves’ Cant, their secret language. These features, combined with their chosen equipment, lay the foundation for a versatile and dangerous character, capable of excelling both in and out of combat.
Core Level 1 Rogue Features
The core features acquired at level 1 shape the rogue’s playstyle and define their strengths:
Proficiencies
A rogue’s proficiencies dictate their early capabilities and influence their role within the party:
- Armor: Light armor
- Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
- Tools: Thieves’ tools
- Saving Throws: Dexterity, Intelligence
- Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
The proficiency in light armor offers some degree of protection without hindering movement, essential for a class relying on agility. The weapon proficiencies provide a variety of options for delivering Sneak Attack damage. Proficiency with Thieves’ tools is a hallmark of the rogue, enabling them to pick locks, disarm traps, and perform other illicit activities. Saving throw proficiencies in Dexterity and Intelligence enhance their survivability against common threats, such as area-of-effect spells and mind-altering effects. Finally, the skill choices provide a significant degree of customization, allowing each rogue to specialize in areas that suit their backstory and intended playstyle.
Expertise
Expertise is a defining feature of the rogue, setting them apart from other classes. At level 1, rogues choose two skills in which they are proficient and double their proficiency bonus for any ability check using those skills. This dramatically increases their effectiveness in those areas, making them the go-to character for tasks requiring precision and skill. Common choices include Stealth, for remaining undetected, and Thieves’ Tools, for bypassing security measures, but any skill proficiency can benefit greatly from this feature.
Sneak Attack
Sneak Attack is the rogue’s signature combat ability, allowing them to deal significant extra damage under specific circumstances. At level 1, a rogue can deal an extra 1d6 damage to one creature they hit with an attack if they have advantage on the attack roll, or if another enemy of the target is within 5 feet of the target, that enemy isn’t incapacitated, and the rogue doesn’t have disadvantage on the attack roll. This bonus damage applies once per turn, not once per attack. Sneak Attack is a cornerstone of the rogue’s damage output and requires strategic positioning and tactical awareness to maximize its effectiveness.
Thieves’ Cant
Thieves’ Cant is a secret language understood only by rogues and those who have learned it through other means. It allows rogues to communicate discreetly, conveying messages without alerting unintended listeners. It’s a valuable tool for coordinating heists, sharing information in hostile environments, and generally navigating the underworld. Thieves’ Cant can be expressed through specific gestures, slang, or even coded language woven into seemingly innocent conversations.
Starting Equipment
A level 1 rogue also begins with a selection of equipment:
- (a) a rapier or (b) a shortsword
- (a) a shortbow and 20 arrows or (b) a shortsword
- (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
- Leather armor, two daggers, and thieves’ tools
This equipment provides a foundation for both combat and exploration. The choice between a rapier and a shortsword allows for a minor customization of combat style. The shortbow offers a ranged option. The choice of pack provides essential adventuring supplies. Leather armor offers basic protection, while daggers are versatile weapons suitable for both melee and thrown attacks. Crucially, thieves’ tools are essential for any self-respecting rogue, enabling them to bypass locks and traps.
Frequently Asked Questions (FAQs)
1. Can a level 1 rogue use Sneak Attack with a bow?
Yes, a level 1 rogue can use Sneak Attack with a bow, including a shortbow, provided they meet the conditions for Sneak Attack: having advantage on the attack roll or having an ally within 5 feet of the target.
2. How does Expertise work exactly?
Expertise doubles your proficiency bonus for any ability check using the chosen skills. For example, at level 1, your proficiency bonus is +2. If you have Expertise in Stealth, you add +4 instead of +2 to your Stealth checks.
3. What is the best skill to choose for Expertise at level 1?
The “best” skill depends on your intended playstyle. Stealth and Thieves’ Tools are common and effective choices, but Perception, Persuasion, or Deception can also be excellent choices depending on your campaign and character concept.
4. Can I use Sneak Attack more than once per turn?
No, you can only use Sneak Attack once per turn, regardless of how many attacks you make.
5. Does having advantage always guarantee Sneak Attack?
Having advantage is one way to trigger Sneak Attack, but it’s not the only way. You can also trigger it if another enemy of the target is within 5 feet of the target, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
6. What’s the difference between the burglar’s pack, dungeoneer’s pack, and explorer’s pack?
The burglar’s pack is tailored for stealth and infiltration, the dungeoneer’s pack is geared towards dungeon crawling, and the explorer’s pack is designed for overland travel and survival. The specific contents vary, but they typically include items such as a crowbar, hammer, rope, torches, rations, and a tinderbox.
7. Can I change my Expertise choices later?
Typically, no, you cannot change your Expertise choices after level 1 unless a specific feature or rule allows it (such as retraining options in some optional rules). Choose wisely!
8. What happens if I have both advantage and disadvantage on an attack roll?
If you have both advantage and disadvantage, they cancel each other out, and you roll normally. You do not get advantage, and having an ally next to the target will still allow for Sneak Attack.
9. Is Thieves’ Cant a written language?
Thieves’ Cant is primarily a spoken language but can also incorporate gestures and signs. There is also a written version but is more complex than the spoken form and often is code.
10. Can other classes learn Thieves’ Cant?
Other classes can learn Thieves’ Cant through various means, such as multiclassing, feats, or special training offered by NPCs or organizations.
11. Does Sneak Attack damage increase as I level up?
Yes, Sneak Attack damage increases as you gain rogue levels. At level 1, it’s 1d6, and it increases to 2d6 at level 3, 3d6 at level 5, and so on.
12. Can I use Sneak Attack with any weapon?
You can only use Sneak Attack with a ranged weapon or a finesse weapon. A finesse weapon is a weapon that allows you to use your Dexterity modifier for attack rolls and damage rolls instead of your Strength modifier.
13. If I’m hidden, do I automatically have advantage on my attack roll?
No, being hidden doesn’t automatically grant advantage. You gain advantage on the attack roll if the creature you’re attacking is unaware of your presence. The DM will determine when a character is considered hidden or unseen.
14. What stats are most important for a rogue at level 1?
Dexterity is the most important stat, as it affects your attack rolls, damage rolls, armor class, and many important skills like Stealth and Acrobatics. Intelligence is also important, as it affects your Intelligence saving throws and skills like Investigation. Constitution is beneficial for improving hit points.
15. What are some good roleplaying tips for playing a level 1 rogue?
Consider your rogue’s backstory and motivations. Are they driven by greed, a desire for revenge, or a need to protect others? Develop a distinct personality and mannerisms. Use your skills to gather information, manipulate situations, and avoid danger. Remember that being a rogue isn’t just about stealing; it’s about being clever, resourceful, and adaptable.