The Rogue: DnD 5e Class Guide (Updated May 2024)
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In the dimly lit chamber, Lyra was a lone shadow emerging from the darkness. With a whisper of steel, her dagger slipped from its sheath, the blade blackened to avoid reflecting the light. Slowly and silently she approached the four-poster bed that held the slumbering form of King Ranar. Her dagger hung suspended above him – life, death and the fate of an entire kingdom balanced on the edge of the blade. Instead, Lyra reached over and carefully removed the royal seal from the nightstand. Grinning, she stepped back towards the door and melted into the night.
Table of Contents
- What is a Rogue in DnD 5e?
- What is a Rogue’s primary ability score?
- What is a Rogue’s hit die and hit points?
- What are Rogues proficient in?
- What equipment do Rogues start with?
- What unique features do Rogues have?
- What are the Rogue subclasses?
- What species are best for Rogues?
- How do you roleplay a Rogue?
- What DnD 5e sourcebooks do Rogues appear in?
What is a Rogue in DnD 5e?
Masters of stealth, subterfuge and cunning, Rogues are one of the most resourceful and unpredictable DnD 5e classes. Known for their expertise in sneaking, lockpicking and disarming traps, they’re often seen as a key class for an adventuring party, with the ability to navigate dungeons, wilderness and urban environments alike.
While other martial 5e classes such as such as the Fighter and Barbarian, may rely on direct confrontation, Rogues prefer to strike from the shadows, using surprise and tactics to their advantage. Their signature “Sneak Attack” ability in particular, allows them to deal devastating damage when they catch their enemies off guard. Some Rogues also dabble in sorcery, putting them somewhat on the same footing as the Bard and the Ranger classes.
And while many players often view Rogues as untrustworthy backstabbers (a throwback to the days when the class was known as as the “Thief”), in the modern DnD 5e, Rogues can encompass a wide range of builds and roleplaying potential, with everything from charming con artists and swashbuckling scoundrels to deadly assassins and hard nosed investigators.
Below is the Rogue class table, detailing their proficiency bonuses, sneak attack damage, and other key features.
Rogue Class Table | |||||
---|---|---|---|---|---|
Level | Proficiency Bonus | Sneak Attack | Features | ||
1st | +2 | 1d6 | Expertise, Sneak Attack, Thieves’ Cant | ||
2nd | +2 | 1d6 | Cunning Action | ||
3rd | +2 | 2d6 | Roguish Archetype | ||
4th | +2 | 2d6 | Ability Score Improvement | ||
5th | +3 | 3d6 | Uncanny Dodge | ||
6th | +3 | 3d6 | Expertise | ||
7th | +3 | 4d6 | Evasion | ||
8th | +3 | 4d6 | Ability Score Improvement | ||
9th | +4 | 5d6 | Roguish Archetype feature | ||
10th | +4 | 5d6 | Ability Score Improvement | ||
11th | +4 | 6d6 | Reliable Talent | ||
12th | +4 | 6d6 | Ability Score Improvement | ||
13th | +5 | 7d6 | Roguish Archetype feature | ||
14th | +5 | 7d6 | Blindsense | ||
15th | +5 | 8d6 | Slippery Mind | ||
16th | +5 | 8d6 | Ability Score Improvement | ||
17th | +6 | 9d6 | Roguish Archetype feature | ||
18th | +6 | 9d6 | Elusive | ||
19th | +6 | 10d6 | Ability Score Improvement | ||
20th | +6 | 10d6 | Stroke of Luck |
What is a Rogue’s Primary Ability Score?
Dexterity is a Rogue’s primary ability score. Your character must have Dexterity of 13 or higher to multiclass as a Rogue. This reflects the class’ focus on agility and stealth, both in exploration and combat. This is particularly important at higher levels as it directly influences new fighting abilities and options.
Notably, Rogues also gain a saving throw proficiency in Intelligence, which reflects the class’ cunning,.instincts and ability to quickly size up almost any situation.
When building a rogue, Dexterity should be your highest ability score. Intelligence should you be your next-highest if you want to excel at Investigation or plan to take up the Arcane Trickster archetype. On the other hand, you may want to choose Charisma instead if you plan to emphasize deception and social interaction as part of your Rogue build.
What is a Rogue’s Hit Die and Hit Points?
Rogues have 1D8 hit dice per level. This mean at 1st Level your Rogue’s hit points will be 8 + your Constitution modifier. Each level you advance from Level 2 onwards, you gain an additional 1D8 (or an average of 5) Hit Points, plus your Constitution modifier.
This Hit Dice breakout makes Rogues less resilient than Fighters, Paladins and Rangers (who have 1D10 Hit Dice) and puts them in the same durability range as Artificers, Bards, Clerics, Monks and Warlocks (all of whom also have 1D8 Hit Dice). For this reason, Rogue’s tend to be better in a support role, either striking from the shadows or from a distance, rather than charging directly into frontline battle.
What are Rogues Proficient In?
Rogues have a unique set of skills that reflect their ability as masters of stealth, agility and cunning:
- Armor: Light armor
- Weapons: Simple weapons, hand crossbows, longswords, rapiers and shortswords
- Tools: Thieves’ tools
- Saving Throws: Dexterity and Intelligence
- Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand and Stealth
What Equipment Do Rogues Start With?
As a Level 1 Rogue, you begin your adventures with the following equipment, in addition to any equipment provided by your background:
- A rapier or a shortsword
- A shortbow and quiver of 20 arrows or a shortsword
- A burglar’s pack, dungeoneer’s pack or an explorer’s pack
- Leather armor, two daggers and thieves’ tools
What Unique Features Do Rogues Have?
As a Rogue, you’re able to access a number of unique Features that reflect your stealth, cunning and speed:
- Expertise: At 1st level, choose two of your skill proficiencies (or one of your skill proficiencies and your proficiency with thieves’ tools). Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more proficiencies (in skills or with thieves’ tools) which also have their bonuses doubled.
- Sneak Attack: At 1st level, 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. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue Class table above.
- Thieves’ Cant: You understand a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ can understands such messages (although it takes four times longer to convey a message in thieves cant than it would if it were spoken). In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether the area is dangerous, a thieves guild is operating in the area or there are traps nearby.
- Cunning Action: At 2nd level, you can take a bonus action on each of your turns in combat which allows you to perform the Dash, Disengage or Hide action.
- Uncanny Dodge: At 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
- Evasion: At 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Reliable Talent: At 11th level, whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
- Blindsense: At 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
- Slippery Mind: At 15th level, you gain proficiency in Wisdom saving throws.
- Elusive: At 18th level, no attack roll has advantage against (as long as you aren’t incapacitated).
- Stroke of Luck: At 20th level, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can’t use it again until you finish a short or long rest.
What are the Rogue Subclasses?
Currently, there are 9 official Rogue subclasses for DnD 5e known as “Roguish Archetypes.” You choose your subclass/archetype at Level 3.
- Arcane Trickster: You enhance your skills as a rogue with the subtle magic of illusion and enchantment. This subclass grants you the ability to cast spells that can manipulate others, hide your movements or confuse your foes.
- Assassin: You specialize in infiltration and the art of the kill, becoming a master of disguise and deadly strikes. This subclass provides you with bonuses for attacking unaware opponents, allowing you to deal significant damage in the first moments of combat.
- Inquisitive: You have a sharp eye for detail and excel at deducing clues and lies. This subclass allows you to use your keen observation to uncover hidden truths, spot weaknesses in your opponents and gain an advantage in social and combat encounters.
- Mastermind: You are a strategist and manipulator, skilled at pulling the strings from the shadows. This subclass grants you the ability to mimic speech, forge documents and direct allies in combat.
- Phantom: You channel the powers of the dead, gaining abilities linked to shadows and spirits. This subclass allows you to steal aspects of the deceased to gain temporary benefits and leave behind spectral tokens to spy or communicate.
- Scout: You are adept at wilderness survival and reconnaissance, using your skills to navigate and track. This subclass enhances your mobility and ability to avoid danger, making you formidable in stealth and surprise.
- Soulknife: You manifest psychic blades from your mind, using them as weapons. This subclass grants you the ability to create and wield these ethereal blades, attack from a distance and use your psychic power to deliver devastating mental assaults.
- Swashbuckler: You thrive in fast-paced duels and charismatic interactions, embodying the daring rogue with a flair for dramatic combat. This subclass enhances your ability to engage foes one-on-one, dodge attacks and charm individuals in social situations.
- Thief: You excel at climbing, sneaking and stealing, using your agility and cunning to gain access to places others can’t go. This subclass provides you with enhanced abilities to perform sleight of hand, disarm traps and make the most of your ill-gotten goods.
What DnD 5e Species are Best for Rogues?
While Rogues come from all species and walks of life, they also rely heavily on Dexterity and, depending on their subclass, may also benefit from higher Intelligence, Wisdom, or Charisma. Choosing a race that enhances these key stats can make a significant difference. Here are a few options to consider when building your Rogue:
- Elf: Wood Elves receive a +2 bonus to Dexterity and a +1 to Wisdom. Their increased movement speed and Mask of the Wild feature, which allows them to attempt to hide even when only lightly obscured, are perfect for Rogues looking to stay stealthy and agile.
- Halfling: Lightfoot Halflings gain a +2 bonus to Dexterity and a +1 to Charisma. Their Lucky trait, which allows them to reroll 1s on d20 rolls, and Naturally Stealthy feature, which lets them hide behind creatures larger than them, make them excellent Rogues.
- Tiefling: Tieflings receive a +2 bonus to Charisma and a +1 to Intelligence. While their natural ability scores don’t enhance Dexterity directly, their innate spellcasting and resistance to fire damage can make for interesting and versatile Rogue builds, particularly for Arcane Tricksters.
- Changeling: Changelings receive a +2 bonus to Charisma and a +1 to any other ability score, which can be Dexterity. Their Shapechanger trait allows them to alter their appearance at will, making them masters of disguise and subterfuge—key aspects of many Rogue archetypes.
How Do You Roleplay a Rogue?
Fighters are arguably one of the most versatile classes in terms of roleplaying potential, as they encompass countless backgrounds, cultures and personas. While you should always consider your character’s background and goals, here are a few ideas to get you started:
- Cursed Infiltrator: Afflicted by a dark curse, you possess supernatural abilities that aid in your stealth and subterfuge. Your curse might be a source of great power and torment, driving you to seek a cure while using your unique gifts to accomplish your goals.
- Treasure Hunter: Obsessed with ancient relics and hidden treasures, you navigate deadly traps and decipher cryptic clues to uncover lost artifacts. Your knowledge of history and lore, combined with your rogue skills, make you a formidable explorer and adventurer.
- Dark Avenger: Sworn to a personal vendetta, you use your rogue talents to exact revenge on those who wronged you or your loved ones. Your relentless pursuit of justice or vengeance defines your path, making you a driven and formidable foe.
- Master of Disguise: An expert in changing your appearance, you can seamlessly blend into different environments and societies. Your skills in disguise and impersonation allow you to gather intelligence and perform covert operations with ease.
- Gentleman Thief: Operating under a code of honor, you steal from the rich and corrupt to aid the poor or fund noble causes. Your charm, wit, and adherence to a personal moral code set you apart from common criminals, making you a hero to some and a nuisance to others.
- Mercenary Spy: Hired by powerful patrons to gather intelligence and perform covert missions, you work for the highest bidder. Your loyalties lie with those who pay you, and your network of contacts and informants is extensive and valuable.
- Underdark Scout: Hailing from the dangerous depths of the Underdark, you are adept at navigating its perilous terrain and hostile inhabitants. Your survival skills and knowledge of subterranean environments make you a valuable guide and scout for surface dwellers venturing below.
- Escaped Convict: Fleeing from a harsh prison or unjust captivity, you are constantly on the run, using your skills to stay one step ahead of those who hunt you. Your experience behind bars has made you resourceful and untrusting, always prepared for the next ambush.
- Poisoner: Specializing in the use of toxins and venoms, you have mastered the art of creating and administering poisons. Whether as an assassin or a combatant, your knowledge of alchemy and subtlety makes you a deadly adversary.
- Gadgeteer: An inventor and tinkerer, you craft various gadgets and devices to aid in your rogue activities. Your mechanical ingenuity allows you to create tools that can disable traps, open locks, and surprise enemies in combat.
- Cult Infiltrator: Posing as a member of a dark cult or secret society, you gather intelligence and work from within to undermine their plans. Your knowledge of their rituals and hierarchies gives you an edge in uncovering their secrets and sabotaging their efforts.
- Arcane Investigator: Utilizing both magic and detective skills, you solve mysteries and uncover hidden truths. Your keen intellect and arcane abilities make you adept at finding clues and solving puzzles that others overlook.
What DnD 5e sourcebooks do Rogues appear in?
Rogues have been around for as long as Dungeons & Dragons has existed. They have, however, changed considerably over the years, with the original class name of “Thief” being replaced with “Rogue” in the third edition of DnD to better reflect their more expansion role. Below are the specific sourcebooks which cover all of the rules and various subclasses for Rogues in DnD 5e:
- Player’s Handbook: Includes base Rogue class, plus the Arcane Trickster, Assassin and Thief.
- Sword Coast Adventurer’s Guide: Mastermind and Swashbuckler.
- Xanathar’s Guide to Everything: Mastermind and Swashbuckler (reprinted both) plus the Inquisitive and Scout.
- Tasha’s Cauldron of Everything: Phantom and Soulknife.
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