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D&D 5e (2014) Class GuideRogue Guide: Build, Feats and Ratings

The best races, feats and skills for a 2014 rules rogue, how to land Sneak Attack every turn, two ready-made builds, and what to pick at every level from 1 to 20.

2024 RULES 2014 RULES

Overview

At a glance
Hit die
d8
Saving throws
Dex, Int
Primary ability
Dexterity
Armor
Light
Difficulty
Easy
SRD subclass
Thief
StrikerScoutSkill expert
Role ratings
Damage Control Survival Utility Party support

The rogue makes one big hit per turn with Sneak AttackSneak AttackLevel 1 featureBeginning at 1st level, you know how to strike subtly and exploit a foe's distraction. 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. instead of many small ones, and uses its bonus action to hide, dash or disengage. It has more skills than any other class and doubles its bonus in its best ones with ExpertiseExpertiseLevel 1 featureAt 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.. In a party it scouts, opens locks, finds traps and finishes off whatever the fighter has softened up.

Thrain's take

Every dungeon I ever drew had a locked door, a trapped chest and a guard who wasn't paying attention. A rogue handles all three before lunch. In a fight, stand next to the fighter's target and stab it. You don't need to be clever every turn, just next to a friend.

Strengths
  • The most skills and ExpertiseExpertiseLevel 1 featureAt 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. in the best ones
  • Cunning ActionCunning ActionLevel 2 featureStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.: hide, dash or disengage as a bonus action
  • Uncanny DodgeUncanny DodgeLevel 5 featureStarting 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. and EvasionEvasionLevel 7 featureBeginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. cut damage taken
  • Reliable TalentReliable TalentLevel 11 featureBy 11th level, you have refined your chosen skills until they approach perfection. 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. makes skill checks near-certain from level 11
Weaknesses
  • One attack per turn, so a miss means a wasted turn
  • d8 hit die and light armor only
  • Needs Advantage or an ally nearby for Sneak Attack
  • The Thief's best features come late

Ability Scores

Dexterity, then Constitution, then Wisdom or Charisma. Dexterity drives your attacks, AC, initiative and Stealth. Constitution keeps you standing. Then Wisdom for Perception or Charisma if you talk for the party. In the 2014 rules your race gives your ability score increases. With the standard array and a Lightfoot Halfling (+2 Dex, +1 Cha), you start with:

8STR
17DEX
14CON
10INT
13WIS
13CHA

Put your level 4 Ability Score Improvement into Dexterity 18 and Constitution 15, and reach 20 Dexterity by level 8. Rogues get an extra Ability Score Improvement at level 10, a good place for a feat.

Best Races for a Rogue

Legendary: build around it Epic: excellent Rare: good Uncommon: works Common: weak fit
Halfling (Lightfoot)
+2 Dexterity and +1 Charisma. Naturally Stealthy lets you hide behind a larger ally, so you can hide and shoot every turn. Lucky rerolls the 1s.
Legendary
Elf (High Elf)
+2 Dexterity, Perception proficiency, Darkvision and a wizard cantrip. A strong scout.
Epic
Half-Elf
+2 Charisma, two floating +1s for Dexterity and Constitution, and two extra skills. The best free race for a talking rogue.
Epic
Human
+1 to every score. The variant human from the Player's Handbook is Legendary: a skill and a feat at level 1.
Rare
Tiefling
+2 Charisma and Darkvision, plus spells. No Dexterity.
Uncommon
Gnome (Rock Gnome)
Gnome Cunning protects against mental magic. +2 Intelligence suits Investigation, not much else.
Uncommon
Dwarf (Hill Dwarf)
Constitution and Wisdom are useful, but no Dexterity and a slow speed.
Common
Half-Orc
Strength-focused. Savage Attacks only adds a weapon die, not Sneak Attack dice.
Common
Dragonborn
Strength and Charisma. The breath weapon replaces your attack, which is your Sneak Attack.
Common

Best Feats

Feats are optional in the 2014 rules and only one is in the free SRD, so these come from the Player's Handbook. Ask your DM before you plan around one.

Crossbow Expert
A bonus action hand crossbow attack is a second chance at Sneak Attack each turn, and you can shoot in melee without Disadvantage.
Epic
Alert
+5 to initiative and you can't be surprised. Acting first means more targets are unaware or still grouped up.
Epic
Lucky
Three rerolls a day. One attack per turn makes a reroll worth a lot.
Epic
Mobile
Stab and step away without an opportunity attack, keeping your bonus action free for hiding.
Rare
Sentinel
Sneak Attack is once per turn, not per round. An opportunity attack on the enemy's turn can land a second one.
Rare
Grappler
The one feat in the SRD. Rogues are rarely the ones grappling.
Common

Subclass: Thief

The Thief is the rogue archetype in the free 2014 rules. You choose it at level 3. It gets more out of your bonus action and climbs anything.

Fast HandsLEVEL 3

Your Cunning Action can also make a Sleight of Hand check, use thieves' tools on a lock or trap, or take the Use an Object action.

Second-Story WorkLEVEL 3

Climbing costs no extra movement, and your running jumps go further by your Dexterity modifier in feet.

Supreme SneakLEVEL 9

Advantage on Stealth checks if you move no more than half your speed that turn.

Use Magic DeviceLEVEL 13

Ignore class, race and level requirements on magic items.

Thief's ReflexesLEVEL 17

Take two turns in the first round of combat: one at your initiative and one at your initiative minus 10. Not when you are surprised.

The Player's Handbook adds the Assassin and the Arcane Trickster, who casts wizard spells. They are not in the free rules, so this guide does not cover them.

Landing Sneak Attack

Sneak Attack works once per turn with a finesse or ranged weapon, when you have Advantage on the attack or another enemy of your target is within 5 feet of it (and you don't have Disadvantage). It starts at 1d6 and adds a die every odd level, up to 10d6 at level 19. Use a rapier in melee and a shortbow at range.

Attack the target next to your ally
No roll needed. If the fighter is next to it and you don't have Disadvantage, Sneak Attack applies, even from range.
Legendary
Hide, then shoot
Hide with Cunning Action and attack while unseen for Advantage. Needs cover or heavy shadow, or a larger ally if you are a Lightfoot Halfling.
Epic
Prone, restrained or blinded targets
Your party's control gives you Advantage. Note that ranged attacks against a prone target have Disadvantage.
Rare
Two-weapon fighting
An off-hand shortsword is a second chance if the first attack misses, but it uses the bonus action you want for Cunning Action.
Uncommon
ExpertiseLEVEL 1

Double your proficiency bonus in two skills, or one skill and thieves' tools. Two more at level 6. Stealth and Perception are the usual picks.

Cunning ActionLEVEL 2

Dash, Disengage or Hide as a bonus action. Attack, then hide or step away, every turn.

Uncanny DodgeLEVEL 5

Use your reaction to halve the damage of an attack that hits you.

EvasionLEVEL 7

Take no damage on a successful Dexterity save against area effects, half on a failure.

Reliable TalentLEVEL 11

Any d20 roll of 9 or lower on a proficient ability check counts as 10. With Expertise, you rarely fail.

Rogue Builds

Halfling rogue
Beginner friendlyThe Halfling Sniper
Race
Lightfoot Halfling
Subclass
Thief
Expertise
Stealth, Perception
Weapon
Shortbow
8STR
17DEX
14CON
10INT
13WIS
13CHA

Shoot, then hide behind the fighter with Cunning Action. Naturally Stealthy means you always have something to hide behind.

Build this rogue
Free to start. No card needed.
Half-elf rogue
SocialThe Half-Elf Face
Race
Half-Elf
Subclass
Thief
Expertise
Persuasion, Deception
Weapon
Rapier
8STR
16DEX
14CON
10INT
12WIS
16CHA

Talks the party past the guards, and stabs the ones who won't listen. Six skills from class and race at level 1 cover most of what the party needs outside a fight.

Build this rogue
Free to start. No card needed.

Rogue Features by Level

LvlPBFeatures Sneak Attack
1 +2 ExpertiseExpertiseLevel 1 featureAt 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. Sneak AttackSneak AttackLevel 1 featureBeginning at 1st level, you know how to strike subtly and exploit a foe's distraction. 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. Thieves' CantThieves' CantLevel 1 featureDuring your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. 1d6
2 +2 Cunning ActionCunning ActionLevel 2 featureStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. 1d6
3 +2 Roguish ArchetypeRoguish ArchetypeLevel 3 featureAt 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, all detailed at the end of the class description. Fast HandsFast HandsLevel 3 featureStarting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action. Second-Story WorkSecond-Story WorkLevel 3 featureWhen you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. 2d6
4 +2 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 2d6
5 +3 Uncanny DodgeUncanny DodgeLevel 5 featureStarting 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. 3d6
6 +3 ExpertiseExpertiseLevel 1 featureAt 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. 3d6
7 +3 EvasionEvasionLevel 7 featureBeginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. 4d6
8 +3 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 4d6
9 +4 Supreme SneakSupreme SneakLevel 9 featureStarting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. 5d6
10 +4 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 5d6
11 +4 Reliable TalentReliable TalentLevel 11 featureBy 11th level, you have refined your chosen skills until they approach perfection. 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. 6d6
12 +4 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 6d6
13 +5 Use Magic DeviceUse Magic DeviceLevel 13 featureBy 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. 7d6
14 +5 BlindsenseBlindsenseLevel 14 featureStarting 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. 7d6
15 +5 Slippery MindSlippery MindLevel 15 featureBy 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. 8d6
16 +5 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 8d6
17 +6 Thief's ReflexesThief's ReflexesLevel 17 featureWhen you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. 9d6
18 +6 ElusiveElusiveLevel 18 featureBeginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated. 9d6
19 +6 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 10d6
20 +6 Stroke of LuckStroke of LuckLevel 20 featureAt 20th level, you have an uncanny knack for succeeding when you need to. 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. 10d6

Leveling Your Rogue, 1 to 20

LVL1
Expertise, Sneak Attack (1d6) and Thieves' Cant. A rapier and a shortbow. Four skills: Stealth, Perception, Acrobatics and Persuasion or Investigation.
LVL2
Cunning Action. Attack, then hide or disengage, every turn.
LVL3
Choose the Thief for Fast Hands and Second-Story Work. Sneak Attack 2d6.
LVL4
Ability Score Improvement: Dexterity to 18 and Constitution +1, or Crossbow Expert or Alert.
LVL5
Uncanny Dodge. Sneak Attack 3d6.
LVL6
Two more skills with Expertise.
LVL7
Evasion. Sneak Attack 4d6.
LVL8
Ability Score Improvement: Dexterity to 20.
LVL9-10
Supreme Sneak and 5d6 at 9. An extra Ability Score Improvement at 10: a feat.
LVL11
Reliable Talent. Sneak Attack 6d6.
LVL12-16
Ability Score Improvements at 12 and 16. Use Magic Device at 13, Blindsense at 14, Slippery Mind at 15. Sneak Attack reaches 8d6 at 15.
LVL17-20
Thief's Reflexes and 9d6 at 17. Elusive at 18. 10d6 and a final Ability Score Improvement at 19. Stroke of Luck at 20.

Rogue FAQ

What is the best race for a rogue in 5e?

Under the free 2014 rules, the Lightfoot Halfling: +2 Dexterity, Lucky, and it can hide behind a larger ally. High Elf and Half-Elf are close behind. From the Player's Handbook, the variant human with a level 1 feat is just as strong.

How does Sneak Attack work in 5e?

Once per turn, when you hit with a finesse or ranged weapon, you add extra d6s if you had Advantage on the attack or another enemy of the target is within 5 feet of it and you don't have Disadvantage. It does not need you to be hidden.

Is the Thief a good rogue subclass?

Yes, especially for scouts and dungeon crawls. Fast Hands and Second-Story Work help from level 3, and Thief's Reflexes at 17 gives two turns in the first round. The Assassin and Arcane Trickster from the Player's Handbook are alternatives if your table allows them.

Should I play the 2014 or 2024 rogue?

Play whichever rules your table uses. The 2024 rogue adds Weapon Mastery, Steady Aim and Cunning Strike, which trades Sneak Attack dice for effects. See the 2024 rogue guide for those rules.

Keep reading

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This guide includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License. TableForge is not affiliated with Wizards of the Coast. Full licenses.