Overview
At a glance
- Hit die
- d8
- Saving throws
- Dex, Int
- Primary ability
- Dexterity
- Armor
- Light
- Difficulty
- Easy
- SRD subclass
- Thief
SkirmisherScoutUtility
Role ratings
Damage
Control
Survival
Utility
Party support
The rogue lands one big hit a turn with
Sneak Attack
Sneak AttackLevel 1 featureYou 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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. and spends the rest of the turn hiding, running or getting into position with
Cunning Action
Cunning ActionLevel 2 featureYour quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.. Out of combat you are the party's expert: locks, traps, scouting and most skill checks.
The 2024 rules gave the rogue Weapon Mastery and
Cunning Strike
Cunning StrikeLevel 5 featureYou've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect., which trades Sneak Attack dice for effects like knocking a target Prone or slipping away. You now choose between more damage and more control on every hit.
Thrain's take
The best rogue I ever ran for never once fought fair, and never once got hit by anything she saw coming. Get Advantage, or get an ally next to your target, before you swing. Then get out of reach. A rogue who stands next to the ogre after the hit is a rogue I'm writing a eulogy for.
Weaknesses
- Only one Sneak Attack per turn, so a miss hurts
- Light armor only and a d8 hit die
- Little area damage or crowd control
- Sneak Attack needs Advantage or an ally next to the target
Ability Scores
Dexterity, then Constitution, then Wisdom. Dexterity drives your attacks, AC, Stealth and initiative. Constitution keeps a d8 class standing. Wisdom covers Perception and the saves that stop you being charmed or frightened. Intelligence matters if you want Investigation, or a Player's Handbook subclass like the Arcane Trickster.
In the 2024 rules your ability score increases come from your background. With the standard array and the Criminal background (+2 Dex, +1 Con), assign 15 Dex, 14 Wis, 13 Con, 12 Int, 10 Cha and 8 Str, and you start with:
8STR
17DEX
14CON
12INT
14WIS
10CHA
That is AC 14 in leather armor. Take the Ability Score Improvement feat at level 4 for Dexterity 19 and at level 8 for 20. After that, Constitution or Wisdom.
Best Species for a Rogue
Legendary: build around it
Epic: excellent
Rare: good
Uncommon: works
Common: weak fit
Halfling
Naturally Stealthy lets you Hide behind any creature larger than you, including your own fighter. Luck rerolls the 1 that would have wasted your Sneak Attack.
Legendary
Elf (Wood Elf)
35-foot speed, Perception, and a free Pass without Trace at level 5 that hides the whole party, not just you.
Legendary
Human
Versatile adds a second Origin feat and Skillful a skill. Take SkilledSkilledOrigin featYou gain proficiency in any combination of three skills or tools of your choice. and you have more proficiencies for Expertise and Reliable Talent than anyone.
Epic
Gnome
Gnomish Cunning protects your mental saves. Forest Gnome adds Minor Illusion, a rogue's favorite distraction.
Rare
Goliath
Fire's Burn adds damage on a hit and Stone's Endurance soaks a blow. A solid pick for a melee rogue.
Rare
Orc
Relentless Endurance and 120-foot Darkvision. Adrenaline Rush adds Temporary Hit Points to a Dash you already had.
Rare
Dwarf
Extra hit points every level and 120-foot Darkvision for scouting in the dark.
Rare
Tiefling
Free spells from your legacy, and Darkvision. A good fit for a face rogue.
Rare
Dragonborn
A breath weapon and a resistance, but nothing for stealth.
Uncommon
Best Backgrounds
C
Criminal
Dexterity and Constitution increases, Stealth and Sleight of Hand, and AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll.. The rogue's background.
Legendary
S
Soldier
Dexterity and Constitution increases and Savage AttackerSavage AttackerOrigin featYou've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.. It rerolls weapon dice only, not your Sneak Attack dice.
Rare
A
Acolyte
Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. (Cleric) for Guidance on every skill check. No Dexterity increase.
Uncommon
S
Sage
Constitution and Intelligence increases and Magic Initiate (Wizard). Best for an Arcane Trickster from the Player's Handbook.
Uncommon
Best Feats
Origin feats (level 1)
A
Alert
Proficiency Bonus to initiative. A rogue who acts first picks the target and the hiding spot.
Epic
S
Skilled
Three more proficiencies. With Reliable Talent, every one is a skill you rarely fail.
Epic
M
Magic Initiate
Two cantrips and a 1st-level spell. Minor Illusion or Guidance are the rogue picks.
Rare
General feats (level 4+)
A
Ability Score Improvement
Dexterity to 19 at level 4 and 20 at level 8.
Legendary
S
Sharpshooter (Player's Handbook)
Ignore cover and fire at long range without Disadvantage. The archer rogue's feat. Not in the free rules.
Epic
Epic boons (level 19)
B
Boon of the Night Spirit
Turn Invisible as a Bonus Action in dim light or darkness, and resist most damage while you are there.
Legendary
B
Boon of Combat Prowess
Once per round, turn a miss into a hit. Your Sneak Attack never misses.
Epic
Subclass: Thief
The Thief is the rogue subclass in the free 2024 rules. It makes your Bonus Action do more, gets you up walls, and at high levels uses magic items better than anyone.
Fast HandsLEVEL 3
As a Bonus Action, pick a lock, disarm a trap or pick a pocket, take the Utilize action, or use a magic item that needs the Magic action. Your action stays free for the attack.
Second-Story WorkLEVEL 3
A Climb Speed equal to your Speed, and you use Dexterity instead of Strength for jump distance.
Supreme SneakLEVEL 9
A new Cunning Strike that lets you stay hidden after attacking from behind cover.
Use Magic DeviceLEVEL 13
Attune to four magic items, sometimes use a charge for free, and cast spells from any Spell Scroll.
Thief's ReflexesLEVEL 17
Take two turns in the first round of every combat: one at your initiative and one at initiative minus 10.
The 2024 Player's Handbook also has the Arcane Trickster, the Assassin and the Soulknife. They are not in the free rules, so this guide does not cover them.
Weapon Masteries and Cunning Strikes
Weapon Mastery
Weapon MasteryLevel 1 featureYour training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. gives the rogue two masteries, and you can change both after a Long Rest. Sneak Attack needs a Finesse or Ranged weapon, so these are the ones that matter.
Best masteries for a rogue
V
Vex (Shortsword, Rapier, Shortbow, Hand Crossbow)
A hit that deals damage gives you Advantage on your next attack against that target. Advantage is the easiest way to set up next turn's Sneak Attack.
Legendary
N
Nick (Dagger, Scimitar)
With two Light weapons, the extra attack is part of your Attack action. That keeps your Bonus Action free for Cunning Action and gives you a second chance to land Sneak Attack.
Epic
S
Slow (Light Crossbow, Whip)
Cuts the target's Speed by 10 feet. Useful when you want to hit and run, but Vex does more for your damage.
Uncommon
Getting Sneak Attack. You need Advantage on the attack, or an ally within 5 feet of the target and no Disadvantage. In practice: attack whatever your fighter is fighting, hit with a Vex weapon first, or use
Steady Aim
Steady AimLevel 3 featureAs a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn. from level 3 if you have not moved.
Cunning Strike. From level 5,
Cunning Strike
Cunning StrikeLevel 5 featureYou've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. lets you give up Sneak Attack dice for an effect. Trip (1d6) knocks a Large or smaller target Prone on a failed Dexterity save, which gives your melee allies Advantage. Withdraw (1d6) lets you move half your Speed without provoking Opportunity Attacks. Poison (1d6) needs a Poisoner's Kit. From level 11 you can use two at once, and level 14 adds Daze, Knock Out and Obscure. Use Trip when your party is in melee, and keep the damage when the target is nearly dead.
Rogue Builds
Beginner friendlyThe Halfling Sniper
- Species
- Halfling
- Background
- Criminal (AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll.)
- Subclass
- Thief
- Weapons
- Shortbow (Vex), Shortsword (Vex)
8STR
17DEX
14CON
12INT
14WIS
10CHA
Shoots from behind the party's fighter, then Hides behind them with Cunning Action. Vex and Steady Aim keep Sneak Attack coming every turn.
Build this rogue
Free to start. No card needed.
MeleeThe Two-Blade Duelist
- Species
- Human (Versatile: SkilledSkilledOrigin featYou gain proficiency in any combination of three skills or tools of your choice.)
- Background
- Criminal (AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll.)
- Subclass
- Thief
- Weapons
- Shortsword (Vex), Scimitar (Nick)
8STR
17DEX
14CON
12INT
14WIS
10CHA
Two attacks a turn without spending your Bonus Action, so you get two chances at Sneak Attack and still Disengage. The extra skills make you the party's expert at everything.
Build this rogue
Free to start. No card needed.
Rogue Features by Level
| Lvl | PB | Features |
Sneak Attack |
| 1 |
+2 |
Expertise ExpertiseLevel 1 featureYou gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them. At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Sneak Attack Sneak AttackLevel 1 featureYou 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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon.
Thieves' Cant Thieves' CantLevel 1 featureYou picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in "Character Creation."
Weapon Mastery Weapon MasteryLevel 1 featureYour training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can change the kinds of weapons you chose.
|
1d6 |
| 2 |
+2 |
Cunning Action Cunning ActionLevel 2 featureYour quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
|
1d6 |
| 3 |
+2 |
Rogue SubclassRogue SubclassLevel 3 featureYou gain a Rogue subclass of your choice. The Thief subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Rogue levels.
Steady Aim Steady AimLevel 3 featureAs a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Fast Hands Fast HandsLevel 3 featureAs a Bonus Action, you can do one of the following. Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket. Use an Object.
Second-Story Work Second-Story WorkLevel 3 featureYou've trained to get into especially hard-to-reach places, granting you these benefits. Climber. You gain a Climb Speed equal to your Speed. Jumper. You can determine your jump distance using your Dexterity rather than your Strength.
|
2d6 |
| 4 |
+2 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 12, and 16.
|
2d6 |
| 5 |
+3 |
Cunning Strike Cunning StrikeLevel 5 featureYou've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect.
Uncanny Dodge Uncanny DodgeLevel 5 featureWhen an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
|
3d6 |
| 6 |
+3 |
Expertise ExpertiseLevel 1 featureYou gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them. At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
|
3d6 |
| 7 |
+3 |
Evasion EvasionLevel 7 featureYou can nimbly dodge out of the way of certain dangers. When you're 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 Reliable TalentLevel 7 featureWhenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
|
4d6 |
| 8 |
+3 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 12, and 16.
|
4d6 |
| 9 |
+4 |
Supreme Sneak Supreme SneakLevel 9 featureYou gain the following Cunning Strike option. Stealth Attack (Cost: 1d6). If you have the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.
|
5d6 |
| 10 |
+4 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 12, and 16.
|
5d6 |
| 11 |
+4 |
Improved Cunning Strike Improved Cunning StrikeLevel 11 featureYou can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
|
6d6 |
| 12 |
+4 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 12, and 16.
|
6d6 |
| 13 |
+5 |
Use Magic Device Use Magic DeviceLevel 13 featureYou've learned how to maximize use of magic items, granting you the following benefits. Attunement. You can attune to up to four magic items at once. Charges. Whenever you use a magic item property that expends charges, roll 1d6.
|
7d6 |
| 14 |
+5 |
Devious Strikes Devious StrikesLevel 14 featureYou've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options. Daze (Cost: 2d6).
|
7d6 |
| 15 |
+5 |
Slippery Mind Slippery MindLevel 15 featureYour cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
|
8d6 |
| 16 |
+5 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 12, and 16.
|
8d6 |
| 17 |
+6 |
Thief's Reflexes Thief's ReflexesLevel 17 featureYou are 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 |
Elusive ElusiveLevel 18 featureYou're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
|
9d6 |
| 19 |
+6 |
Epic BoonEpic BoonLevel 19 featureYou gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.
|
10d6 |
| 20 |
+6 |
Stroke of Luck Stroke of LuckLevel 20 featureYou have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20. Once you use this feature, you can't use it again until you finish a Short or Long Rest.
|
10d6 |
Leveling Your Rogue, 1 to 20
Expertise in Stealth and Perception. Sneak Attack, Thieves' Cant, and Weapon Mastery with a Shortbow and a Shortsword or Scimitar.
Cunning Action: Dash, Disengage or Hide as a Bonus Action. Attack, then get out of reach.
Choose Thief for Fast Hands and Second-Story Work. Steady Aim gives you Advantage when you stay still.
Ability Score Improvement: +2 Dexterity to 19.
Cunning Strike and Uncanny Dodge. Sneak Attack is 3d6. Halve the first big hit you take every round.
Expertise in two more skills. Sleight of Hand and Investigation, or Persuasion if you talk for the party.
Evasion and Reliable Talent: any proficient check rolls at least a 10.
Ability Score Improvement: Dexterity to 20.
Supreme Sneak at 9: attack from hiding and stay hidden. Sneak Attack reaches 5d6.
Improved Cunning Strike at 11: two effects per Sneak Attack. Use Magic Device at 13. Devious Strikes at 14 adds Daze, Knock Out and Obscure.
Slippery Mind at 15 adds Wisdom and Charisma save proficiency. Thief's Reflexes at 17, Elusive at 18, Boon of the Night Spirit at 19, and Stroke of Luck at 20 turns a failed d20 Test into a 20.
Rogue FAQ
Is the rogue good in D&D 2024?
Yes. Weapon Mastery, Steady Aim and Cunning Strike give the 2024 rogue reliable Sneak Attacks and real control on each hit, and it is still the best skill user in the game.
What is the best species for a rogue in D&D 2024?
Halfling and Wood Elf. Halfling can Hide behind larger creatures and rerolls 1s with Luck. Wood Elf adds speed and a free Pass without Trace. Human is close behind for its extra Origin feat.
Does Sneak Attack need Advantage in 2024?
No. You need Advantage, or an ally within 5 feet of the target and no Disadvantage on the roll. The attack must use a Finesse or Ranged weapon, and Sneak Attack works once per turn.
What is the best weapon mastery for a rogue?
Vex, on a Shortsword, Rapier or Shortbow. A hit gives you Advantage on your next attack against that target, which sets up your next Sneak Attack.
Is the Thief a good subclass in 2024?
Yes, especially for new players. Fast Hands makes your Bonus Action more useful, Second-Story Work gets you anywhere, and Thief's Reflexes gives you two turns in the first round of combat.
Take your rogue into a campaign
Build a rogue in a couple of minutes and start an adventure in your browser. Play solo, or send your friends a link and play together.
This guide includes material from the System Reference Document 5.2
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.