D&D Rogue 5e Guide

Published on December 12, 2021, Last modified on December 12th, 2024

In this post, we will be examining the rogue’s class features and how you can optimize your rogue through choosing your race, background, ability scores, subclass, and feats.

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Rogue 5e Guide Rating Scheme

This guide is meant as a deep dive into the DnD 5e rogue. For a quick overview of other 5e classes, check out our Guide to DnD 5e Classes.

The color code below has been implemented to help you identify, at a glance, how good that option will be for your rogue. This color coding isn’t a hard and fast rule; there are plenty of sub-optimized options out there that will be viable to your party and will be fun to play.

  • Red : Isn’t going to contribute to the effectiveness of your character build at all
  • Orange : Situationally good, but a below-average option otherwise
  • Green : A good option
  • Blue : A great option, you should strongly consider this option for your character
  • Sky Blue: An amazing option. If you do not take this option your character would not be optimized

D&D 5e Rogue Overview

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

Playstyle

Rogues are definitely for the players that like to lie, cheat, steal, and backstab their way to victory. Because of the way their class features are activated, Rogues need to constantly be thinking about how to get an advantage over their enemies. The tendency of rogues to be the scout of the party, combined with the unique nature of their combat abilities, means that rogues are certainly among the more technical melee classes to play.

Strengths

Rogues are the stealthy thieves and assassins of the DnD world. Commonly referred to as “skill monkeys”, they are proficient in more skills than any other class except for Bards, which allows them to take the lead on a lot situations your party will run across. Things like scouting ahead, picking locks, and silently taking out enemy patrols are common tasks on a rogue’s laundry list.

Rogues in 5e get an ability called Sneak Attack which allows them to get extra damage on unaware or flanked enemies. This ability goes hand in hand with the rogue’s tendency to be the party’s scout and also dictates their more “hit and run” style in combat. This ability provides an insane amount of single target damage and is the rogue’s main way to keep up with the damage output of the other melee classes.

Rogues also get plenty of extra action economy from their Cunning Action class feature which allows them to disengage, dash, or hide as a bonus action.

Weaknesses

Rogues are not front-line warriors; they have neither the hit points nor the AC for prolonged exchanges. If your party gets caught out in the open and without the element of surprise rogues can go down pretty easily.

Due to their high number of proficient skills, rogues are usually scouting out ahead for dangerous situations. One bad roll could mean your rogue gets discovered by a group of baddies or fails to notice a trap that drops you into a spike pit.

Best Races for Rogues

Choosing a race that complements a Rogue’s agility and cunning is essential for maximizing your character’s potential. For a detailed breakdown of the best races for your Rogue, check out our Guide to Rogue Races.

If you’re aiming for a quick decision and sticking to the Basic Rules or Player’s Handbook, Halflings are an excellent choice. Their +2 Dexterity bonus enhances your Rogue’s ranged or Finesse weapon attacks, while their Lucky trait can help avoid critical failures. Their Small size also gives you more options when it comes time to be stealthy.

Best Backgrounds for Rogues

  • Charlatan: Deception and Sleight of Hand are two skills that Rogues already have access to and are great skills to have. Proficiency with forgery and disguise kits will also come in useful.
  • Criminal: Proficiency with Stealth and Deception can help your ability to sneak around and lie, which is right up the Rogue’s alley. The Thieves’ Tools proficiency is redundant.
  • Urchin: Sleight of Hand and Stealth are two perfect skill proficiencies for Rogues, combined with a perfect tool proficiencies in the Disguise kit and a redundant Thieves’ Tools pickup, and you’ve got yourself a very tempting class for Rogues.

Ability Scores

Ability Score Increases (ASI) at 4th, 8th, 10th, 12th, 16th, and 19th level.

The main goal of the Rogue is to have high DEX. Secondary goals can be increased CON for survivability, INT for Arcane Trickster builds, and WIS and CHA for ability checks.

STR: Leave the heavy lifting to your friends.

DEX: There is nothing more important to rogues than DEX. This represents their attack, damage, stealthiness, and AC. Pump this as high as you can and get it to 20 as soon as you can.

CON: More hit points and better CON saves make the Rogue less squishy.

INT: Don’t worry about INT unless you are playing an Arcane Trickster.

WIS: Can help with WIS saves and Perception.

CHA: Rogues can be a good character for CHA skill checks if needed by your party.

Rogue Class Progression

1st Level

Hit Points: The rogue’s 1d8 hit dice isn’t the worst around, but rogues will have to be careful about their positioning on the battlefield. They only have access to light armor and can find themselves in trouble if they get surrounded.

Saves: DEX saves are among the more useful saves, but INT won’t come up too often.

Proficiencies: A combination of good weapons and access to Thieves’ Tools makes rogues well equipped for their adventures.

SkillsRogues get to choose four skills! Simply amazing.

  • Acrobatics (DEX): Unfortunately, Acrobatics doesn’t seem to come up as often as the rogue would like. It is useful for avoiding grapples.
  • Athletics (STR): Rogues are constantly seeking an advantage over their opponents. Being able to climb is one of the best ways to get this advantage.
  • Deception (CHA): The Rogue is a great pick to be the one to handle social interactions with NPCs due to its synergistic class features.
  • Insight (WIS): Same as Deception.
  • Intimidation (CHA): Same as Deception.
  • Investigation (INT): Investigation isn’t bad, but prioritizing other skills is better for the Rogue.
  • Perception (WIS): We’ve said it before, Perception is the best skill in D&D. If you don’t grab it, make sure a couple other party members have high Perception.
  • Performance (CHA): Compared to the other skills listed here, Performance is rather useless for rogues.
  • Persuasion (CHA): Persuasion is probably the best of the social interaction skills.
  • Sleight of Hand (DEX): Like Acrobatics, Sleight of Hand doesn’t see much use, but is helpful when it does.
  • Stealth (DEX): The rogue class was designed with stealthiness in mind. It would be a shame not to take advantage of this.

Expertise: Not only are rogues proficient in many skills, they can either double their proficiency bonus for two skills or a combination of one skill and their Thieves’ Tools. Failing skill checks with those skills will be much less common.

Sneak Attack: The bread and butter of the 5e rogue. The damage scales as you level up ensuring that the rogue’s main source of damage will always be relevant. You’ll need either a ranged or finesse weapon to trigger this ability, which somewhat limits your choice of playstyles and weapons.

Thieve’s Cant: Thieve’s Cant is cool for roleplaying purposes, but even then it only really applies when encountering NPCs that also know Thieve’s Cant.

2nd Level

Cunning Action: This class feature pairs very nicely with the rogue’s game plan. Use a Dash, Disengage, or Hide action as a bonus action to line up some Sneak Attacks or to move around the battlefield efficiently.

3rd Level

Steady Aim: Free advantage on your attacks at the expense of your bonus action and movement can certainly be worth it for some rogues. Usually, ranged rogues with Sharpshooter will benefit the most from this.

Roguish Archetype: At 3rd level rogues get to choose their Roguish Archetype. All options have their merits, but will require different ability score distributions and feats to be at their best.

  • Arcane Trickster: Arcane Trickster Rogues can use the spells from the Enchantment and Illusion spell lists. The Rogue’s innate abilities and useful spells synergize incredibly well to make an even sneakier, more versatile Rogue.
  • Assassin: The Assassin rogue is pretty straightforward. They are great at infiltrating and dealing huge burst damage, hence their ability to assassinate the target. In the right campaign this subclass can be absolutely indispensable, but without much spying or infiltrating they can feel lackluster.
  • Inquisitive: Inquisitive rogues excel at observing everything that is happening around them. The idea behind this subclass is to make Insight, Investigation, and Perception as powerful as possible. In a story-based, investigative campaign, the Inquisitive rogue is top-notch. If you’re going to be doing any amount of fighting, look elsewhere.
  • Mastermind: As with the Inquisitive rogue, the Mastermind rogue is better suited to out of combat scenarios than dungeon crawls. Though this subclass comes with some combat utility, the Mastermind will be woefully underwhelming compared to other rogues in battle. Choose the Mastermind if you are playing a story-based, investigative campaign centered around social situations.
  • Phantom: Phantom rogues manipulate the knowledge of the dead and use spirits to generate their power. All of the Phantom’s abilities work well with one another and will see lots of use in just about any campaign.
  • Scout: Scouts come with powerful combat options and bridge the gap somewhat between the Rogue and the Ranger classes.
  • Soulknife: Soulknife Rogues use their psychic abilities to accomplish their goals on and off the battlefield. By expending Psyonic Energy dice they can use a host of very powerful abilities as a kind of pseudo-spellcaster.
  • Swashbuckler: Swashbucklers have incredible mobility and single target damage in combat. They are able to reliably weave in and out of combat without the fear of getting stuck in a dangerous situation, and have a much easier time pulling off Sneak Attacks than other Rogue subclasses.
  • Thief: The Thief is the classic rogue archetype in D&D. They can do everything that you would expect from a rogue, but don’t come loaded with any unique or engaging mechanics to set them apart.

5th Level

Uncanny Dodge: Rogues aren’t the tankiest class in D&D, and Uncanny Dodge is a fantastic way of avoiding damage.

7th Level

Evasion: DEX saves are now even better, ensuring that you will never take full damage from sources requiring one.

11th Level

Reliable Talent: Your proficient skills can’t roll lower than a 10, before adding bonuses. Rogues have many proficiencies, so you will always roll well given that this combos with the Expertise class feature. With 20 DEX you will always roll at least a 23 on DEX based skills (10 from the roll + 8 from proficiency with Expertise + 5 from the DEX modifier).

14th Level

Blindsense: Invisible creatures can be punishing, and you’ll likely be glad to have this class feature at least once during a campaign.

15th Level

Slippery Mind: Rogues don’t typically roll with high WIS. Even so, proficiency is really handy.

18th Level

Elusive: By this point the rogue won’t go down easy, even with its average hit points.

20th Level

Stroke of Luck: You may have noticed how powerful the rogue’s class features are, and Stroke of Luck is the icing on the cake. Never again will you miss an attack or fail an ability check! At least once per short or long rest, that is.

Best Feats for Rogues

Check out our Guide to Rogue Feats.

Best Multiclass Options for Rogues

Multiclassing is always an opportunity cost, you have to determine if taking a level of another class is worth what you will lose from the original class. Many factors come into this decision, with the main factor being how long your campaign will run and, ultimately, what level you will be playing until.

In general, rogues do very well with multiclassing. Access to spells and extra attacks go a long way to make rogues even better at what they can already do.

Fighter: Dipping into fighter is a tried and tested option for any rogue. The Archery Fighting style is fantastic for boosting damage for bow users. At 2nd level Action Surge adds a lot more to what you can do on a single turn and opens up the possibility of getting an second attack if you miss on your Sneak Attack attempt. By 3rd level you can take the Battle Master archetype giving you useful maneuvers. Especially enticing is the Riposte maneuver that can let you get off a second Sneak Attack in the same round, as Sneak Attack can be used once per turn. If you can stomach five levels of fighter you get the Extra Attack.

Ranger: At least two levels of ranger is advised since this gives you both Fighting Style and access to Hunter’s Mark, the ranger’s signature spell. Three levels means choosing your archetype, opening up useful features like the Hunter’s Giant Killer for extra Sneak Attack opportunities or the Gloom Stalker’s bonuses at the beginning of combat if you have a decent WIS score. Going all the way to 5th level means an Extra Attack plus 2nd level spells like pass without trace. It isn’t advised to get more than five levels of ranger unless you really like your archetype’s features at higher levels.

Sorcerer: Even a single level of sorcerer gets you a good list of spells and a Sorcerer Origin which offers fantastic bonuses right away. For example, Draconic Bloodline gives you a huge boost to AC and Aberrant Mind gives telepathic communication and some useful spells.

Warlock: Rogues are extremely synerginistic with warlocks, especially in the first three levels.  At 1st-level, warlocks get access to 2 cantrips and 2 spells that they can cast using a 1st-level spell slot which will allow you to pick up booming blade/green-flame blade, eldritch blast, and hex. You also get to choose a subclass, and the Hexblade is an obvious choice. While you likely won’t use the ability that allows you to attack with CHA, Hexblade’s Curse will be hugely useful to boost damage, and the proficiency with medium armor and shields will be great for defense. Taking a two-level dip into warlock will net you an extra spell and spell slot, as well as some sweet Invocations. This will allow you to pick up Devil’s Sight which is a devastating ability for a rogue to combine with the darkness spell. Unfortunately, darkness is a 2nd-level spell, so you won’t be able to cast it until you dip three levels into warlock. With that in mind, the third-level dip into warlock allows you to choose a Pact Boon. Pact of the Blade allows you to summon your weapon out of an extra-dimensional space, which is just so cool for a rogue. That said, the Pact of the Chain’s boon might be better. With the Pact of Chain, you’ll be able to summon an imp using the find familiar spell. Seeing as the imp can transform into a rat, raven, or spider and turn itself invisible, it makes for an excellent scout and sneaking companion.

Wizard: A single level here gets you access to useful spells like Find Familiar and ritual casting. Two levels means you can choose your school of magic, and Bladesingers go perfectly with Rogues, especially Arcane Tricksters. By 6th level Bladesingers get an Extra Attack, perfect for a second chance at Sneak Attack.

Sources Used in This Guide

  • : 2014 Player's Handbook
  • 2024 PHB: 2024 Player's Handbook
  • BR: Basic Rules
  • GotG: Bigby Presents: Glory of the Giants
  • SotDQ: Dragonlance: Shadow of the Dragon Queen
  • ERLW: Eberron: Rising from the Last War
  • EEPC: Elemental Evil Player’s Companion
  • EGtW: Explorer’s Guide to Wildemount
  • FToD: Fizban's Treasury of Dragon
  • GGtR: Guildmasters' Guide to Ravnica
  • MotM: Monsters of the Multiverse
  • MToF: Mordenkainen’s Tome of Foes
  • MOoT: Mythic Odyessys of Theros
  • PAitM: Planescape: Adventures in the Multiverse
  • PHB: Player's Handbook
  • SAiS: Spelljammer: Adventures in Space
  • SCoC: Strixhaven: A Curriculum of Chaos
  • SCAG: Sword Coast Adventurer’s Guide
  • TCoE: Tasha’s Cauldron of Everything
  • TTP: The Tortle Package
  • WBtW: The Wild Beyond The Witchlight
  • : Unearthed Arcana
  • VRGtR: Van Richten's Guide to Ravenloft
  • VGtM: Volo's Guide to Monsters
  • XGtE: Xanathar’s Guide to Everything

Other Rogue Guides

Roland Drews

Roland Drews is a content creator and editor at Arcane Eye. When he isn't watching basketball or noodling on his guitar, you can find Roland reading, writing, or playing D&D. He currently lives in Bonn, Germany with his girlfriend Jess.

18 thoughts on “Rogue

  1. The only thing I disagree on is Shield. It’s absolutely amazing for my rogue (who gained shield proficiency through the moderately armored feat), who has a base AC of 19, to have 4 rounds of AC 24, and after that to take half damage. Since Shield takes effect after the attack is rolled but before damage happens, you can choose whether to use Shield or to use Uncanny Dodge, depending on the attack roll.

    1. Hey Durin!

      Of course there are many ways you can choose to build your Rogue (they are very versatile after all!) but we haven’t found that to be particularly optimized for what we like to do with the class. Rogues excel at their mobility and burst damage, and love to weave in and out of combat, avoiding even taking attacks in the first place. In our opinion, leaving the tanking to the Fighters and Barbarians of the group and focusing on your strengths is a better use of what the Rogue can bring to the table. As seen in the guide, we believe there are much better options for feats and spells that can really make the class shine. We think spell slots should be saved for those busted spells (like Find Familiar) and high DEX is key, so choosing high impact feats is of utmost importance if you want a feat. Unfortunately AC also becomes less important at higher levels where enemies roll with high attack bonuses.

      Of course that is just our opinion, and you can build your Rogue to suit your particular needs. Your method does make for an interesting take on the class, we will be sure to try it out in the future and will include it as an option in the guide. Thanks for your insightful comment!

  2. I believe High Elves aren’t just good arcane tricksters. Also, one more thing: If the campaign uses Volo’s Guide to Monsters, then a kobold could make a good rogue too.

    1. You’re right, Kobolds are great! We talk about them in our Kobold Guide. These class guides only discuss the standard races to keep them more clear and concise, but many non-standard races are perfect for an Arcane Trickster.

  3. You don’t need backgrounds that give you proficiency with thieve’s tools, and shouldn’t list that as a positive, because all rogues already have proficiency with thieve’s tools.

      1. page 125 of the players handbook indicates that “If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.”

        so getting thieves tools via a background is actually pretty great, since it frees you up to take any other tool proficiency instead

  4. When Intelligence saves DO come up (not very often) you’ll be lucky to be proficient. I mean, we all love our brains, right? Those Int saves protect from the THREE NASTIEST EFFECTS IN THE GAME: Mind Flayers, Intellect Devourers, and Feeblemind spells. What’s the use of a striker if they’re mind controlled or reduced to the mentality of a bug? This (among Investigation, History, roleplaying, and personal preference) is another reason to have a high Intelligence.

    1. You’re absolutely right, failing an INT save is one of the worst things that can happen to you in combat. However, they are also the among rarest saves in the game. To my knowledge only two monsters have INT saves in the Monster Manual (three if you count the psychic grey ooze variant). Is it worth potentially forgoing another stat for the chance you might run into one of these creatures? I think DEX, CON, and CHA take precedence, which doesn’t leave you with many more points to play with. That’s for you to decide. Like you said, it’s personal preference. 🙂

  5. My 2nd DnD Game and my first time playing Rogue. This is such a useful layout. Thank you so much for this breakdown! It’s been a lot to take in.

  6. Tabaxi race is amazing when used for a rogue (it is the best choice for this class imo) and was sad to see it was not mentioned directly in the guide. The ritual caster (wizard) feat will allow you access to ritual spells on the wizard spell list starting with 2 free lvl 1 spells (find familiar, alarm, detect magic, identify, unseen servant, and comprehend languages are the best ones imo) allowing you to choose between 2 of those spells is great alone but you also will be able to add more spells to it later if you can find them on scrolls or in books (Magic Mouth, Tiny Hut, Phantom Steed, Water Breathing, and Telepathic Bond are the higher-level ones that look the most useful). Because spells that are cast as rituals do not use a spell slot you will be able to use these w/o the need for spell slots and the familiar (I suggest owl) can give you or a team member constant advantage on the 1st attack per round and it can also do that for some some skill checks if done correctly by using the help action. The familiar will need to be in 5 feet to perform the help action or it can use it on its turn and fly away after (owls flyby will prevent it from falling victim to opportunity attacks). The catch is you will need to manage to get the owls turn just before yours to have this work on you unless you dm is nice but there is a solution. You could try to put the owl on your shoulder and have it hold its action till your turn or your attack at which point it will perform the help action as its held action giving you advantage on the attack. Then you could move away using disengage or something to prevent you from being targeted by opportunity attacks but the dm may decide that because the owl is not flying it can be targeted by opportunity attacks despite the fact that it is on your shoulder. If the dm does this the solution is a small barrel, cooking pot, or something similar that is just big enough to fit an owl, has only 1 way in, and is not see through (needs to be big enough for the owl to hide in but not so big it would be awkward to move). You strap the barrel to your back have the owl hide in the barrel and hold/preform its actions in there. That way it is close enough to hold its help action to use for you, it never leaves the threatened area till long after it is in the hiding spot on your back, and the rules on opportunity attacks are quite clear in the fact that you can not target inanimate objects (such as barrels) for opportunity attacks. So, since it never leaves the area till after it is in the barrel which can not be targeted that makes the owl safe according to the rules as written (honestly it is stupid that you have to jump through so many hoops just to get a familiar that can help you in battle but getting advantage on 1 attack every round is worth it). Not to mention the fact that having an owl that can help you scout without risking your life is amazingly usefull.

    1. Hi there! Thank you for the write up these are great tips. We have now updated the guide to include non-standard races.

  7. Thanks arcane eye! my arcane trickster rogue is my favourite caracter I used the TCoE rule about switching ASIs to make my Svirfneblin (deep gnome) pretty OP what with non-detection. also I think the spell points rule is much better than the normal spell slots rule. Wwhat do you guys have to say about spell points?

    1. Sounds like a fun build! I’ve never looked that far into a spell points alternate rule. Which one do you use?

  8. I’m glad you included warlocks into the multi class as there is so much potential. I wanted to include a couple comments to add to what you’ve included. If you take the improved pact weapon invocation from XGtoE you can make your pact weapon a longbow so you can still get all of your pact blade benefits from a distance. Also, if you give yourself the devil’s sight invocation and use the darkness spell on your clothing or weapon you’ll have automatic advantage for sneak attacks on all enemies and not even have to use your cunning action to hide.

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