The DnD 5e Rogue Guide (2022)

Published on December 22, 2021

In this guide, we will be examining the 5e Rogue’s Class Features and how you can optimize your Rogue through choosing your Race, Ability Score, Spells, and Feats.

What is this guide?

This guide is meant as a deep dive into the DnD 5e Rogue. For a quick overview on the Rogue Class, see our breakdown of the DnD 5e Classes. You can see the Rogue Class Features here.

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 is an OK option
  • Green is a good option
  • Blue is a great option, you should strongly consider this option for your character
  • Sky Blue is an amazing option. If you do not take this option your character would not be optimized

So if you’re ready, let’s get sneaky!

As a side note, if you love to play a stealthy character, consider pitching our guide to fixing stealth in DnD 5e to your DM. We’ve had a lot of fun with this one.

Did you know?

D&D Beyond can help create your characters by making choices using a step-by-step approach. Full customization and control of your character, none of the flipping through hundreds of pages to reference obscure rules.

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.

Before You Start

Standard Races

Check out our Guide to DnD Races for non-standard races. Keep in mind, most races and subraces are limited by the setting and source material chosen by the DM. Check with your DM before selecting any of the races not listed below.

Rogues are DEX-based characters, so prioritizing those races will make them better at everything they want to do. CON is also worth considering. Because they want to be sneaking and scouting undetected, races with Darkvision are particularly useful for this class. Luckily, many races come equipped with Darkvision.

Dragonborn: No DEX for a Rogue. Darkvision won’t make up for the poor ability bonuses here.

Dwarf: CON bonus and Darkvision are nice, but Dwarves have a base walking speed of only 25 feet. Mobility and a +2 to DEX are critical for the Rogue Class.

  • Hill: More hitpoints and a WIS bonus. Both are tangentially useful, but there are much better options to choose from.
  • Mountain: Rogues don’t need medium armor proficiency.

Elf: A +2 to DEX, Darkvision, and proficiency in the Perception skill. Nice!

  • Drow ElfYou’ve heard of Darkvision, but how about SUPER Darkvision? While that’s nice, the CHA bonus won’t do all the much and sunlight sensitivity is a nuisance. 
  • High Elf: Beneficial here is longbow proficiency and a free cantrip from the Wizard spell list. The INT bonus could be useful depending on if you are playing an Arcane Trickster. The cantrip could be Minor Illusion, Mage Hand, or Prestidigitation, all of which are amazing for Rogues, even if you’re not going to be an Arcane Trickster.
  • Wood Elf: Wood elves are your stereotypical choice for Rogues. Everything here is useful: WIS bonus (for Perception), longbow proficiency, higher than average walking speed, and the ability to hide in nature. This is the Skyrim stealth archer come to life.

Gnome: Darkvision is the only saving grace for a Gnome, but an Arcane Trickster would benefit here.

  • Forest: Perfect for an Arcane Trickster because of the DEX and INT bonuses, but not good otherwise.
  • Rock: There could be some interesting utility here when sneaking around using the Rock Gnome’s Tinker ability, but otherwise not exciting.

Half-Elf: No +2 to DEX will be a huge burden for Rogues, but skill versatility can be important for skill monkeys. If your rogue is going to be the party’s face, you can get away with a +2 CHA, +1 DEX, and pickup Deception and Persuasion.

Half-Orc: Ability score increases of the Half-Orc won’t be helpful for a Rogue.

Halfling: Halflings get a DEX bonus, and Lucky is good. Halfling Nimbleness allows for more movement options, which can only benefit a Rogue.

  • Lightfoot: Hiding behind larger party members is much more useful than it sounds for a Rogue.
  • Stout: CON score increase and some poison resistance. Not bad, not great.

Human: Humans are always decent.

  • Vanilla: Getting an increase to all ability scores allows the Rogue to better use the many skills it has in its arsenal. 
  • Variant: A feat at first level is sick. Also a bonus to DEX and yet another free skill.

TieflingThe classic Tiefling from the Player’s Handbook isn’t that great for a Rogue outside of certain builds. Darkvision and resistance to fire is decent.

Non-Standard Races

Aarakocra: Solid racial bonuses and flight can get you into situations with advantage quite easily.
Bugbear: +1 DEX is a hard choice for Rogues, but taking Assassinate and catching your enemies by surprise can lead to mega damage even at lower levels.
Changeling: Rogues are the best option for Changelings. They are already the go-to class for deception and infiltration, and with the Shapechanger trait they will have just about every tool in their back pocket for that task. With the two free skill proficiencies a Rogue Changeling will be proficient in more skills than not. DEX is the best choice for the free ability score increase.
Genasi: The Air Genasi has a moderate DEX boost, but nothing else is exciting as a Rogue. Arcane Tricksters could consider the Fire Genasi for the INT and a host of tempting racial traits, though a lack of DEX could prove to be too much of a roadblock to overcome.

Human:

  • Mark of Passage: Perfect for a Rogue, with a strong ASI spread, movement options, and the Pass Without Trace spell that makes a Rogue virtually undetectable.
  • Mark of Making: Arcane Tricksters can receive their INT increase from the Mark of Making and get some interesting melee spells as well.
Kenku: Rogues are the archetypical sneaky class, and Kenku’s excel at being sneaky. Is there such thing as too many stealth/infiltration options?
Kobold: Combining Sneak Attack and Pack Tactics means that you have both a chance to trigger Sneak Attack damage and advantage on the attack roll when an ally is near the target. It may seem a bit redundant, but with only one attack per turn, connecting with the target is crucially important. Another interesting concept is to use Grovel, Cower, and Beg followed by Cunning Action to Disengage and get to safety, letting your party members do the heavy lifting for a turn.

Shifter:

  • Swiftstride: The Swiftstride Shifter comes with ideal an ASI spread for a Rogue, and the subrace features will make for a highly mobile build on the battlefield.
Simic Hybrid: Getting to +1 DEX is your best choice for the ability score, though Rogues typically prefer being able to +2 DEX as it is their most important Ability Score by far. As a sneaky character, Nimble Climber will make your life a lot easier unless you are going for the Thief subclass which already provides this feature.
Tabaxi: Tabaxi were basically made to be played with the Rogue class. DEX and CHA are exactly what most Rogues look for, and the skill proficiencies, climbing speed, and Darkvision all fit in perfectly. With two free skill proficiencies, a Tabaxi Rogue could easily be proficient in nearly half of the skills. To top it all off, combining the Rogue’s Cunning Action to Dash as a bonus action and the Tabaxi’s Feline Agility means that a character could move up to 120 feet in a single turn while still able to make an attack!

Tiefling:

  • Bloodline of Dispater: DEX and CHA are great for Rogues, but the Bloodline of Glasya will do just about everything better.
  • Bloodline of Glasya: DEX and CHA are great for Rogues, and the spell list here provides incredible options for sneaking and infiltrating.
  • Variant: DEX and INT is great for an Arcane Trickster, plus the Winged Variant gains a flying speed which is perfect for battlefield positioning, infiltrating, or sneaking by enemies.
Warforged: Despite their weak hit dice, Rogues have many ways to increase their survivability. The Warforged adds even more durability to this slippery character class, namely CON, AC, and the benefits of Constructed Resilience.

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: Rogues love DEX! You will want to get this to 20.

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 Rogue’s will have to be careful about their positioning on the battlefield. 

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.

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

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.

See our Arcane Trickster 5e Guide.

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 indespensable, but without much spying or infiltrating they can feel lackluster.

  • 3rd Level
    • Bonus Proficiency: Disguise Kit and Poisonor’s Kit both have their uses, but don’t expect this to solve all your problems.
    • Assassinate: The main reason Assassins need to carefully choose their feats and stats. Going first is super important to get the most mileage out of this. When it connects, your enemies are in big trouble.
  • 9th Level
    • Infiltration Expertise: This will largely depend on the type of campaign you are playing. For combat-oriented play this will be useless, but story-driven narratives with significant time spent outside combat is where Infiltration Expertise really shines.
  • 13th level
    • Impostor: Same as Infiltration Expertise, but for story-driven narratives it’s probably even better.
  • 17th Level
    • Death Strike: Another multiplier for your attacks. Pulling off Assassinate, Sneak Attack, PLUS Death Strike is insanely lethal.

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.

  • 3rd Level
    • Ear for Deceit: While useful to figure out when someone is lying, it’s situational and also not the end of the world if you do end up getting deceived.
    • Eye for Detail: Better than Ear for Deceit. Enemies that like to hide or go invisible can really hurt your party if you aren’t prepared for it, and not having to use a whole action to search for them is beneficial.
    • Insightful FightingThis is a compelling reason to try out an Inquisitive Rogue. Sneak Attacks are your main source of burst damage, so the chance to use them without having advantage is quite the buff.
  • 9th Level
    • Steady Eye: Perception is a critical skill, and Steady Eye makes sure that you’ll be perceiving all that there is to perceive. 
  • 13th level
    • Unerring Eye: Useful, but the lack of a high WIS score on most Rogues dampens the utility you’ll get out of this thing. Still, it could save you only multiple occasions throughout a campaign.
  • 17th Level
    • Eye for Weakness: More multipliers to the Rogue’s Sneak Attack damage. Sadly, other Rogue subclasses can just pump out much higher numbers with their features.

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.

  • 3rd Level
    • Master of Intrigue: This one is difficult to place. The value of the proficiencies you gain are really dependent on your creativity as well as your ability to use them in the context of the campaign. 
    • Master of Tactics: Master of Tactics makes the Rogue less of a lone wolf and can enable some sick team plays. Help actions are always great, especially as a bonus action, but with so many viable bonus actions available to the Rogue you may not be able to justify using this often.
  • 9th Level
    • Insightful Manipulator: You won’t always have the chance to use this before a fight breaks out. Besides, finding out an enemy’s WIS, INT, or CHA scores doesn’t change how fights play out most of the time.
  • 13th level
    • Misdirection: Moving the damage to an ally who is already covering you is a pretty lame feature.
  • 17th Level
    • Soul of Deceit: A disappointingly specific and situational ability. This is most likely the worst 17th level feature that Rogues can get.

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.

  • 3rd Level
    • Whispers of the Dead: Another proficiency that you can change to whatever you wish every short rest is amazing! Keep it on something that comes up relatively often, then do a short rest before you need a specific tool or skill to gain the proficiency. There are endless possibilities when you can be proficient in every tool in the game.
    • Wails from the Grave: Rogues can struggle with doing multi-target damage, and here’s a nice way to do just that. At early levels you don’t have too many Sneak Attack dice for this to feel worthwhile, but once you get to higher levels this can do a significant amount of damage to a second target.
  • 9th Level
    • Tokens of the Departed: There’s so much here in one ability, and all of it is flavorful and fun. The trinkets are easy to get, so you can always have one on you so that you have permanent advantage on death saving throws and CON saving throws. Since they are so easy to get, you can often use them to get a free Wails from the Grave trigger and make a new one soon after. Spending your trinket on asking the spirit you captured a question won’t be used nearly as often, but it can be lots of fun and even useful in the right circumstances. Just be aware that they can lie.
  • 13th level
    • Ghost Walk: 10 whole minutes of flight, being able to move through solid objects, and forcing attack rolls to have disadvantage against you. This ability is simply amazing in and out of combat, and the best part is that you can refresh it by spending a Tokens of the Departed trinket if you don’t want to wait for a long rest. The flying speed is only 10 feet, but since Rogues can Dash as a Bonus Action that shouldn’t slow you down too much.
  • 17th Level
    • Death’s Friend: Trinkets shouldn’t be too difficult to get, but it’s still nice that you will always wake up with one ready to go after a long rest. The improved Wails from the Grave is also fantastic since it boosts your Sneak Attack damage even higher to the primary target, starting at an extra 4d6 when you get this ability.

Scout

Scouts come with powerful combat options and bridge the gap somewhat between the Rogue and the Ranger classes.

  • 3rd Level
    • Skirmisher: You can move as a reaction, but only after an enemy ends its turn close to you so you probably have already been attacked. It can be a better reaction than Uncanny Dodge in some situations, but usually it’s simply not. If you’re not trying to create some distance to use ranged weapons then Skirmisher is a pretty weak offering.
    • Survivalist: More proficient skills, and Expertise in them at that! Nature and Survival are great skills to have if you don’t have a Ranger in the party.
  • 9th Level
    • Superior Mobility: More mobility is nice, but there are much better ways a Rogue can achieve that than this feature.
  • 13th Level
    • Ambush Master: Advantage on initiative and advantage on attack rolls until your next turn means loads of Sneak Attacks right off the bat. You will want to go first to make this useful so plan your DEX and feats accordingly. 
  • 17th Level
    • Sudden Strike: Yes, it’s more bonus action shenanigans, but this is one of the best available. Additional attacks means additional chances to get off Sneak Attacks.

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.

  • 3rd Level
    • Psyonic Power: Psyonic Energy dice are what makes the Soulknife subclass unique and powerful. You don’t have a huge pool of dice to pull from, but the abilities granted by this subclass feature are all worthwhile. 
      • Psi-Bolstered Knack: You roll a Psionic Energy die every time you fail an important skill or tool ability check since the die is only expended if it succeeds with the added die.
      • Psychic Whispers:  Telepathic communication is very useful when trying to be quiet or when strategizing around prying ears. This is also a good way for DMs to mitigate some metagaming so that players have a reason to talk to each other across the table even when their characters might not be able to.
    • Psychic Blades: The Psychic Blades are like rolling a melee weapon and a ranged weapon into one. The raw damage is good, and it uses psychic damage which the vast majority of creatures in D&D cannot resist. They can even be used for a Bonus Action attack, giving you more opportunities to land a Sneak Attack.
  • 9th Level
    • Soul Blades:
      • Homing Strikes: Great way to up your chances to land a hit for Sneak Attack if you miss. The die also isn’t expended on a miss so it won’t lead to any feel bad moments. 
      • Psychic Teleportation:  Teleportation is always useful, whether to get somewhere out of reach or to escape a sticky situation. The only issue is that the range is unreliable because it depends on how well you roll.
  • 13th level
    • Psychic Veil: Being invisible for an hour is fantastic, and it doesn’t cost you anything. Note that, if you somehow have the ability to cast spells, you remain invisible when you cast a spell as long as you don’t deal damage or force a saving throw.
  • 17th Level
    • Rend Mind: Stunned is a powerful condition that can reduce your biggest threat to nothing in an instant. The save DC will also be rather high since you can add your proficiency bonus plus your DEX modifier, making this a lot more reliable.

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.

See our Swashbuckler 5e Guide.

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.

  • 3rd Level
    • Fast Hands: More options for your Cunning Action bonus action. Using an item can be useful, but this only becomes quite good if your DM lets you use a potion, since they are technically “magic items” and don’t qualify for Fast Hands.
    • Second-Story Work: Jumping farther is never all too exciting, and climbing faster isn’t much better.
  • 9th Level
    • Supreme Sneak: You will be basically undetectable while sneaking. Very useful as long as your friends don’t get bored by you always feeling the need to scout ahead.
  • 13th level
    • Use Magic Device: I want to love this, but it really depends on what kind of toys your DM gives you to play with. If you manage to get your hands on some magical items that can cast powerful spells, this could easily be sky blue. Imagine having some of the utility of being a Wizard without the downside of multiclassing.
  • 17th Level
    • Thief’s Reflexes: Sure the Thief isn’t all that flashy next to the Arcane Trickster or Assassin, but this is one darn good ability. Taking multiple turns in the first round of combat can immediately swing the odds in your favor, especially if you land two Sneak Attacks.

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 Rogue Feats

Picking feats over ASI is something any Rogue should consider. However, this decision largely comes down to the build you are playing. Most Rogues will become powerful as their DEX approaches 20 and can afford to take some feats here and there. Meanwhile, Arcane Tricksters like to invest points in INT as well, and by focusing on feats you might find yourself with low stats further down the line. In any case, these are the feats that are most often considered when building a Rogue.

  • Alert: A +5 to initiative is HUGE, and helps the Rogue (ideally an Assassin build) to be extremely effective. Being immune to surprise attacks is also fantastic.
  • Actor: Can come in really handy and pairs well with the Assassin.
  • Crossbow Expert: This is a tricky one. Crossbow Expert gives you a second chance at landing your Sneak Attack, but Rogues also want to maximize their DEX as soon as possible and there are better feats available. This one really depends on your playstyle and personal preferences.
  • Eldritch Adept: Learning an Eldritch Invocation brings some interesting options such as Detect Magic, Speak with Animals, and darkvision. Unfortunately to take this feat you need spellcasting ability, so this is only available to Arcane Tricksters.
  • Fighting Initiate: The Fighting Styles have some interesting options for Rogues. Archery will make damage more consistent for bow users. Blind Fighting is great for fighting in the dark, something a sneaky Rogue often wishes to do. Additionally, seeing invisible creatures can be quite helpful.
  • Inspiring Leader: Rogues typically have good CHA so they will be able to get their allies a significant amount of temporary hit points.
  • Lucky: We love the Lucky feat here at Arcane Eye, and it’s especially good for a Rogue. Because Rogues are proficient in so many skills, this feat is an extra insurance policy to not fail ability checks. Also helps you connect with Sneak Attack for that burst of damage.
  • Magic Initiate: If you are playing with Sword Coast Adventurer’s Guide spells, picking up Green Flame Blade or Booming Blade is extremely worthwhile for Rogues.
  • Mobile: Mobile – you guessed it – improves your mobility. Rogues like to inflict massive damage and then get out of the way, making this the perfect feat to compliment that playstyle.
  • Poisoner: This is the best way to get reliable access to poisons, something that any assassin-type character would like to have. This feat also allows you to make much cheaper and more effective poisons than other poisons you might find in the world. While the feat does ignore resistance to poison, there are many creatures that are simply immune to poison, rendering poison one of the worse damage types in 5e. In addition, a DC 14 CON save is overcome quite easily, especially at higher levels.
  • Sentinel: Sentinel is great for Rogues who like to be in the middle of the fray, allowing them to perform more Sneak Attacks and immobilize enemies.
  • Sharpshooter: If you’re playing as an archer, this is pretty much a must-have.
  • Skilled: Having even more proficiencies pairs extremely well with the 11th level class feature Reliable Talent. Your character can become the go-to for almost any ability check.
  • Skulker: Another amazing option for archer Rogue builds. Helps you pull off sneak attacks and hide. Still useful without making ranged attacks.

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: The two interesting options are Pact of the Blade and Hexblade. Pact of the Blade gets access to Thirsting Blade at 5th level, allowing you to attack twice and have a higher chance of landing a Sneak Attack. Hexblades are good if you are planning on pumping CHA since they can attack with CHA. Hexblades also have a higher chance of landing a critical hit, creating the possibility of massive damage on weapon attacks.

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


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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 “The DnD 5e Rogue Guide (2022)

  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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