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DnD Rogue 5e class guide

Explore Wizards of the Coast's most mischievous class with our DnD Rogue 5e guide, filled with info on stats, subclasses, and sneak attacks.

Wizards of the Coast art of a DnD Rogue 5e

The DnD Rogue presents a wealth of different play options, allowing you to be a dashing thief in one game, a grim assassin in the next, and then a spirit medium or swashbuckling pirate. With the Rogue 5e class, you have your pick of spells, skills, and sneaky attacks – and any party will be glad to have you. This guide is a deep dive into the shadows, giving you everything you need to form your Dungeons and Dragons Rogue.

If you've still not decided which class to play in your next campaign, try our DnD classes guide to get you started. For the easiest possible creation process, you should also read our guides to DnD races and DnD 2024 backgrounds.

DnD Rogue 5e class guide:

D&D 5E classes guide rogue portrait

Proficiencies and equipment

Main ability score Dexterity
Hit dice d8 per Rogue level
Saving throws Dexterity and Intelligence
Skills Choose four from: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth
Weapons Simple weapons and martial weapons with the Finesse or Light property
Armor Light armor

Your Rogue starts with 100 GP to spend on basic equipment. Alternatively, you can start with the following:

  • Leather armor
  • Two daggers
  • Shortsword
  • Shortbow
  • 20 arrows
  • Quiver
  • Thieves' Tools
  • Burglar's Pack
  • 8 GP

Expertise

Level: One

You gain expertise in two skill proficiencies of your choice. At level six, you gain expertise in two more skill proficiencies of your choice. Essentially, expertise means you double your proficiency bonus when testing that skill (unless it's already being doubled by another effect).

D&D artwork showing drow rogues sneaking along a boardwalk

Sneak Attack

Level: One

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 roll if you have advantage on the roll and the attack uses a Finesse or Ranged weapon. The extra damage's type is the same as the weapon's type.

You don't need advantage on the attack roll if at least one of your allies is within five feet of the target, the ally doesn't have the incapacitated condition, and you don't have disadvantage on the attack roll.

The extra damage increases as you gain Rogue levels:

Level Sneak Attack
1-2 1d6
3-4 2d6
5-6 3d6
7-8 4d6
9-10 5d6
11-12 6d6
13-14 7d6
15-16 8d6
17-18 9d6
19-20 10d6

Thieves' Cant

Level: One

You know Thieves' Cant, the secret underground language of criminals and ne'er-do-wells. You also learn one of the other DnD languages, of your choice.

Weapon Mastery

Level: One

Rogues have access to the new DnD weapon mastery system. You can pick two DnD weapons – for example, Dagger and Shortbow – and unlock the 'Mastery Property' of each. Any time you take a long rest you can retrain and swap for different weapons.

For example, daggers and scimitars have the Light property, and the Nick mastery property. Nick lets you make the extra attack granted by the Light property as part of your main attack, instead of as a Bonus Action. That leaves your Bonus Action free to quaff a potion, use an item, or (from level two and above) use your Cunning Action.

Alternatively, if you hit with a Shortsword, you'll activate its Vex mastery property, which gives you Advantage on your next attack against the same target. It's the perfect setup for your Light weapon bonus attack, perhaps loaded up with some lovely poison, and teeing you up to trigger your Sneak Attack damage.

D&D artwork showing a Changeling rogue character in a long cloak and hood

Cunning Action

Level: Two

Your 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.

Steady Aim

Level: Three

Steady Aim lets you use a Bonus Action to give yourself advantage on your next attack roll this turn. However, you can't move before or after using this ability.

This is a welcome boost to the Rogue's ranged capabilities, and gives you a reliable way to get advantage (and therefore a chance at a Sneak Attack) on a turn when you're already in a good position.

DnD Rogue 5E class guide - Wizards of the Coast artwork showing a human using mage hand on a crowd

Rogue Subclass

Level: Three

At level three, you will pick your Rogue Subclass, specializing your character around a particular set of abilities. You will get extra features from your subclass at levels nine, 13, and 17.

Arcane Trickster

Found in: 2024 Player's Handbook

Rogues who've learned magic to aid their underhand dealings, Arcane Tricksters are a splicing of Rogue and Wizard. This Rogue turns the useful cantrip Mage Hand into a tool for purloining stolen goods and distracting enemies.

Arcane Tricksters take their spells from the Wizard spell list. One of your Cantrips must be Mage Hand – it's core to this subclass. The table below shows, for each level, how many Prepared Spells you know, how many Cantrips you know, and how many Spell Slots you have.

Spell slots per level
Level Prepared spells Cantrips 1 2 3 4
3 3 3 2
4 4 3 3
5 4 3 3
6 4 3 3
7 5 3 4 2
8 6 3 4 2
9 6 3 4 2
10 7 4 4 3
11 8 4 4 3
12 8 4 4 3
13 9 4 4 3 2
14 10 4 4 3 2
15 10 4 4 3 2
16 11 4 4 3 3
17 11 4 4 3 3
18 11 4 4 3 3
19 12 4 4 3 3 1
20 13 4 4 3 3 1

With Mage Hand Legerdemain, these Rogues can subtly cast an invisible Mage Hand as a bonus action, then use it to make Sleight of Hand checks like picking someone's pocket. Plus, if the Rogue is invisible when they cast a spell against a creature, they can use Magical Ambush to give their target disadvantage against saves on that cunning bit of magic. Arcane Tricksters can modify their Trip option when using Cunning Strike so they can also trip an enemy near their Mage Hand.

Lastly, once per long rest, they can use a reaction to protect themselves against being targeted by or caught in the area of effect of a spell. Spell Thief forces the caster to make an Intelligence save or have the Arcane Trickster ignore the spell's effects. Plus, if that spell was of a level the Rogue can cast, they can pinch it, meaning they have it prepared for the next eight hours.

Wizards of the Coast art of a DnD Rogue 5e and an ally spying on two hooded figures

Assassin

Found in: 2024 Player's Handbook

The simplest and most explicitly violent Rogue subclass, the Assassin aims to make the first blow in combat the only blow they need to strike. They act fast to assassinate their targets, striking early, and with the advantage of deadly poisons.

Their signature move, Assassinate, gives them advantage on initiative rolls, as well as advantage on attack rolls against creatures that haven't acted yet in the first round of combat. During that first round, their Sneak Attack deals extra damage, making those initial strikes extra deadly.

All Assassins come equipped with a disguise kit and a poisoner's kit, and they can perfectly mimic a person's speech or handwriting after an hour's study. Plus, they can use Steady Aim without sacrificing their movement. Essentially, they're experts at subterfuge and killing without being seen.

Envenom Weapon further empowers the Assassin, turning the Poison option from Cunning Strike into a way to deal poison damage every time the target fails their Constitution save. Finally, the ultra-violent Death Strike doubles the damage of a Sneak Attack if the Assassin deals it in the first round of combat and the target fails a Constitution saving throw.

Soulknife

Found in: 2024 Player's Handbook

The Soulknife can summon psychic daggers with their latent psionic talent, hurling them at their foes. Their main resource is a pool of Psionic Energy Dice,which are used to fuel impressive psionic powers. They regenerate these dice gradually, regaining one after each Short Rest and all of them at the end of a Long Rest.

Rogue level Dice size Number
3 d6 4
5 d8 6
9 d8 8
11 d10 8
13 d10 10
17 d12 12

Initially, your psionic abilities include the power to add a Psionic Energy Die to the result of a failed skill or tool check, as well as the power to speak telepathically with another creature.

Next come Psychic Blades, spectral weapons your Soulknife can summon as part of an attack or opportunity attack. At first sight, these blades might seem underwhelming; they're basically a shortsword and dagger. But a Soulknife can never be disarmed, never has to draw or drop a weapon, and always has their hands free at any time other than when they're attacking

These also grow more powerful over time. Eventually, you can spend a Psionic Energy Die to buff missed attacks made with your Psychic Blades – this comes with the added bonus of a quick teleport after you roll said die.

After a few more DnD level ups, a Soulknife can turn invisible for up to an hour. Then there's Rend Mind, a dastardly capstone that stuns enemies who fail a Wisdom save after you Sneak Attack them with your Psychic Blades.

Wizards of the Coast art of a DnD Rogue 5e

Thief

Found in: 2024 Player's Handbook

Your bog-standard, sneaky burglar type, inspired by Bilbo Baggins in the Hobbit, the Thief is all about utility. It's not magical at all, but it's handy with all kinds of tools and tricks.

Take Fast Hands, for example, that turns all manner of thieving activities into bonus actions. That includes using both mundane and magical items, picking locks as well as pockets, or even disarming traps. Thieves have a climb speed equal to their speed to help with rooftop escapes, and their jump distance is based on Dexterity rather than Strength.

At higher levels, Supreme Sneak lets you make a Stealth Attack as a Cunning Strike, provided you're invisible to the target you're hiding from. In exchange for 1d6 from your Sneak Attack pool, you won't lose the invisible condition after making the attack.

A Thief can't cast spells, but they can attune to up to four magic items. When you use a magic item that has charges, you can roll a D6, and on a six you don't spend a charge. You can also use any Spell Scroll with Intelligence as your Spellcasting ability (though you must make an Arcana check of DC 10 + spell level to successfully cast a Level 2 or higher spell).

Finally, a Thief's Reflexes gives you two turns during the first round of combat (one at your normal initiative, and one at that initiative minus 10). These Rogues are a real jack-of-all-trades, with a thumb in every one of the classic Rogue Role pies.

Wizards of the Coast art of a DnD Rogue 5e

Inquisitive

Found in: Xanathar's Guide to Everything

The Inquisitive 5e is a master of observation, drawing on the archetype of the noir detective to create a Roguish character with a knack for weaseling out the truth.

Ear for Deceit means they'll never roll worse than an eight when rolling Wisdom (Insight) to detect a lie, and Eye for Detail turns Wisdom (Perception) checks to detect hidden creatures, and Intelligence (Insight) checks to find and decipher clues, into bonus actions instead of standard actions. These traits make Inquisitives hard to ambush successfully, and they let them quickly finish an investigation if the heat suddenly turns up.

You could easily imagine Inquisitives only work in roleplaying-heavy, combat-light campaigns. Not so – their Insightful Fighting feature is actually a powerful combat buff.

By making a Wisdom (Insight) check contested by an enemy's Charisma (Deception) check, the Inquisitive decodes the enemy's fighting style and can make Sneak Attacks against them without having advantage, provided they don't have disadvantage on their attack rolls. We imagine this works like the bare-knuckle-boxing scene in the Robert Downey Jr. Sherlock Holmes movie.

D&D artwork showing a gnome thief running away from Xanathar the beholder

Mastermind

Found in: Xanathar's Guide to Everything / Sword Coast Adventurer's Guide

The Mastermind 5e is an odd Rogue, with few combat abilities of their own, but some subtle tools to manipulate the flow of a battle by ensuring their allies land their critical attacks.

Half of the Mastermind's starting abilities only really affect social and political conflicts. The Master of Intrigue feature is actually a package of buffs: proficiency with the disguise kit, forgery kit, one gaming set, and two languages of their choice.
They can also perfectly fake any accent that they've heard. The ninth level feature Insightful Manipulator gives the Mastermind information about the stats and class levels of another creature you interact with for at least a minute.

You won't get to play much with this half of the Mastermind unless your game features gangs, guilds or politics, so check what kind of campaign your GM plans to run if this is what excites you about the archetype.

The other ability Masterminds gain at level three, Master of Tactics, has more obvious utility. The Mastermind can use the Help action as a bonus action, effectively giving an ally advantage on an attack against a foe, and, whenever they use the Help ability, they can target a creature within 30 feet, instead of the usual five feet.

This includes using their main action for Help. Remember, you'll usually contribute more damage to a fight by making your own attack than by giving an ally advantage. But if you're facing enemies with damage resistance to your attacks, Masterminds can turn into support characters in a pinch!

DnD Rogue 5e - Wizards of the Coast art of a tabaxi with a sword

Phantom

Found in: Tasha's Cauldron of Everything

The Phantom 5e is a shadowy Rogue, touched by the plane of death. Their abilities are connected to the dead, and, particularly, to the spirits of creatures that die around them. Fortunately, there won't be any shortage of those…

Whispers of the Dead allows the Phantom to gain any skill or tool proficiency from their communion with the departed once per short or long rest. This makes Phantoms extremely versatile: give them an hour and they'll have a +2 bonus to any skill check.

Wails from the Grave is a useful combat trick. A number of times equal to their proficiency bonus per long rest, when they successfully deal Sneak Attack damage, the Phantom can target another creature within 30′ of the first and deal half as many Sneak Attack dice (rounding up) in Necrotic damage.

This damage doesn't need to hit and doesn't allow a save, so it's a good way to put damage on targets with high AC or magical defenses. Just sneak attack a goon with low AC and a stack of hit points, and chain damage into their tougher-shelled boss. It's also a convenient way to finish off targets hanging in the fight by a single hit point.

At ninth level, Tokens of the Departed grants the ability to crystallize the spirit of creatures that die within 30 feet into a Soul Trinket as a reaction, provided the Phantom has a free hand. They can carry up to their proficiency bonus in Soul Trinkets. These give advantage on death and Constitution saving throws while on the Phantom's person, and can be crushed to provide extra charges for Wails from the Grave or to ask a question of the spirit trapped within.

Unless you capture the soul of someone you really need to speak to in a trinket, you should aim to constantly burn through your Soul Trinkets in a fight – chaff enemies and fragile skirmishers will die quickly if you keep spending your Soul Trinkets, and will fill those charges back up for you.

Wizards of the Coast art of a DnD Rogue 5e

Scout

Found in: Xanathar's Guide to Everything

Want to play a wilderness character, but don't want to touch magic? Always felt that it was weird that Rangers had magic spells? Really miss playing tag or bulldog on the playground? The Scout 5e is the Rogue subclass for you.

Scouts are adept in nature, gaining a double proficiency bonus in Nature and Survival from the Survivalist feature. Don't forget that Nature proficiency has a combat application, as you can use it to extract the venom from slain or incapacitated venomous creatures, even without a poisoner's kit.

Scouts are extremely mobile, even by the standards of Rogues. The Skirmisher feature gives them a new reaction, allowing them to move up to half their speed without provoking opportunity attacks when an enemy ends its turn within five feet of them.

You only get one reaction per turn, and, once you get Uncanny Dodge at level five, you'll sometimes have a hard choice between reducing the damage from a big hit, or using Skirmisher to get out of the way. Skirmishing away is the right defensive choice if it puts you out of engagement range of other enemies who haven't yet closed the distance, and it's the right offensive choice if it will bring you closer to a high-value target.

At higher levels, Superior Mobility will increase all your movement speeds by ten feet (including swimming, climbing and flying), while Ambush Master gives you advantage on Initiative rolls, and grants all your allies advantage on hit rolls against the first enemy you hit in the first round of combat. Use this to scalpel out a priority enemy or, if they're particularly chunky, let your team layer them with debuffs so they hardly participate in the fight.

Races like the Wood Elf and Deep Gnome, which have advantages to hide checks in certain terrain types, can make untouchable Scouts in the right environment, using Skirmish to disengage from foes during the enemy turn, then Hiding easily as a free action on their turn, so they can immediately launch a ranged Sneak Attack with advantage.

Or, if you want a combat-focused Rogue that bounces around the battlefield like a pinball, the Mobile feat grants another 10″ of movement, the ability to ignore difficult terrain when Dashing, and immunity from opportunity attacks made by any enemy that the Rogue has targeted with a melee attack.

DnD Rogue subclasses 5e - Wizards of the Coast art of two Dhampir swordfighting

Swashbuckler

Found in: Xanathar's Guide to Everything

Fancy a dashing, rather than dastardly rogue? The swashbuckler channels the spirit of expert and charming duelists like the Three Musketeers or Errol Flynn's sword-dueling Robin Hood.

Fancy Footwork prevents any enemy that the Swashbuckler 5e has made a melee attack against from taking opportunity attacks against them. This allows the Swashbuckler to pick and choose their melee battles; remember that Rogues can use Dash as a bonus action, and you can make your attack(s) at any point during your moves, so a Swashbuckler has plenty of options: darting into and out of engagement range with a slow-moving enemy, or landing a drive-by attack, as they run past a guard towards their real target.

Rakish Audacity gives two more compelling bonuses. Swashbucklers add their Charisma bonus to initiative rolls, helping them to set the terms of combat. But, more importantly, they can make Sneak Attacks against enemies they don't have advantage against, provided they're within 5′, don't have disadvantage, and no other allies are within 5′ of them. They're deadly duelists.

As they won't usually be attacking with advantage, Swashbucklers need to dual wield more than most Rogues to ensure they land a hit and trigger that Sneak Attack damage. The Dual Wielder feat is a great companion, giving them +1 AC and allowing them to dual wield weapons that aren't light (a pair of Rapiers is the ideal choice).

The ninth-level feature Panache allows them to turn on the charm, making a Charisma (Persuasion) check as an action to change the mood of a creature. If they're not an enemy, this works like a magic-less version of the Charm spell.
If they are an enemy, they have disadvantage on any attacks they make against anyone other than the Swashbuckler. This lasts for a minute or until one of your allies intercedes and breaks off the duel.

Make sure you don't bite off more than you can chew – the Swashbuckler is still a squishy Rogue. Your goal is to get into duels you can win, not pull heat away from the rest of the party.

Here's a complete guide to the DnD Swashbuckler 5e subclass.

Wizards of the Coast art of a Swashbuckler DnD Rogue 5e

Ability Score Improvement

Level: Four

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue levels eight, 10, 12, and 16.

Cunning Strike

Level: Five

Cunning Strike turns your Sneak Attack damage dice into a flexible resource you can spend to apply a variety of flavorful, tactical effects in combat. When you go to roll your Sneak Attack damage after a successful attack, you can choose to forgo a number of your extra damage dice, in exchange for applying one of a range of special effects.

Some Cunning Strikes force the target to make a saving throw. In all cases, this is DC 8 plus your Dexterity modifier and your proficiency bonus.

Three Cunning Strike options are available at level five:

Cunning Strike Die cost Effect
Poison 1d6 Target makes a Constitution saving throw. On fail, they are Poisoned for one minute. They re-roll the save at the end of each turn to end the effect.
Trip 1d6 Target must be Large or smaller. It makes a Dexterity saving throw. On fail, it becomes Prone.
Withdraw 1d6 Immediately after the attack, you can move up to half your total Speed. Does not trigger Opportunity attacks.

With 3d6 Sneak Attack dice to play with already at level five, your Cunning Strike immediately gives you new options to soften up enemies and maneuver around the battlefield.

Uncanny Dodge

Level: Five

When 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).

DnD Rogue 5e - Wizards of the Coast art of an Elf firing a bow

Evasion

Level: Seven

You 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. You can't use this feature if you have the incapacitated condition.

Reliable Talent

Level: Seven

Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of nine or lower as a 10.

Improved Cunning Strike

Level: 11

You can now use up to two Cunning Strike effects each time you deal Sneak Attack damage, instead of just one, paying the dice cost each time.

Devious Strikes

Level: 14

Devious Strikes unlocks three additional, stronger uses for your Cunning Strike, as follows:

Cunning Strike Die cost Effect
Daze 2d6 Target takes a Constitution saving throw. On a fail, on its next turn, it can only do one thing: move or take an action or take a Bonus Action.
Knock Out 6d6 Target makes a Constitution saving throw. On a fail, they are Unconscious for one minute (or until they take damage). They re-roll the save at the end of each turn to end the effect.
Obscure 3d6 Target makes a Dexterity saving throw. On a fail, it is Blinded until the end of its next turn.

Slippery Mind

Level: 15

Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.

Elusive

Level: 18

You'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.

Epic Boon

Level: 19

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Stroke of Luck

Level: 20

You 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.

For more rules explainers, here's all you need to know about DnD stats and DnD sizes. Or, for more on the latest 5e books, here's all you need to know about this year's DnD release schedule.

This guide directly presents rules text for the DnD 5e Rogue class, published by Wizards of the Coast under a Creative Commons Attribution 4.0 license.