Rogue class icon: a cloaked figure with a dagger
Icon by Lorc, CC BY 3.0

Rogue 5e class

Rogues are skill experts who win with precision rather than brute force. Sneak Attack adds big damage once per turn, Cunning Action lets them dash, disengage or hide as a bonus action, and Expertise makes them the best at what they practice.

Jump to: Playing a rogue · Rogue table · Class features · Roguish Archetype options · What changed in 2024 · Common questions

Rogue at a glance

Hit die
d8
Hit points at 1st level
8 + Constitution modifier
Hit points per level after 1st
1d8 (or 5) + Constitution modifier
Saving throws
Dexterity, Intelligence
Armor
Light armor
Weapons
Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools
Thieves' tools
Skills
Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth
Subclass
Roguish Archetype at 3rd level

Planning ability scores? Try the point buy calculator or the 4d6 ability score roller.

What the rogue is good at

The rogue is the expert: stealth, locks, traps, talking and noticing things. It gets four skills and thieves’ tools, Expertise (double proficiency bonus) in two of them at 1st level and two more at 6th, and at 11th level Reliable Talent treats any d20 roll of 9 or lower as a 10 on checks you’re proficient in.

In a fight, Sneak Attack adds 1d6 extra damage once per turn at 1st level, rising to 10d6 at 19th. It needs a finesse or ranged weapon and either advantage on the attack or another enemy of the target within 5 feet of it (and no disadvantage). Cunning Action at 2nd level lets you Dash, Disengage or Hide as a bonus action, so you can hit and get out of reach every turn.

Choosing ability scores

Dexterity first: attacks, damage, Armor Class, Stealth and initiative. Constitution second for hit points. Then pick by role: Charisma for a talker, Wisdom for a scout who spots everything, Intelligence for an investigator or Arcane Trickster.

With the standard array: Dexterity 15, Constitution 14 and 13 in your role’s score. The point buy calculator adds your race’s or background’s increases.

Picking a roguish archetype

You choose at 3rd level. The SRD’s Thief uses Cunning Action for more things (a bonus action to use an object, pick a lock or disarm a trap with thieves’ tools), climbs quickly, and at 13th level can use any magic item regardless of class, race or level requirements.

The Player’s Handbook adds the Assassin and the Arcane Trickster, who casts wizard spells. Later books add the Swashbuckler, Scout, Inquisitive, Mastermind, Phantom and Soulknife.

Common beginner mistakes

  • Using the wrong weapon. Sneak Attack needs a finesse or ranged weapon: a rapier, dagger, shortsword or bow works, a longsword doesn’t.
  • Not setting it up. Attack enemies your allies are already fighting; an ally within 5 feet of the target is all you need.
  • Thinking it’s once per round. It’s once per turn. An opportunity attack on another creature’s turn can deal Sneak Attack damage again.
  • Staying in melee. You have a d8 hit die and light armor. Use Cunning Action to Disengage after attacking.

Rogue level progression

LevelProficiency bonusFeaturesSneak Attack
1st+2Expertise, Sneak Attack, Thieves' Cant1d6
2nd+2Cunning Action1d6
3rd+2Roguish Archetype, Steady Aim†2d6
4th+2Ability Score Improvement2d6
5th+3Uncanny Dodge3d6
6th+3Expertise3d6
7th+3Evasion4d6
8th+3Ability Score Improvement4d6
9th+4Roguish Archetype feature5d6
10th+4Ability Score Improvement5d6
11th+4Reliable Talent6d6
12th+4Ability Score Improvement6d6
13th+5Roguish Archetype feature7d6
14th+5Blindsense7d6
15th+5Slippery Mind8d6
16th+5Ability Score Improvement8d6
17th+6Roguish Archetype feature9d6
18th+6Elusive9d6
19th+6Ability Score Improvement10d6
20th+6Stroke of Luck10d6

† Optional class features from Tasha’s Cauldron of Everything, which the builder offers if your table uses them: Steady Aim. They aren’t in the SRD, so their text isn’t on this page.

Rogue class features (2014 rules, SRD 5.1)

As a rogue, you gain the following class features. Each one shows the rogue level you gain it at; features chosen at a later level (like your roguish archetype) add more as you go.

Expertise

1st and 6th level

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack

1st level

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant

1st level

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action

2nd level

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Roguish Archetype

3rd level

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities, such as Thief. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Improvement

4th, 8th, 10th, 12th, 16th and 19th level

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Uncanny Dodge

5th level

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion

7th level

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are 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

11th level

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense

14th level

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind

15th level

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive

18th level

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Stroke of Luck

20th level

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or long rest.

Roguish Archetype options

The builder offers 10 subclasses for the rogue, and only shows the ones your build can take.

Official

The SRD includes one roguish archetype in each edition, marked SRD above. The others are in the Player’s Handbook and later books, so this page gives their names only. The Thief page has its full text in both editions, a guide and what changed in 2024.

RulesSRD subclassFeatures by level
2014 (SRD 5.1)ThiefFast Hands (3rd), Second-Story Work (3rd), Supreme Sneak (9th), Use Magic Device (13th), Thief's Reflexes (17th)
2024 (SRD 5.2)ThiefFast Hands (3), Second-Story Work (3), Supreme Sneak (9), Use Magic Device (13), Thief's Reflexes (17)

What changed in 2024

The 2024 Player’s Handbook revised the rogue, and the System Reference Document 5.2 has the new version. Here is the rogue side by side in both editions, and what changed, worked out from the two SRDs.

2014 rules (SRD 5.1)2024 rules (SRD 5.2)
Primary ability—Dexterity
Hit died8d8
Saving throwsDexterity and IntelligenceDexterity and Intelligence
SkillsChoose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, StealthChoose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth
ArmorLight armorLight armor
WeaponsSimple weapons, hand crossbows, longswords, rapiers, shortswordsSimple weapons and Martial weapons that have the Finesse or Light property
ToolsThieves' toolsThieves’ Tools
SubclassRoguish Archetype at 3rd levelRogue subclass at level 3

Features by level, 2014 and 2024

Level2014 features2024 features
1Expertise, Sneak Attack, Thieves' CantExpertise, Sneak Attack, Thieves' Cant, Weapon Mastery
2Cunning ActionCunning Action
3Roguish ArchetypeRogue Subclass, Steady Aim
4Ability Score ImprovementAbility Score Improvement
5Uncanny DodgeCunning Strike, Uncanny Dodge
6ExpertiseExpertise
7EvasionEvasion, Reliable Talent
8Ability Score ImprovementAbility Score Improvement
9Roguish Archetype featureSubclass feature
10Ability Score ImprovementAbility Score Improvement
11Reliable TalentImproved Cunning Strike
12Ability Score ImprovementAbility Score Improvement
13Roguish Archetype featureSubclass feature
14BlindsenseDevious Strikes
15Slippery MindSlippery Mind
16Ability Score ImprovementAbility Score Improvement
17Roguish Archetype featureSubclass feature
18ElusiveElusive
19Ability Score ImprovementEpic Boon
20Stroke of LuckStroke of Luck

Rogue class features in the 2024 rules (SRD 5.2)

As a rogue, you gain these class features when you reach the listed Rogue levels. They are listed in level order.

Level 1: Expertise

You 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.

Level 1: Sneak Attack

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 a 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 5 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, as shown in the Sneak Attack column of the Rogue Features table.

Level 1: Thieves' Cant

You 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."

Level 1: Weapon Mastery

Your 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. For example, you could switch to using the mastery properties of Scimitars and Shortswords.

Level 2: Cunning Action

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.

Level 3: Rogue Subclass

You gain a Rogue subclass of your choice. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass's features that are of your Rogue level or lower.

Level 3: Steady Aim

As 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.

Level 4: Ability Score Improvement

You 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, 10, 12, and 16.

Level 5: Cunning Strike

You'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. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling.

If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.

To use this effect, you must have a Poisoner's Kit on your person.

Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.

Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.

Level 5: Uncanny Dodge

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).

Level 7: Evasion

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.

Level 7: Reliable Talent

Whenever 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.

Level 11: Improved Cunning Strike

You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.

Level 14: Devious Strikes

You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.

Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.

Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.

Level 15: Slippery Mind

Your cunning mind is exceptionally difficult to control.

You gain proficiency in Wisdom and Charisma saving throws.

Level 18: Elusive

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.

Level 19: Epic Boon

You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.

Level 20: Stroke of Luck

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.

Common questions

How does Sneak Attack work?

Once per turn, you deal extra damage (1d6 at 1st level, 10d6 at 19th) to one creature you hit with a finesse or ranged weapon, if you have advantage on the attack roll, or if another enemy of the target is within 5 feet of it, isn’t incapacitated and you don’t have disadvantage.

Can a rogue Sneak Attack more than once per round?

Only once per turn, but that means it can happen again on someone else’s turn, usually with an opportunity attack or another reaction attack.

Does Sneak Attack work with spells?

No. It needs an attack with a finesse or ranged weapon.

What is Cunning Action?

From 2nd level, you can take the Dash, Disengage or Hide action as a bonus action on each of your turns.

What changed for the rogue in 2024?

Weapon Mastery at level 1, Steady Aim at level 3, Cunning Strike at level 5 (trade Sneak Attack dice for effects like Poison, Trip and Withdraw), Reliable Talent at level 7, and Slippery Mind now gives Wisdom and Charisma saves. Performance left the skill list, and the weapon list became martial weapons with the Finesse or Light property.

The rogue compared with similar classes

ClassHow it compares
BardThe other skill expert, with spells and support instead of Sneak Attack.
RangerA Dexterity scout with spells and extra attacks, fewer skills.
MonkAlso fast and slippery, with ki and many small hits instead of one big one.
FighterMore attacks and armor, fewer skills.

How to build a rogue

Open the builder, choose the 2014 or 2024 rules on the first step, then pick Rogue as your class. It fills in your hit points, saving throws and proficiencies, then walks you through race, roguish archetype, ability scores, background, skills, equipment. Everything the rules can work out is computed for you: Armor Class from your armor, attack bonuses and every skill modifier.

Other classes: Artificer · Barbarian · Bard · Cleric · Druid · Fighter · Monk · Paladin · Ranger · Sorcerer · Warlock · Wizard