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
| Level | Proficiency bonus | Features | Sneak Attack |
|---|---|---|---|
| 1st | +2 | Expertise, Sneak Attack, Thieves' Cant | 1d6 |
| 2nd | +2 | Cunning Action | 1d6 |
| 3rd | +2 | Roguish Archetype, Steady Aim† | 2d6 |
| 4th | +2 | Ability Score Improvement | 2d6 |
| 5th | +3 | Uncanny Dodge | 3d6 |
| 6th | +3 | Expertise | 3d6 |
| 7th | +3 | Evasion | 4d6 |
| 8th | +3 | Ability Score Improvement | 4d6 |
| 9th | +4 | Roguish Archetype feature | 5d6 |
| 10th | +4 | Ability Score Improvement | 5d6 |
| 11th | +4 | Reliable Talent | 6d6 |
| 12th | +4 | Ability Score Improvement | 6d6 |
| 13th | +5 | Roguish Archetype feature | 7d6 |
| 14th | +5 | Blindsense | 7d6 |
| 15th | +5 | Slippery Mind | 8d6 |
| 16th | +5 | Ability Score Improvement | 8d6 |
| 17th | +6 | Roguish Archetype feature | 9d6 |
| 18th | +6 | Elusive | 9d6 |
| 19th | +6 | Ability Score Improvement | 10d6 |
| 20th | +6 | Stroke of Luck | 10d6 |
† 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
- Arcane Trickster Player's Handbook
- Assassin Player's Handbook
- Inquisitive Xanathar's Guide to Everything
- Mastermind Xanathar's Guide to Everything
- Phantom Tasha's Cauldron of Everything
- Scout Xanathar's Guide to Everything
- Soulknife Tasha's Cauldron of Everything
- Swashbuckler Xanathar's Guide to Everything
- Thief SRD Player's Handbook
- Wild Card Legends of Runeterra: Dark Tides of Bilgewater
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.
| Rules | SRD subclass | Features by level |
|---|---|---|
| 2014 (SRD 5.1) | Thief | Fast Hands (3rd), Second-Story Work (3rd), Supreme Sneak (9th), Use Magic Device (13th), Thief's Reflexes (17th) |
| 2024 (SRD 5.2) | Thief | Fast 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 die | d8 | d8 |
| Saving throws | Dexterity and Intelligence | Dexterity and Intelligence |
| Skills | Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth | Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth |
| Armor | Light armor | Light armor |
| Weapons | Simple weapons, hand crossbows, longswords, rapiers, shortswords | Simple weapons and Martial weapons that have the Finesse or Light property |
| Tools | Thieves' tools | Thieves’ Tools |
| Subclass | Roguish Archetype at 3rd level | Rogue subclass at level 3 |
- The subclass still comes at level 3; the 2024 rules just call it a Rogue subclass rather than a Roguish Archetype.
- Performance is no longer on the skill list.
- New at level 1: Weapon Mastery, which lets you use the mastery properties of two kinds of weapons (see weapon mastery).
- Ability Score Improvements become feats: at levels 4, 8, 10, 12 and 16 you take the Ability Score Improvement feat or another feat you qualify for, and level 19 brings an Epic Boon feat instead of the last improvement.
- New features: Steady Aim (level 3), Cunning Strike (level 5), Improved Cunning Strike (level 11), Devious Strikes (level 14).
- Moved: Reliable Talent (11th level → level 7).
- 2014 features with no 2024 feature of the same name (some were renamed or folded into others): Blindsense.
Features by level, 2014 and 2024
| Level | 2014 features | 2024 features |
|---|---|---|
| 1 | Expertise, Sneak Attack, Thieves' Cant | Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery |
| 2 | Cunning Action | Cunning Action |
| 3 | Roguish Archetype | Rogue Subclass, Steady Aim |
| 4 | Ability Score Improvement | Ability Score Improvement |
| 5 | Uncanny Dodge | Cunning Strike, Uncanny Dodge |
| 6 | Expertise | Expertise |
| 7 | Evasion | Evasion, Reliable Talent |
| 8 | Ability Score Improvement | Ability Score Improvement |
| 9 | Roguish Archetype feature | Subclass feature |
| 10 | Ability Score Improvement | Ability Score Improvement |
| 11 | Reliable Talent | Improved Cunning Strike |
| 12 | Ability Score Improvement | Ability Score Improvement |
| 13 | Roguish Archetype feature | Subclass feature |
| 14 | Blindsense | Devious Strikes |
| 15 | Slippery Mind | Slippery Mind |
| 16 | Ability Score Improvement | Ability Score Improvement |
| 17 | Roguish Archetype feature | Subclass feature |
| 18 | Elusive | Elusive |
| 19 | Ability Score Improvement | Epic Boon |
| 20 | Stroke of Luck | Stroke 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
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.
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