
Rogue Legacy This doesn't reflect the latest rules and lore. Learn More Class Details
Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open.
A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound.
Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard’s belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape.
Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
Skill and Precision
Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.
A Shady Living
Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and wererats—haunt the sewers.
As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.
Creating a Rogue
As you create your rogue character, consider the character’s relationship to the law. Do you have a criminal past—or present? Are you on the run from the law or from an angry thieves’ guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal?
What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to reevaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend—another member of your adventuring party—who showed you new possibilities for earning a living and employing your particular talents.
QUICK BUILD
You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at Investigation or plan to take up the Arcane Trickster archetype. Choose Charisma instead if you plan to emphasize deception and social interaction. Second, choose the charlatan background.
The Rogue Table
Level | Proficiency | Sneak | Features |
---|---|---|---|
1st | +2 | 1d6 | |
2nd | +2 | 1d6 | |
3rd | +2 | 2d6 | |
4th | +2 | 2d6 | |
5th | +3 | 3d6 | |
6th | +3 | 3d6 | |
7th | +3 | 4d6 | |
8th | +3 | 4d6 | |
9th | +4 | 5d6 | |
10th | +4 | 5d6 | |
11th | +4 | 6d6 | |
12th | +4 | 6d6 | |
13th | +5 | 7d6 | |
14th | +5 | 7d6 | |
15th | +5 | 8d6 | |
16th | +5 | 8d6 | |
17th | +6 | 9d6 | |
18th | +6 | 9d6 | |
19th | +6 | 10d6 | |
20th | +6 | 10d6 |
Class Features
As a rogue, you have the following class features.
Hit Points
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a shortsword
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
- Leather armor, two daggers, and thieves’ tools
Expertise
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
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
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
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
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Ability Score Improvement
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Uncanny Dodge
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.
Expertise
At 6th level, choose two more of your skill proficiencies, or one more 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.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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
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
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
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Elusive
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
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 Archetypes
Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.
Thief Legacy This doesn't reflect the latest rules and lore. Learn More
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.
Fast Hands
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Second-Story Work
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Supreme Sneak
Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Use Magic Device
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
Thief’s Reflexes
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
No, the ranger is level 4. Variant human or Tasha's custom Lineage, using a hand crossbow. I didn't even take into consideration subclass because Hunter, Gloomstalker and faywanderer all increase the damage even further. It also doesn't include hunter's mark which I'd assume you wouldn't need for most encounters. I also didn't take into consideration team compositions which can greatly improve or change utility.
For example, if you say have a level 4 Dao Tasha's custom Lineage warlock with crusher and telekinetic you can take repelling blast and agonizing blast with spike growth. Crusher triggers, moves the foe 5 feet, telekinetic pushes them 5 feet amd repelling blast pushes 10 feet so you can move a foe 20 feet in spike growth while having a +4 to Eldritch blast damage and the bonus damage from Dao. For every 5 feet of movement we have 2d4 piercing damage. So we're looking at that's 8d4+1d10+4+2 si that's average 27 damage without considering if the target moves during their turn at all. No save. Admittedly this does require set up and we're only assuming one target.
A Barbarian with Reckless attack gives their own advantage and with polearm master and great weapon fighting they get 1d10+1d4+(2×strength)+(2×10) and we'll be looking at an average of 33 damage on average. Not to mention that with polearm master if an enemy enters your range the provoke an opportunity attack which is another 1d10+strength+10 with advantage due to reckless attack. So if that's consistent, which it would be as consistent as your rogue build that's another 18 damage on average. So we'd be looking at 51 damage a round potentially at level 4. And I'm not considering rage either for this because we want to get in there right away. But with rage we would get another 4 damage after round 1 or 6 damage if enemies keep threatening the Barbarian in range.
Fighter and Paladin can also be doing something similar while fighter can get bonus damage from a few subclasses and Paladin can add smite damage on top of that.
Considering party composition, an ally using faerie fire, bardic inspiration and a cleric using bless and these strategies far far outpace anything a rogue could be doing.
Now, a rogue's damage at low levels is fine. It's not the best, but it's not bad either. But its pretty restrictive on how it can be preformed and it requires similar levels of setup to achieve success as a sharpshooter or great weapon fighting build and it performs worse.
You aren't comparing equally. Your ranger example is high enough level to have 2 feat while my rogue example literally has just the one. 4th level rogue doing 4d6 damage per round. Now show me a 4th level ranger doing more damage per round than that.
No, an attack role is not an ability check.
Does Reliable Talent also count for Attack rolls with proficient weapons?
Reliable Talent
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.
Or you could take crossbow expert and sharpshooter as a ranger and deal 2(1d6+dex+10) which averages out to about 34 damage without the need to trigger a reaction to achieve. And you don't need advantage. Your average if the stars align 2(1d8+dex+4d6) averages out to 26. This is all assuming point buy and not taking subclass into consideration. I took into account rogue using a rapier as well which would be the best weapon for this strategy of yours. Rogue can use that strategy too but they don't get a fighting style which weakens them in that regard. Rogue's damage is okay levels 1-4 but they fall off pretty hard past level 5. Before they were doing average damage if you use more well known strategies like booming blade or sharpshooter builds.
Ranger basically does almost everything Rogue does but better with martial weapon proficiency, medium armor, shields and spells.
But, I do like the concept of rogue and I don't think it's the worst class. But the bottom 3 of Barbarian, Monk and Rogue all need serious help. Something like they did for ranger and sorcerer.
Surely you're not serious. Have you looked at the Sentinel feat? A rogue sneak attacks on their turn then sneak attacks an enemy that's attacking someone other than the rogue that the rogue is nearby. That's 4D6 per round before you even get to 5th level. As well you can reduce an enemies movement speed to 0 if you succeed on an attack of opportunity, which sentinel allows you to get regardless of if they attempt to disengage or simply run.
So basically you can do massive amounts of damage and prevent someone from fleeing so long as you stage the fight to your advantage, which is what a rogue should be doing anyway.
Rogue is a bit underwhelming. It definitely needs extra attack and a fighting style. Sneak attack just isn't that good and all the limitations added to it about what weapon can be used is a bit too restrictive.
Is it just me or is this class OP?
Action: Sneak Attack, if Hide is successful. Add 2d6 to damage
Bonus Action: Cunning Action to Hide
(Repeat)
Being hidden also gives the enemy disadvantage on attacks.
hi
I'm seeing nine
I have a Rogue/Mage and he uses the skills from each class to complement the other. He added Swordsman with a longsword and dagger combo as he fights two-handed. Think Gymnastics, Ballet, and Jazz dance as his style, He spins, twirls and jumps to gain an advantage to backstab. This keeps his opponents off balance and he gains an advantage this way.
I target my players' familiars on the first round of every combat. They aren't meant for battle.
: )
But the rogue can almost always get their sneak attack off anyway, they just have to attack something that's five feet away from one of their allies. I always recommend a Rogue use its first ASI on Mobile. That feat is FILTH.
If you purchase the other subclasses on this site they will show up as well 😊
You should really include the two other Roguish Archetypes, Assassin and Arcane trickster. I was almost fooled into thinking that there was only one Roguish Archetype. But other than that, this is a great source if you don't own a copy of PHB (The Player's Handbook)
I to0 enjoy.
Use ASI to get some feat that lets you get find familiar then tell it to always use the help action on you in combat then have sneak attack trigger every turn no matter how un-sneaky you are and have advantage on that sneak attack.
I love rouges there very fun to play as and my main character is a rouge and they are stacked
so like multiclassing a rouge and a shadow monk is cool, tryin it with ravenloft I guess
I agree with the thought but I'd personally choose some very different spells.
Never, ever cast Haste on yourself. Theoretically you can cast it if you have time to prepare for a fight, but like Bless or other short-duration buffs it usually gets cast in the first round of combat. And then if you lose Concentration you lose an entire turn. Way too risky, imo.
I'd also avoid most spells that require a saving throw. You're a rogue first and wizard second, so you have very few slots and your INT will probably be 14-16 unless the GM is nice and kicks a headband your way. By level 13, the full casters in the party will have better save-or-suck options, better DCs, and enough slots to risk the occasional successful save.
To maximize the value of your limited slots, pick spells that will have immediate impact. The power of Fly cannot be overstated. Major Image works well in and out of combat and is limited only by your imagination (and the willingness of your GM to put up with your BS). Gaseous Form and Non-detection are good but more situational. Fireball isn't a bad choice but only amounts to a single turn you can spend at range without sacrificing damage.
For lower levels, Silent Image is great for exploration and escaping; Silvery Barbs is powerful but will eat up your reactions and spell slots so be careful with it; Find Familiar is an optimization favorite but ymmv depending on your GM; and Invisibility/Misty Step/Shadow Blade are iconic essentials for any Arcane Trickster.
Nice