
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.
I have had 2 characters in 1 campaign and I had a ranger last time and died twice.
The Assassinate feature only works on targets that are Surprised, meaning you don't get it every time you attack while hidden. You can only get it on the first round of combat if you successfully Surprise an enemy and then go before them in Initiative.
Rogues are cool
I disagree with that. But everybody has their own opinions.
Yup, without a shadow of a doubt. The critical hit thing/advantage works really well with Rogue's sneak attack. And the Rogue's have cunning action, which means you can spam hide, and in turn, gain critical hits.
thx- i'll check
They are under their own tab in the character creator in the class page, if you have not already looked there
The "Steady Aim" optional class feature does not show up on my character sheet. I have the button selected in the character set-up, and I have seen optional Class features show on Character sheets before. Any suggestions?
No. Using a magic item is not the same as interacting with an object
Does anyone know what subclass would be good for a retired fixer character?
rogues rule
Would fast hands allow you to use a wand to magic missile and then still attack with your hand crossbow inflicting sneak attack? Seems like Use an Object would be pretty strong with that, am I interpreting that correctly?
This might be really obvious but has anyone thought of using thief's reflexes and the alert feat?
The thief subclass is better at stealing (or other sleight of hand) in combat, but if you're not attacking and you're a different subclass you can do a lot by doing sleight-of-hand with your action and using your cunning action for something else.
My point is that fast hands doesn't add much to a rogue's thieving abilities that they couldn't already do. (Even if only because it's hard to improve a rogue's thieving ability without making it insane) It would be interesting if high level Thieves could sleight-of-hand as an item interaction instead.
Arcane Trickster and Assassin are rogue subclasses in the PHB. You have to buy them to see them, as the Thief is the only one available for free.
I agree with EnchantedNinja12345. Although I was always attracted to the rogue because it sounded mysterious and powerful, right now, I'm disappointing that the only martial class that doesn't have an extra attack is the rogue. Although they're supposed to be "Jack of all Trades, master to none" and have four proficiencies compared to the vast majority of classes who only have two, bards have three proficencies, and one extra skill doesn't really make a difference. Heck, I'd be satisfied if D&D would just add an extra attack to the rogue, I don't even care about the 15d6, as long as the rogue FINALLY has that extra attack. Also, it actually would make sense and wouldn't destroy the premise of the rogue if they got an Extra attack. It would actually flow very well, since the rogues are supposed to be so big-brained and agile that they can strike one pain point, then strike again due to their fast reflexes. Also, will somebody allow the rogue to cast magical spells? I know there's something called the Arcane Trickster and the Assassin, but where even are these archetypes, all I can see is thief!
That's what I did. I took three levels in assassin rogue for Cunning Action, Assassinate, and Steady Aim (for a reliable access to advantage), and the majority of my levels were in fighter. Assassinate pairs particularly well with Action Surge, as you can get four to six attacks that all have advantage, powered up by Sharpshooter. If you did get that rare surprise round, all of those Action Surge attacks won't just have advantage, but will also be criticaled. I don't really like going full rogue, as it tends to peter off at higher levels (once Extra Attack comes into play). The Sneak Attack didn't really add much to my overall damage, but I saw it as a nice bonus that tops off all other features I would be getting from rogue (Cunning Action, Steady Aim, Expertise, etc.). Steady Aim is valuable if you can't hide.
We also need to consider that every single attack made is worth about 2-3 sneak attack dice. If you're using a shortsword with a D6+ your dex modifier its similar to a 2d6 assuming you have a +3 or 4 to your dex. A greatsword having 2d6+ strength would be similar to 3, although Flat damage is more reliable than dice imo, which is something to keep note of. This isn't considering other modifiers like fighting styles, feats or class features. As rogue is now I have found that its worth it to sacrifice 5-6 levels in rogue for extra attack because those 3 sneak attack dice are just not worth as much as the bonuses I can get from a fighter or ranger.
Remember, DDB isn't owned by Wizards of the Coast. They are two separate corporations.
At lower levels, rogue probably does more damage. But the rogue's greatest weakness is that it can only make ONE attack per round, unlike other martial classes. This prevents it from getting more value out of Sharpshooter, and Sneak Attack doesn't scale enough to offset this. In my opinion, Sneak Attack damage should scale up to 15d6 instead of 10d6. It would add one extra die per level at levels under 10. Beyond level 10, an extra sneak attack die would be added every TWO levels. Rogues depend on sneak attack just for their damage to be on-par with rangers, fighters, paladins, and barbarians. Actually, not on-par. Much less.
I know rogues aren't designed to be primary damage dealers, because they are utility skill monkeys. But bards are much better at skills than the rogue, and have spellcasting. If built correctly, a bard can out-damage a rogue (College of Valor w/ Swift Quiver Magical Secret and Sharpshooter). It seems like rogue is intended to be a situational damage dealer, and an attacker that relies on one precise and debilitating attack. If rogue is supposed to be that way, WoTC did a horrible job at balencing.
There's two things that I would recommend for fixing the rogue:
The rogue's damage is decent at lower levels, but it doesn't really increase in power as you level up. Other classes get Extra Attack, which means more attacks for GWM or Sharpshooter.