
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.
D&D Beyond applies the Soulknife's Ability Modifier to the damage of the offhand attack. This seems like a bug, as it essentially gives them the two weapon fighting style. It does not say this anywhere in the UA.
additional question should i instead be sword bard 7 rogue assassin six and keep taking levels in rogue
Yeah definitely since you also have a special subclass ability that comes in at 13th level as well!
so im considering playing a rogue in a high level campaign that starts at level 13 and ends at 20 should I?
Wild card is a super cool class and I love the thought around it. My only problem with the class is the 17th ability, it just feels forced and put in there. I don't think being resistant to all damage and moving through objects fits within the class.
I think a lot of us just get tired of 'but it's weak!', because it's deformed game development to the point that a lot of people have abandoned D&D for rpgs where the community doesn't make that complaint. Try looking at the player-community for Exalted, World of Darkness, or anything with the Fate engine. It's a little embarrassing. There's a lot of things we don't get to have in D&D because people complain about combat application.
[redacted]
Anyone else think Soul Blade is a really cool subclass but it's class feats drop off really early? Like the blades quickly become worse as soon as you get +1 weapons. Really would like it if they scaled bit better.
That seems a little close-minded and judgemental. Different strokes for different folks.
Yes, sorry.
Combat is as much a part of d&d as RP (I say this as an avid role player). Some people enjoy one while others enjoy the other, but to deny one is to remove what makes d&d D&D. I wish people would stop getting mad because someone optimizes for the combat side instead of the RP side. Thank you for bringing this topic up and please read A New Player Guide to Powergaming.
Not double damage, double dice.
Amazing
Yes. Critical hits double all the damage on a hit.
Having trouble with the wording on this as well, might need some rewording or sage advice if Phantom goes live
Depends on your DM.
Have people forgotten that D&D is a Role-Playing Game?
If all you're worried about is how much damage your character can do, you should stick to playing video games or Warhammer.
Geez!
They have get expertise earlier than bards. They can pick locks. Can use magic. Can use magic items SOMEONE else is using. Sneak attack? Oof. Please: if you don't like rogues, or haven't played one, then don't say anything. They can do some ridiculous damage.
“Rogues are already the best” I cannot believe there are people complaining about this subclass. Well, I can, but it’s embarrassing. It’s embarrassing that there are still people out there that somehow think that the rogue is a powerful class to begin with. If we’re talking about in-combat strength; the rogue is the worst of all martial classes, and it’s really not even that close pre-level 10. Which, mind you, the grand majority of games don’t even reach.
I don’t really want to post the math since I’m forced to use a phone at the moment and I don’t want to make this comment take an entire page, but I implore you to do it yourself with fair comparisons, taking into account the fact that rogues are forced to optimize for damage since they aren’t proficient with shields. Out of every martial class in the game, when non-multiclassed, rogues deal less damage than everyone else for the majority of levels 1-10 when optimized for damage. Even later in the game, they usually won’t be better than classes that are intended to be dealing damage.
The only in-combat ability they get at base to make up for this is uncanny dodge, evasion, and the ability to dash/disengage as a bonus action. The mobility is nice, but the other two features are only there to make up for the fact that rogues have LESS HP and WORSE ARMOR than every other martial class. They are inherently squishy, and need to sacrifice their action economy to have access to the same survivability that the better classes have.
and then we get to the subclasses; barring the assassin, which is a controversial class mostly used for cheese builds that rely on one-turn kills and then end up being mediocre for the rest of the battle, this has been the only subclass that has introduced a way for rogues to be stronger in combat. And, in my opinion, it’s a blessing, and the first thing that has made me want to play rogue in a long time. Everything else has neat concept/flavor, but ultimately only provide minor out of combat benefits coupled with a way to get easier access to their sneak attack and maybe some extra mobility. I’m not counting the scout, because in my five years of playing 5e I’ve yet to play a game that reached 17th level.
Are there ways to make rogues useful? Sure, via feats, multiclassing, and getting your friends to give you more ways to attack outside of your own turns. But by itself, the chassis of rogue is extremely mediocre, and I’m tired of people justifying it by saying “much sneak attack dice” or that they’re strong out of combat. Any character in the game can be proficient with thieves tools thanks to backgrounds, and If we’re talking about skills, anything rogues can do bards can do better. Not to mention, magic in general is much more potent than relying on skill checks, so every full caster has the advantage over rogue in that regard by default. And the best part is; thanks to ritual casting and cantrips, they don’t even have to sacrifice their in-combat strength to do so if they don’t want to. Even for the classes that don’t have built-in ritual casting, they usually have something to make up for it.
and, even if they were stronger than every other class out of combat, that still wouldn’t justify the power difference. Anyone in the game can contribute to an out of combat situation. Even if you don’t have a solid skill check that’s relevant, you still have your brain. You can still think of unique approaches to situations, or take a leadership role and collaborate with your team. When you’re outside of combat, everyone has a chance to contribute. If you’re in combat though, telling your allies what to do is called being a backseat gamer. Not to say that giving people suggestions is always a bad thing, but if you’re making it your role to tell everyone else how to fight during a battle, chances are you’re going to be annoying people.
tl;dr this subclass is great, and introduces new ways to make rogues useful without breaking the game, and anyone that thinks they already deal too much damage is factually incorrect.
If you hit with a crit sneak attack that activates Wails From the Grave does that's dice double as well?