Warforged (Envoy). Integrated Thieves' tools that automatically have expertise on them. Its perfect and allows for so many...so many cool roleplaying encounters. Get stuck in a jail with no equipment? Doesn't matter because you can still lockpick out whenever you want.
I like air Genasi, they get a bonus to dex, a bonus to con is always nice, and they can cast a spell that levitates enemies, which would help for a quick getaway.
For me i'd say changeling, they are to my almost the perfect rogues. No matter (almost) what you do you can get away with by swapping out faces. Though, it's probably safer to get Actor feat if you aren't an assassin to perfect accent of others.
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Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
High Elf because you get +2 to Dexterity and you get to choose Booming Blade or Green Flame Blade without having to be an Arcane Trickster, using a feat, or multiclassing. And of course, you do get dark vision, which is almost required for a Rogue (something that Warforged do not get).
Tabaxi and Swashbuckler if your not playing in AL. With that extra movement you can run in attack for sneak attack damage and runway out of harms way. If you need extra movement use the Tabaxi ability and use a bow on your next attack. Not getting attacked is the best way to stay alive.
I rarely play rogues, but when I do, I choose between elves and tabaxis. However, once I did a goblin rogue, sort of as the party's pet, and it turns out that a year later (In game) I ended up murdering the party. Quick explanation, you DO NOT touch Squirt's bread. (Squirt was my goblin's name). And when we got a manor for our deeds, I got paid in bread, and the party ate it in a food shortage. Hesitantly, I acted upon my flaw... DO NOT touch my bread. So I assassinated them one by one. Their faces of confusion was priceless, then they got mad at me when the DM and I revealed it was me. The campaign was gonna end anyway, so I dont feel bad.
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I like the Rogue. And my absolute favorite race for this particular class is The Deep Gnome. Why? Because of the innate ability to use Svirfneblin Magic as a feat. It's almost perfect. I don't need to multi-class and/or subclass my character in order to be awesome. A Deep Gnome Rogue with Svirfneblin Magic is most definitely the best as far as stealth is concerned: (1) Nondetection at will, (2) you can blind others and/or make others deaf, (3) you can obscure your presence by blurring others sight, (4) you can disguise yourself, (5) stone camouflage whenever you are in rocky and/or stone environments, (6) Darkvision as far as 120 feet away, and (7) just because you're a Gnome you get Gnome Cunning...yeah, that's a Rogue. Espionage? Yes. Scout? Yes. Assassin? Hhmmm...🤔 It's Possible.
Of course there are other races with the ability to be an extremely good rogue. And yes, there very well might be a race that has a superior advantage over all other races when it comes to playing a rogue. But I'm sticking with my favorite because, when it's played right, it's pretty amazing.
I'm currently biased towards Kobolds as that's the race of an upcoming Arcane Trickster character of mine, but they've also got some nice abilities.
Darkvision suits a skulker, Pack Tactics gives advantage with a nearby ally (more chance of hitting and critting on your sneak attacks), and Grovel, Cower and Beg can give allies advantage on attacks against enemies within 10 feet (though you trade your action for this). Downsides are Sunlight Sensitivity (though it's less of a problem on a skulker) and only a total of +2 to ability scores (but it's in Dexterity, the only score a Rogue really needs).
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Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Tabaxi and Swashbuckler if your not playing in AL. With that extra movement you can run in attack for sneak attack damage and runway out of harms way. If you need extra movement use the Tabaxi ability and use a bow on your next attack. Not getting attacked is the best way to stay alive.
AL allows Tabaxi. I agree Tabaxi is amazing. +2 skills you want to have anyway. A climbing speed, and insane movement with Feline Agility.
I would choose any of the below with reasons. Sorry there are a few. I just cannot decide. To be honest, there were more, but I am trying to control myself.
Variant Human - just to get that feat and a free skill proficiency.
Elf - +2 DEX and a wide range of features.
High-Elf - free cantrip and a mix of above 2. +2 to CHA can help make a good Swashbuckler.
Halfling - +2 DEX, lucky (reroll one's) and nimble (run around larger creatures).
Kobold - as explained by Haravikk.
Kenku - +2 DEX, kenku training for more rogue-ish skill proficiencies, and expert forgery & mimicry for some RP materials.
Tabaxi - +2 DEX, feline agility for extra movement, and cat's talent for more rogue-ish skill proficiencies.
I think it'd really depend on what kind of rogue I felt like playing. A scrappy thief? A swashbuckling pirate? A scout, assassin etc.
If I were to pick one just in terms of racial abilities I'd go with high elf for booming blade unless I was planning to focus on ranged weapons, but I tend to approach it more with 'oh this combination gives me an idea for a cool character' rather than 'this is a really effective combo.'
I have a really good Kenku Rogue that I use with expert forgery skills and mimicry. This rogue type is more for getting information, lying your way out of everything, and buffing stealth and deception. [Charisma]
I'm drawn to Half Elves, with Tasha's revised origins. 1x+2 and 2x+1 ASIs, Darkvision, Fey Ancestry and 2 extra skills. Makes for a versatile skill monkey. Eight skills out of the box, four with expertise by 6th.
Grung (if your DM allows it) is very interesting as all piercing attacks can include the Grung's poison effect, which if the enemy fails their DC12 Con saving throw, will take 2d4 extra damage in poison. Also if you take Poisoner as a feat option, you can gain the ability to ignore poison resistance.
Warforged (Envoy). Integrated Thieves' tools that automatically have expertise on them. Its perfect and allows for so many...so many cool roleplaying encounters. Get stuck in a jail with no equipment? Doesn't matter because you can still lockpick out whenever you want.
What is your opinion? I would like to hear it.
<If it didn't die the first time, you didn't kill it hard enough> and <If percussion maintenance isn't working, you didn't hit it hard enough>
I like air Genasi, they get a bonus to dex, a bonus to con is always nice, and they can cast a spell that levitates enemies, which would help for a quick getaway.
For me i'd say changeling, they are to my almost the perfect rogues. No matter (almost) what you do you can get away with by swapping out faces. Though, it's probably safer to get Actor feat if you aren't an assassin to perfect accent of others.
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
Changeling gives you expert infiltration, and interesting roleplaying.
Elves or half-elves give either hefty bonuses to Dexterity, bonus skills, or the "Prodigy" feat (which means more Expertise).
Halflings to reroll 1's, and "Cunning Action" removes their movement weakness with the bonus-action "Dash".
Gnomes are good arcane tricksters, and they gain advantage against magical Intelligence, Wisdom & Charisma saves (!).
High Elf because you get +2 to Dexterity and you get to choose Booming Blade or Green Flame Blade without having to be an Arcane Trickster, using a feat, or multiclassing. And of course, you do get dark vision, which is almost required for a Rogue (something that Warforged do not get).
Tabaxi and Swashbuckler if your not playing in AL. With that extra movement you can run in attack for sneak attack damage and runway out of harms way. If you need extra movement use the Tabaxi ability and use a bow on your next attack. Not getting attacked is the best way to stay alive.
I rarely play rogues, but when I do, I choose between elves and tabaxis. However, once I did a goblin rogue, sort of as the party's pet, and it turns out that a year later (In game) I ended up murdering the party. Quick explanation, you DO NOT touch Squirt's bread. (Squirt was my goblin's name). And when we got a manor for our deeds, I got paid in bread, and the party ate it in a food shortage. Hesitantly, I acted upon my flaw... DO NOT touch my bread. So I assassinated them one by one. Their faces of confusion was priceless, then they got mad at me when the DM and I revealed it was me. The campaign was gonna end anyway, so I dont feel bad.
I love roleplaying, message me so we can set something up.
I talk everything D&D, message me for questions, chat, arguements, or roleplay!
I like the Rogue. And my absolute favorite race for this particular class is The Deep Gnome. Why? Because of the innate ability to use Svirfneblin Magic as a feat. It's almost perfect. I don't need to multi-class and/or subclass my character in order to be awesome. A Deep Gnome Rogue with Svirfneblin Magic is most definitely the best as far as stealth is concerned: (1) Nondetection at will, (2) you can blind others and/or make others deaf, (3) you can obscure your presence by blurring others sight, (4) you can disguise yourself, (5) stone camouflage whenever you are in rocky and/or stone environments, (6) Darkvision as far as 120 feet away, and (7) just because you're a Gnome you get Gnome Cunning...yeah, that's a Rogue. Espionage? Yes. Scout? Yes. Assassin? Hhmmm...🤔 It's Possible.
Of course there are other races with the ability to be an extremely good rogue. And yes, there very well might be a race that has a superior advantage over all other races when it comes to playing a rogue. But I'm sticking with my favorite because, when it's played right, it's pretty amazing.
The halfling and the elf as it lets them hide more easily than most others.
I'm currently biased towards Kobolds as that's the race of an upcoming Arcane Trickster character of mine, but they've also got some nice abilities.
Darkvision suits a skulker, Pack Tactics gives advantage with a nearby ally (more chance of hitting and critting on your sneak attacks), and Grovel, Cower and Beg can give allies advantage on attacks against enemies within 10 feet (though you trade your action for this). Downsides are Sunlight Sensitivity (though it's less of a problem on a skulker) and only a total of +2 to ability scores (but it's in Dexterity, the only score a Rogue really needs).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
My preference is for Elves, since the Revenant Blade feat exists.
High Elves add an extra cantrip, and there's no such thing as too many cantrips.
AL allows Tabaxi. I agree Tabaxi is amazing. +2 skills you want to have anyway. A climbing speed, and insane movement with Feline Agility.
I would choose any of the below with reasons. Sorry there are a few. I just cannot decide. To be honest, there were more, but I am trying to control myself.
I think it'd really depend on what kind of rogue I felt like playing. A scrappy thief? A swashbuckling pirate? A scout, assassin etc.
If I were to pick one just in terms of racial abilities I'd go with high elf for booming blade unless I was planning to focus on ranged weapons, but I tend to approach it more with 'oh this combination gives me an idea for a cool character' rather than 'this is a really effective combo.'
I have a really good Kenku Rogue that I use with expert forgery skills and mimicry. This rogue type is more for getting information, lying your way out of everything, and buffing stealth and deception. [Charisma]
I'm drawn to Half Elves, with Tasha's revised origins. 1x+2 and 2x+1 ASIs, Darkvision, Fey Ancestry and 2 extra skills. Makes for a versatile skill monkey. Eight skills out of the box, four with expertise by 6th.
Grung (if your DM allows it) is very interesting as all piercing attacks can include the Grung's poison effect, which if the enemy fails their DC12 Con saving throw, will take 2d4 extra damage in poison. Also if you take Poisoner as a feat option, you can gain the ability to ignore poison resistance.
Almost too many to list because Rogues can go the whole range...
You can go Tabaxi Thief (yes...cat burglar...)
Now that I think on it, A Tabaxi Swashbuckler would work too (Puss in REALLY high Boots...)
I like the Shifter race and I can easily see a Scout there.
It also occurs to me that a Changeling would make a GREAT Rogue with their ability to change their appearance.
From experience, any race that gives a bonus to DEX is great but especially a Tabaxi as said already
Tabaxi: Insane movement through feline agility plus a climb speed.
Half-elf: 4 ability score points to spend + extra skills. Very useful on a rogue.