By Jenny Melzer , Isaac Williams & Louis Kemner
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When it comes to stealth, precision and pockets potentially bulging with stolen goods, Fifth Edition has made the sticky-fingered rogue a nearly indispensable member of adventuring parties. As one of the game's three original classes, the role of the rogue is highly essential because there are a number of things they can do that other classes just can't. As virtual masters of stealth, infiltrators, trap disarmers and con artists, there is plenty more to the rogue player character than stealing and sneaking. That's where crafting a powerful build comes into play.
Rogues can be high damage dealers, with abilities like Sneak Attack buffering their damage rolls. Depending on their subclass, they may even be able to rack up more damage than classes like the fighter or barbarian, but it takes careful planning. Crafting an outstanding rogue build means taking every advantage the system has to offer into consideration. From the best background and species to the highest performing subclass and most valuable feats.
Updated on July 20th, 2024 by Louis Kemner: This guide for the best rogue builds has been updated to include lots of new information for fans of this class to refer to when making their next D&D character, including a section about magic items, as well as to adhere to CBR's most current standards for formatting.
Rogue Build Summary
Ability Scores (in order of importance) | Dexterity, Constitution, Wisdom/Charisma/Intelligence, Strength |
Species | Variant human/custom lineage, satyr, fairy, tabaxi |
Background | Criminal, Charlatan, Pirate |
Subclass | Arcane Trickster, Soulknife, Swashbuckler |
Feats | Magic Initiate, Fighting Initiate, Piercer |
Multiclass | Fighter, Warlock |
Magic Items | Zephyr Armor, Slippers of Spider Climbing, Clockwork Amulet, Ring of Evasion |
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Perks Of The Rogue Class
Rogues Can Be An Immensely Powerful Ally, Despite Their Slight Statures
Rogues are precise specialists through and through in D&D 5e. Outside combat, they provide immense utility with proficiency and Expertise in more skills than almost any other class. In combat, they drop enemies with a high-damage Sneak Attack. Rogues are the best D&D 5e class for players who want to fill almost any role without relying on their spellcasting.
iconic ability. It adds additional d6 damage dice to ranged or finesse attacks that either have advantage or hit creatures within five feet of an enemy. Rogues should be able to land Sneak Attack every turn in D&D 5e, keeping their damage competitive with a bit of combat skill.
Expertise is their other defining first-level ability. Rogues are among the best skill-using characters in D&D 5e. Expertise from a low level ensures there are skills they'll almost never fail. A doubled proficiency bonus and high ability scores can turn even a one on the d20 into a near-guaranteed success at most ability checks. Thieves' Cant is less vital but provides a flavorful and entertaining way to conduct secret conversations with allies. Cunning Action contributes to the D&D 5e rogue's infamous slipperiness in combat. They can use a bonus action to hide, dash, or disengage. This helps rogues engage in hit-and-run tactics, makes them almost impossible for most enemies to catch, or lets them hide for frequent advantage on their attacks.
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Steady Aim is an optional rogue ability from Tasha's Cauldron of Everything that lets the rogue stand still and use their bonus action to gain advantage on a weapon attack. This is a fallback option to guarantee Sneak Attack in unfortunate situations, ensuring the rogue is almost never out of luck in difficult combats. Uncanny Dodge and Evasion are surprisingly effective defensive features for the fragile and precise rogue class. Uncanny Dodge lets them use their reaction to halve an attack's damage. It costs no resources but can only happen once per turn, encouraging rogues to wait for vicious attacks. Evasion causes them to take half damage on a failed Dexterity saving throw and no damage on a successful throw, negating the risk of many dangerous traps and spells.
Reliable Talent is the rogue's other vital feature for ability checks. If a rogue has proficiency or Expertise in a skill, they can never roll below a 10 on the d20 with that skill. In effect, the floor for rogue checks becomes immensely high. They are almost always guaranteed to succeed against common obstacles, preventing bad luck from hampering their effectiveness. A D&D 5e rogue's high-level abilities help sell it as an expert and master of planning that always has the upper hand. Blindsense tips a rogue off as to invisible or hidden enemies' locations while Elusive prevents any attack roll from having advantage. Slippery Mind gives proficiency in vital Wisdom saving throws. Stroke of Luck allows a rogue in D&D 5e to turn one missed attack roll into a hit or any failed ability check into a natural 20 once every short rest.
Best Stats For A Rogue Build
Dexterity Is the Core Stat for Every Rogue in D&D
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in and outside combat. It's their go-to attacking ability score, given Sneak Attack requires ranged or finesse weapons. It also bolsters their Armor Class, given their light armor proficiency. Furthermore, many iconic D&D 5e rogue skills like Stealth and Sleight of Hand require Dexterity. It should always be a rogue's top priority.
Constitution is also vital for rogues. Despite their more precise and sneaky approach, they are martial characters who often lack magic to heal them or keep them alive. Many rogues also fight in melee, at least occasionally. Rogues need high Constitution to compensate for their mediocre d8 hit die.
A rogue's other vital ability score depends on their approach. Expertise means a rogue can make one of D&D 5e's best face builds despite not using Charisma as a primary stat. Rogues who want to excel in social situations, such as those lacking a sorcerer or bard in the party, should keep Charisma high. Others will prefer Wisdom for its saving throw benefits and ties to some of D&D 5e's best skills like Perception. Only the Arcane Trickster rogue subclass needs Intelligence high. Overall, this means that Wisdom is only mildly important, such as making saving throws against spells ot using Perception, while Strength and Intelligence are typical dump stats.
Best Species for Rogues
Some Species Provide An Automatic Dexterity Bonus
Elf | +2 Dex |
Halfling | +2 Dex |
Satyr | +1 Dex |
Feral Tiefling | +2 Dex |
Bugbear | +1 Dex |
Goblin | +2 Dex |
Kenku | +2 Dex |
Kobold | +2 Dex |
Aarokocra | +2 Dex |
Tabaxi | +2 Dex |
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With the Tasha's Cauldron of Everything optional rules, rogues don't have to pick species with a Dexterity boost. Despite this significant change, variant human and custom lineage are as effective for rogues as they are for any other D&D 5e build. Even with a rogue's bonus feat, a free choice from first-level is always welcome and can synergize with almost any build. Some species also have innate spellcasting and traits that benefit rogues in terms of stealth, agility, and the senses.
choice for any rogue. Its speed bonus synergizes well with Cunning Action's bonus dashing, potentially coming into play three times in one combat turn. It also adds two skill proficiencies to the rogue's already-vast list. Persuasion and Performance are both ideal for social-oriented rogues and let them take more situational skills as well. Magic Resistance helps seal the deal, adding to the rogue's defensive abilities and synergizing well with Evasion and Slippery Mind.
Fairy is a more esoteric species for a D&D 5e rogue with many benefits. The rogue is already one of the game's most mobile classes. At-will flight gives them a third dimension to hit-and-run in. Their limited armor proficiencies means there is no trade-off between protection and mobility. The fairy's spellcasting can benefit a rogue with any high mental ability score and give advantage for Sneak Attacks with Faerie Fire.
Aarakocra is a decent pick for rogues if the player intends to do some vertical sneaking, such as reaching the top floor of a building from the outside or sneaking onto a tower's rooftop without anyone being the wiser. These avian folk also get innate spellcasting, such as Gust of Wind, though players should be aware that some DMs ban the aarakocra species because of how effective that flying speed is. The same may be true for owlins, who also make terrific rogues.
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Halflings may seem silly as rogues, but these hobbit-inspired people are more effective as rogues than they look. To begin with, these petite people can enter the space of a creature at least one size larger than they are, so a halfling rogue can either slip past some monsters to reach their intended target, or simply escape getting surrounded. Halflings can also reroll d20 rolls of 1, turning the worst role into something far greater, which can make sneak attacks easier.
Tabaxi are feline people who seem like born rogues and acrobats. They have darkvision, which is essential for nighttime stealth missions, and they have a climb speed to scale tall trees or the sides of buildings to get around with ease. They can even use Feline Agility to double their speed, which is great if a rogue needs to flee a dangerous enemy or close in with a distant foe. However, a tabaxi must spend a turn moving 0 feet to recharge this ability.
Rogues have very open background choices because of their ability to specialize in almost any skill. Nonetheless, classic D&D rogues focusing on Dexterity-based skills have an easy option in Urchin, which gives Sleight of Hand and Stealth. More socially-oriented rogues may prefer Faction Agent, which gives Insight and a free choice of Charisma skills to dominate conversations. Criminal splits the difference with Deception and Stealth to slide beneath the radar in any situation.
Best Background for a D&D 5e Rogue
The Right Background for a Rogue Will Enhance Their Already Incredible Skillset
When it comes to choosing a background, Dungeons & Dragons has plenty of options for rogues, and they not only help define a character's backstory and history, but they can also provide useful abilities that help them ply their nefarious trade. For example, the Charlatan background offers skill proficiencies in Deception and Sleight of Hand, and tool proficiencies with Disguise Kits and Forgery Kits. Since it's impossible to know when the party might need to forge some documents, this skill can really come in handy.
Criminals are proficient in Stealth, Deception and Thieves' Tools, while those who choose the Pirate background have proficiency with Athletics, Perception and Navigator's Tools, as well as the Bad Reputation feature. Characters with Bad Reputation tend to get away with more criminal activities, which is always useful for a rogue. Paired with the Swashbuckler Archetype, the Pirate background has great potential for creating a truly intimidating figure whose reputation precedes them wherever they go.
The Best Roguish Archetypes
Rogues Can Be Everything from Scouts to Assassins
Every Available 5e Roguish Archetype
- Arcane Trickster
- Assassin
- Inquisitive
- Mastermind
- Scout
- Soulknife
- Swashbuckler
- Thief
Every D&D 5e rogue subclass adds valuable new options to the class toolkit both in and outside combat. However, few add more value than the Arcane Trickster Rougish Archetype. The rogue already has some of D&D 5e's most flexible options. Spellcasting adds even more. Illusion or Enchantment spells are invaluable for stealth, social interaction, and more. It even adds to brute combat ability with cantrips like Booming Blade. The only downside is that it emphasizes Intelligence over other mental stats, potentially limiting other skills.
Soulknife is a rogue subclass in D&D 5e from Tasha's Guide to Everything that makes a rogue better at almost anything they want to do. It gets a flexible pool of Psionic Power dice to add to unsuccessful ability scores and, eventually, attack rolls. These aren't spent if the roll fails, meaning there's minimal cost. It provides more combat power with Soul Blades and many utility options like teleportation, communication, and more.
Swashbuckler is a more mundane option that is still one of the best rogue subclasses in D&D 5e. It's a more martial and social rogue, with less emphasis on sneaking and underhand tactics. Swashbucklers get Sneak Attack more consistently than other rogues thanks to Rakish Audacity. They're also primed for hit-and-run attacks without having to use Cunning Action. Swashbucklers are mobile, charming warriors who get all the benefits of a rogue's base abilities for a very different take on the class.
Best Feats for Rogues
Feats Provide Additional Skills to Lift a Rogue Even Higher
Rogue Level | Recommended Feat |
---|---|
1 (Human/Custom Lineage Only) | Fighting Initiate/Magic Initiate |
4 | Ability Score Increase: Dexterity |
8 | Ability Score Increase: Dexterity |
10 | Ability Score Increase: Charisma/Intelligence/Wisdom |
12 | Skill Expert |
16 | Mobile/Piercer |
19 | Ability Score Increase: Constitution |
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Rogues get an additional Ability Score Improvement over other D&D 5e classes, giving them even more opportunities for feats. Magic Initiate is a must-take for any melee rogue who doesn't get cantrips from their subclass or species. Booming Blade or Green-Flame Blade are effectively free damage on top of a rogue's Sneak Attack with additional effects besides. Other and many first-level wizard spells are welcome in a rogue's toolkit.
Fighting Initiate is invaluable for ranged rogues purely for the Archery Fighting Style in D&D 5e. Rogues need to land their Sneak Attack as often as possible to stay competitive with their damage. An additional +2 to hit provides a significant damage increase throughout the campaign.
with a hit-and-run playstyle. With Mobile, a rogue doesn't need to use their Cunning Action to Disengage from melee foes. Instead, they can use Dash to get further away and out of range of retaliation. Skill Expert doubles down on a rogue's best out-of-combat feature. Rogues already get a vast amount of Expertise, but one more helps sell them as the go-to character for skills. Another proficiency expands their versatility. Reliable Talent ensures they'll be effective with any skill, even if their ability scores don't synergize with it.
All rogues can benefit from Piercer. Most finesse and ranged weapons deal piercing damage. With how many Sneak Attack dice a rogue rolls, they're almost guaranteed to get a one or a two they can reroll for an appreciable damage increase. It's not an overwhelming bonus, but it will add up throughout a campaign to bolster the rogue's damage.
Multiclassing A 5e Rogue Can Change Everything
Multiclassing Can Provide Additional Attributes, but It's Not A Decision to be Made Lightly
Rogues are entirely viable as a singleclassed build. Nonetheless, there are some that can widen their toolkit even further. Rogues multiclass well with fighters in D&D 5e. Two fighter levels gives the Archery Fighting Style for a significant accuracy boost. Even though Sneak Attack can only happen once per turn, canny characters can strike and then Action Surge to ready another attack. This inflicts Sneak Attack twice in one round for devastating damage.
Warlock is a more esoteric rogue multiclass build in D&D 5e that favors social rogues. The ability to attack and charm other creatures with Charisma allows the rogue to advance both sides of their build with one ability score. Medium armor and shields help prevent this from affecting Armor Class. Spellcasting and Eldritch Invocations also have plenty to offer a D&D 5e rogue.
The Best Magic Items For Rogues Are Designed to Enhance
Anything That Improves Dexterity or Movement Will Be a Major Boon for a Rogue
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Since rogues don't usually have access to spells, they have a distinct need for a rich variety of magic items, both for exploration and in the heat of battle. D&D offers plenty of great rogue-oriented items at all rarities, starting with the clockwork amulet. This item is excellent for any class's attacks with weapons or magic, and if a rogue really needs to score a sneak attack at the critical moment, they can use the clockwork amulet to land that blow. Critical hits will become impossible, but in many cases, this is still worth it, with the d20 roll being replaced with an automatic 10. Also, rogues should look out for rapiers, shortswords, and daggers of all kinds, such as +1 and +2 variants of those weapons.
For enhanced mobility, rogues will want items like the broom of flying and slippers of spider climbing for vertical challenges, such as reaching the third or fourth floor of a building from the outside. Also, rogues may look for magical rings to enhance their defenses, such as a Ring of Protection to boost their AC and saving throws by 1, or a Ring of Evasion to turn their strong agility into perfect evasion, guaranteeing that they can dodge the likes of Fireball and Lightning Bolt a few times per day. Similarly, zephyr armor grants the wearer advantage on Acrobatics checks and DEX saving throws, and the rune may be invoked once per day to cast the Wind Wall spell if desired.
Goggles of Night grants the rogue 60 feet of darkvision, and if they already have darkvision, the range extends by 60 feet, making sneaky night missions a cinch. Meanwhile, for rogues who like to pock locks and steal things, Gloves of Thievry are a must. These invisible gloves grant +5 to Sleight of Hand skill checks to swipe items or pick locks with thieves' tools.
Dungeons and Dragons
A fantasy roleplaying tabletop game designed for adventure-seekers, the original incarnation of Dungeons & Dragons was created by Gary Gygax in 1974.
- Franchise
- Dungeons & Dragons
- Original Release Date
- January 26, 1974
- Publisher
- Wizards of the Coast , TSR Inc.
- Designer
- E. Gary Gygax , Dave Arneson
- Player Count
- 4-8 Players Recommended
- Age Recommendation
- 12+
- Length per Game
- 3 hours +
- Expansions
- Dungeons & Dragons 2nd Edition , Dungeons & Dragons 3rd Edition , Dungeons & Dragons 4th Edition , Dungeons & Dragons 5th Edition
Summary
Dungeons & Dragons is the fantasy tabletop role-playing game that has persevered for nearly 50 years and continues to grow strong. Created by Gary Gygax and Dave Arneson, the game first made publication in 1974 and now falls under the Wizards of the Coast publishing wing. A typical game of DnD consists of 4-6 players, with one player acting as the Dungeon Master. Players can take a sheet and by consulting the various rule books and expansions, can create their own character with weapons, skills, and physical appearance. Once all characters are created, the Dungeon Master sets them off in a campaign of their choosing or design, where players will have to follow the rules of the DM as they roleplay their way through storylines. The characters will level up, find equipment, and experience permanent changes based on the way the story plays out. A roll of the dice can mean the difference between a successful hit, and a painful end. The most recent edition of Dungeons & Dragons is the 5th edition rule book.
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