Class guide

Rogue guide for the 2024 rules

d8 hit dieNo spells (base class)Dexterity

The Rogue wins with one well-placed hit per turn and a long list of skills. In the 2024 rules you can also spend Sneak Attack dice on tricks like tripping a target or slipping away. Here's every feature from level 1 to 20.

CABy Corin Ashdown · Updated · 10 min read

Verdict

One of the best classes for a new player. You make one big hit a turn, slip away with Cunning Action, and handle most skill problems the party runs into. The 2024 addition is Cunning Strike: from level 5 you can spend some Sneak Attack dice on a trip, poison or retreat instead of raw damage.

Damage4/5
Toughness2/5
Support1/5
Out of combat5/5
Ease for beginners4/5

Class basics

Hit died8
Primary abilityDexterity
Saving throwsDexterity and Intelligence
SkillsChoose 4, the most of any class
ArmorLight armor
WeaponsSimple, plus martial weapons with the Finesse or Light property
ToolsThieves' Tools

Features and Sneak Attack by level

Sneak Attack goes up by one d6 at every odd level. At 19 you're adding 10d6 to a single hit.

LevelFeaturesSneak Attack
1Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery1d6
2Cunning Action1d6
3Rogue subclass, Steady Aim2d6
4Ability Score Improvement2d6
5Cunning Strike, Uncanny Dodge3d6
6Expertise3d6
7Evasion, Reliable Talent4d6
8Ability Score Improvement4d6
9Subclass feature5d6
10Ability Score Improvement5d6
11Improved Cunning Strike6d6
12Ability Score Improvement6d6
13Subclass feature7d6
14Devious Strikes7d6
15Slippery Mind8d6
16Ability Score Improvement8d6
17Subclass feature9d6
18Elusive9d6
19Epic Boon10d6
20Stroke of Luck10d6

Cunning Strike options

When you deal Sneak Attack damage, you can pick one Cunning Strike effect and remove its cost from your Sneak Attack dice before you roll. At 11 you can use two effects on the same hit. The save DC is 8 plus your Dexterity modifier plus your proficiency bonus.

OptionCostSaveEffectLevel
Poison1d6ConstitutionTarget is Poisoned for up to a minute (needs a Poisoner's Kit)5
Trip1d6DexterityLarge or smaller target falls Prone5
Withdraw1d6NoneYou move up to half your speed without provoking Opportunity Attacks5
Daze2d6ConstitutionOn its next turn the target can only move, act or take a bonus action14
Obscure3d6DexterityTarget is Blinded until the end of its next turn14
Knock Out6d6ConstitutionTarget falls Unconscious for a minute or until it takes damage14

Our advice from the table: Withdraw is the one you'll use most. It lets a melee rogue hit and step away without spending Cunning Action, which frees your bonus action for Steady Aim or a second attack. Trip is worth it when a fighter or barbarian goes after you, since attacks against a Prone target in melee have Advantage. Save Knock Out for a boss with a weak Constitution save. Six dice is a lot to lose if the target passes its save.

The features that matter

Sneak Attack (level 1)

Once per turn, add the extra dice when you hit with a finesse or ranged weapon and you have Advantage, or when an ally is within 5 feet of your target and you don't have Disadvantage. Stand next to your fighter and you'll get it almost every turn.

Expertise (levels 1 and 6)

Double your proficiency bonus in two skills, then two more at 6. Stealth and Perception are the safe picks. Sleight of Hand is a good third if your DM likes locks and traps, since you roll it with Thieves' Tools.

Cunning Action and Steady Aim (levels 2 and 3)

Dash, Disengage or Hide as a bonus action. Steady Aim gives you Advantage on your next attack if you haven't moved, which is how ranged rogues get Sneak Attack without an ally nearby.

Uncanny Dodge and Evasion (levels 5 and 7)

Halve the damage of one hit as a reaction, and take no damage from a fireball you save against. These two keep a d8 class alive.

Reliable Talent (level 7)

Any d20 roll of 9 or lower counts as a 10 on checks with a skill or tool you're proficient in. With Expertise, that makes many checks close to automatic.

Subclasses

You pick your subclass at level 3.

SubclassPlays likePick it if
Arcane TricksterA rogue with a small set of Intelligence-based wizard spells and an invisible Mage Hand for tricksYou want a bit of magic without playing a caster
AssassinA killer who wins the first round, with disguise and poison skillsYou like ambushes and planning a strike
SoulknifePsychic blades made from your mind, plus psionic boosts to skills and telepathyYou want a rogue who never needs to carry a weapon
ThiefFast hands, climbing and the best use of magic itemsYou want the classic burglar and treasure hunter

Thief is the one in the SRD. At 3, Fast Hands lets you pick a lock, disarm a trap or use an object as a bonus action, and you gain a climb speed. At 13 you can use any spell scroll and attune to four magic items. At 17 you take two turns in the first round of combat.

Building one

  • Ability scores: Dexterity first, Constitution second. Then Wisdom for Perception, or Intelligence if you go Arcane Trickster.
  • Weapons: a rapier or shortsword in melee, a shortbow at range. Shortbow mastery is Vex, which gives Advantage on your next attack after a hit, and Advantage turns on Sneak Attack.
  • Skills: Stealth, Perception, Acrobatics and Sleight of Hand cover most of what the party will ask of you.
  • Feats: push Dexterity to 20 first. Alert helps any rogue who wants to act early.

Questions

Can a Rogue Sneak Attack more than once a round?

It's once per turn, not once per round. If an enemy provokes an Opportunity Attack on someone else's turn and you hit, you can add Sneak Attack again. Ready actions work the same way.

Does Sneak Attack work with spells?

No. It needs an attack with a Finesse or Ranged weapon. Arcane Tricksters still make their big damage with weapons, not spells.

Source: paraphrased from the 2024 Player's Handbook and the System Reference Document 5.2 (CC-BY-4.0). New to the game? Start with how to start playing D&D.
CA
Corin Ashdown · Editor

Corin Ashdown is the pen name of the editor who writes and checks every guide on Vorbelutrioperbir. How we write and check guides.