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.
Class basics
| Hit die | d8 |
|---|---|
| Primary ability | Dexterity |
| Saving throws | Dexterity and Intelligence |
| Skills | Choose 4, the most of any class |
| Armor | Light armor |
| Weapons | Simple, plus martial weapons with the Finesse or Light property |
| Tools | Thieves' 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.
| Level | Features | Sneak Attack |
|---|---|---|
| 1 | Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery | 1d6 |
| 2 | Cunning Action | 1d6 |
| 3 | Rogue subclass, Steady Aim | 2d6 |
| 4 | Ability Score Improvement | 2d6 |
| 5 | Cunning Strike, Uncanny Dodge | 3d6 |
| 6 | Expertise | 3d6 |
| 7 | Evasion, Reliable Talent | 4d6 |
| 8 | Ability Score Improvement | 4d6 |
| 9 | Subclass feature | 5d6 |
| 10 | Ability Score Improvement | 5d6 |
| 11 | Improved Cunning Strike | 6d6 |
| 12 | Ability Score Improvement | 6d6 |
| 13 | Subclass feature | 7d6 |
| 14 | Devious Strikes | 7d6 |
| 15 | Slippery Mind | 8d6 |
| 16 | Ability Score Improvement | 8d6 |
| 17 | Subclass feature | 9d6 |
| 18 | Elusive | 9d6 |
| 19 | Epic Boon | 10d6 |
| 20 | Stroke of Luck | 10d6 |
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.
| Option | Cost | Save | Effect | Level |
|---|---|---|---|---|
| Poison | 1d6 | Constitution | Target is Poisoned for up to a minute (needs a Poisoner's Kit) | 5 |
| Trip | 1d6 | Dexterity | Large or smaller target falls Prone | 5 |
| Withdraw | 1d6 | None | You move up to half your speed without provoking Opportunity Attacks | 5 |
| Daze | 2d6 | Constitution | On its next turn the target can only move, act or take a bonus action | 14 |
| Obscure | 3d6 | Dexterity | Target is Blinded until the end of its next turn | 14 |
| Knock Out | 6d6 | Constitution | Target falls Unconscious for a minute or until it takes damage | 14 |
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.
| Subclass | Plays like | Pick it if |
|---|---|---|
| Arcane Trickster | A rogue with a small set of Intelligence-based wizard spells and an invisible Mage Hand for tricks | You want a bit of magic without playing a caster |
| Assassin | A killer who wins the first round, with disguise and poison skills | You like ambushes and planning a strike |
| Soulknife | Psychic blades made from your mind, plus psionic boosts to skills and telepathy | You want a rogue who never needs to carry a weapon |
| Thief | Fast hands, climbing and the best use of magic items | You 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.
Corin Ashdown is the pen name of the editor who writes and checks every guide on Vorbelutrioperbir. How we write and check guides.