DnD 5e Rogue | Best guidebook 2021
5e Rogue Class Details
A halfling creeps ahead through the dungeon hall. She moves an ear into the door, then pulls out a pair of tools and picks the lock in the blink of an eye. Then she disappears in the shadows as her fighter buddy goes forward to kick the door shut.
An individual lurks in the shadows of a street while his accomplice begs for her role in the ambush. When their goal — an infamous slaver — passes the alleyway, the accomplice yells outside, the slaver arrives to explore, and the assassin’s blade cuts his throat until he could make a sound.
A gnome waggles her hands and lifts the ring in the guard’s belt. At a minute, the keys have been in her hands, the cell door is open, and she and her partners are free to create their escape.
Rogues rely upon skill, stealth, and their foes’ vulnerabilities to find the upper hand in almost any circumstance. They have got a knack for finding the answer to any issue, demonstrating resourcefulness and flexibility that’s the foundation of any successful adventuring party.
Ability and Truth of Rogue 5e
Rogues devote as much effort to mastering using many different abilities to optimize their battle skills. It gives them a comprehensive experience that few different personalities can match. Many rogues concentrate on stealth and deception, but some refine the abilities that assist them in a dungeon environment, like scaling, finding and disarming traps, and opening locks.
Battle in DnD 5e Rogue
In regards to battle, rogues prioritize cunning over brute power. A rogue prefers to make one exact attack, putting it precisely where the attack will most damage the goal, then wear down an opponent with a barrage of strikes.
Rogues have an almost supernatural knack for preventing danger, and some learn magical secrets to enhance their other skills.
Every city and town has its share of rogues. The majority of them live until the worst stereotypes of this course, creating a living as thieves, assassins, cutpurses, and con artists.
Many times, these scoundrels coordinate with thieves’ guilds or offense families. Lots of rogues work independently. However, they occasionally recruit apprentices to assist them in their scams and heists.
A couple of rogues make a fair living as locksmiths, investigators, or exterminators, that may be a dangerous task in a universe where dire fighters –and wererats–haunt the sewers.
Many are hardened criminals who opt to find their fortune in treasure hoards. Still, some occupy a lifetime of experience to escape in the law. Some have discovered and perfected their skills together with the explicit goal of devoting ancient ruins and hidden crypts seeking treasure.
Developing a Rogue 5e in DnD
As you make your ninja personality, think about the character’s connection to the law. Have you got a criminal past–or gift? Are you currently really on the run from the law or by an angry thieves’ guild venture? Or did you depart from your guild in search of more considerable dangers and more enormous rewards?
Is it greed that pushes you on your experiences, or another desire or perfect?
What has been the cause that led you from a past life?
Did a fantastic con or heist go wrong to make you reevaluate your livelihood?
Perhaps you’re lucky, and a prosperous robbery gave you that the money you had to escape the squalor of your lifetime.
Can wanderlust eventually call you away from your property? Maybe you suddenly found yourself cut off by your loved ones or your mentor, and you needed to get a new way of support.
Or perhaps you made a new friend–a different member of your adventuring party–that showed you chances to make a living and use your specific talents.
That can be made a ninja fast by following these tips.
To begin with, Dexterity should be your most significant ability score. Make Intelligence that your next-highest if you would like to excel in Investigation or intend to take up the Arcane Trickster archetype. Pick Charisma instead if you aim to emphasize deception and societal interaction. Second, pick the charlatan background.
Class Characteristics in Dnd 5e Rogue
For a rogue, you’ve got the next class attributes.
You begin with the following gear, along with the equipment given by your background:
(a) that a rapier or (b) that a shortsword
(a) a burglar’s package, (b) that a dungeoneer’s package, or (c) an explorer’s package
At 1st degree, select two of your ability proficiencies. And your competence with burglars’ tools. Your competence bonus doubles for almost any ability check you create that utilizes either of the selected proficiencies.
In the 6th level, you can select two of your proficiencies (in abilities or with burglars’ tools) to obtain this advantage.
Starting at 1st level, you understand how to attack subtly and exploit a foe’s diversion. Once per turn, you can cope with an additional 1d6 damage to a single monster you struck with an attack if you have an edge on the attack roll.
The Attack roll
You do not require an advantage over the attack roll. Suppose a different enemy of this goal is over five feet of it. That enemy is not incapacitated, and you do not have a drawback on the attack roll.
The quantity of the additional damage increases as you gain levels within this course, as shown from the Sneak Attack pillar.
You heard thieves’ cant, an essential mixture of dialect, jargon, and code throughout your rogue instruction, which permits you to hide messages from apparently ordinary conversation.
Only another monster that understands thieves’ cant knows such statements. It takes four times more to communicate such a message than it will talk precisely the same idea.
Additionally, you know a set of key symbols and signs used to communicate brief, simple messages. Like if an area is harmful or the land of a thieves’ guild, whether loot is nearby, or if the people within a region are simple marks or offer a safe house for thieves on the run.
Finally the 20th level
In the 20th level, you’ve got an uncanny knack for achievement when you want to. If your attack misses a target within reach, it is possible to turn the miss right into a hit. Alternatively, if you neglect a skill check, it is possible to care for the d20 roll up 20.
As soon as you utilize this attribute, you can not use it until you complete a brief or long break.
Rogues have many common attributes, such as their focus on optimizing their abilities, their deadly and precise approach to battle, and their progressively rapid reflexes.
But distinct rogues steer those abilities in varying instructions, evidenced from the rogue archetypes. Your pick of the archetype is a manifestation of your focus. It is not always an indicator of your preferred career, however a description of your favorite practices.
The dnd Rogue 5e table
|Level||Proficiency Bonus||Sneak Attack||Features||Reference|
|1st||2||1d6||Expertise, Sneak Attack, Thieves’ Cant||dnd 5e Rogue|
|2nd||2||1d6||Cunning Action||dnd 5e Rogue|
|3rd||2||2d6||Roguish Archetype||dnd 5e Rogue|
|4th||2||2d6||Ability Score Improvement||dnd 5e Rogue|
|5th||3||3d6||Uncanny Dodge||dnd 5e Rogue|
|6th||3||3d6||Expertise||dnd 5e Rogue|
|7th||3||4d6||Evasion||dnd 5e Rogue|
|8th||3||4d6||Ability Score Improvement||dnd 5e Rogue|
|9th||4||5d6||Roguish Archetype Feature||dnd 5e Rogue|
|10th||4||5d6||Ability Score Improvement||dnd 5e Rogue|
|11th||4||6d6||Reliable Talent||dnd 5e Rogue|
|12th||4||6d6||Ability Score Improvement||dnd 5e Rogue|
|13th||5||7d6||Roguish Archetype Feature||dnd 5e Rogue|
|14th||5||7d6||Blindsense||dnd 5e Rogue|
|15th||5||8d6||Slippery Mind||dnd 5e Rogue|
|16th||5||8d6||Ability Score Improvement||dnd 5e Rogue|
|17th||6||9d6||Roguish Archetype Feature||dnd 5e Rogue|
|18th||6||9d6||Elusive||dnd 5e Rogue|
|19th||6||10d6||Ability Score Improvement||dnd 5e Rogue|
|20th||6||10d6||Stroke of Luck||dnd 5e Rogue|
Dungeons & Dragons 5E rogue
Playing time: 180 mins.
Rules complexity: Medium
Strategic depth: Medium
Rogues have an inborn sense of capability and cunning about them. Using such a vast selection of skills and confidently slipping around their foes’ clumsy attacks grants the rogue course a part of smugness that is rightfully theirs.
Despite our previous statement about the offense being trendy (but not trendy ), rogues do not necessarily have to apply their abilities to the offender arts.
Damages in Rogue 5e dnd
Rogues do not give out their damage in waves, like some of D&D’s other martial combat classes (e.g., barbarian or fighter). No, the rogue’s approach to battle is all about choosing the proper time to attack and hitting where it hurts. They’re certainly not the most prominent team player of the group, but they make up for it with the sheer number of helpful abilities they bring to the celebration.
For now, let’s have a peek at what rogues have got to work together at first level.
Selecting your rogue abilities, equipment, and expertise
When developing a rogue, these aforementioned useful skills get involved from the very start. The first thing to do is to choose four skills to gain proficiency. If you are unsure what ability exactly means, go, and have a gander at our suggestions on how best to make a Dungeons & Dragons 5E character.
With such a massive pool of skills to choose from, it might be tough to understand what will work best. It does help to significantly think about how you believe that your roguelikes to go about things.
Do they climb city ramparts and jump onto rooftops to run away from feeling? Consider taking some acrobatics and sports. Then catch some proficiency in persuasion and sleight of hand. Of course, with the ability to take skills, you could build your rogue in either of the above ways or focus on giving them well-rounded a skillset as you can.
Thieves tools (5e Rogue)
Whatever skills you choose are subsequently further developed. Via the Experience ability allows you to gain a double competency bonus in either two of your selected skills or one knowledge and a set of thieves’ tools. Thieves’ tools included in one of those gear sets you will get (more on that in a bit).
Therefore, they are an assortment of items that’ll permit you to break into areas you are not supposed to go (among other things). Crucially, they contain a set of lockpicks, which have been incredibly handy even when you’re not planning on breaking-and-entering for the express purposes of theft.
That is why it might be a good idea to forgo that extra proficiency bonus on the skill in favor of gaining proficiency in thieves’ tools. The choice depends upon if you want your rogue to be the sleuthing type or something a little more crushed’ grab.
Weapons in dnd Rogue 5e
The last choice you’ll be making at first degree is what equipment you would like to take. Rogues are proficient in a surprisingly broad range of weaponry. It includes ranged weapons such as hand crossbows and much more melee-focused affairs. Such as longswords and rapiers, which means you’ve got your pick of the bunch when it comes to baseball equipment.
You will need to select between the (a) and (b) choices of every equipment set. However, no matter what you choose, you will be getting a melee weapon regardless. It’s whether you would like to double up on the melee weapons or dabble a little in ranged weaponry that will decide if you take the shortsword or short bow.
The packs in Rogue 5e
From that point, it’s a simple case of selecting your package of choice between the thief’s package, dungeoneer’s pack, or explorer’s package. The thief’s bag instead speaks for itself; expect tools that allow you to access forbidden locations – a hammer, crowbar, and so forth.
The dungeoneer’s pack is quite similar to the thief’s pack. Still, you get a bit more general versatility with some torches and rope. The explorer’s package leans even more into this versatility facet by supplying a mess kit and bedroll alongside the torches. It is not just the most crucial choice you will make when creating your rogue, but it is certainly worth pondering over a little.
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Sneak Attack is the rogue’s signature movement. They gain access to it straight off and continue to hone the ability with every level attained, making it among the most effective tools in their deadly arsenal.
A typical attack can be helpful with our 5e rogue guide to the way to make a Dungeons & Dragons 5E character. Otherwise, a Sneak Attack allows one to deal with an extra d6’s worth of damage to your competitors, which is a pretty impressive amount at the level. Still, it will eventually move all of the ways up to rolling 10d6 – or ten six-sided dice – in the 20th level.
This ability is a fantastic method of laying on some significant damage in only a single hit, possibly removing an enemy out of the battle before they even have an opportunity to act.
Prerequisites for Sneak Attack (dnd rogue 5e)
Particular prerequisites need fulfillment before you can carry out a Sneak Attack. Suppose you have an advantage on an attack roll. In that case, it is possible to use Sneak Attack on an enemy that your character successfully hits.
Otherwise, you ought to have at least one ally standing five feet or less in your intended target. That ally needs to be threatening that goal. You can’t have a disadvantage on your present attack roll. If these criteria are satisfied, then you’ll have the ability to perform a Sneak Attack on the enemy in question. Be mindful, though – you can use Sneak Attack once a turn.
Using Cunning Action, Uncanny Dodge, and Evasion. Being as slippery as an eel, rogues can maneuver out of harm’s way, largely.
You will experience this initial bout of slipperiness at the next degree, together with all the Cunning Actionability. Now, bonus activities are rarely that useful. But with Cunning Action, your rogue will have the ability to use their bonus actions to Dash, Disengage or Hide.
Dashing permits you to go double your movement speed. Meaning, if your movement was just 30 feet, you may move 60 feet in one turn.
Hide allows you to roll a stealth capability check to attempt to hide amid battle, which makes enemies roster; they try to attack you.
Using these bonus actions makes your rogue more agile in combat, able to bounce and sneak across the battlefield, all while preventing any strikes in-between.
This level of battle dexterity further increases when you hit level five. You also obtain access to the Uncanny Dodge ability. Suppose an enemy does happen to land a hit on you with Uncanny Dodge.
In that case, it is possible to utilize that turn’s reaction to half of the damage you receive. Either way, Uncanny Dodge lets you decrease a minimum of one hit’s worth of damage, occasionally down to one stage.
The uncanny dodge (Rogue 5e)
Your final method of Evasion is known as Evasion, literally. This ability emerges at the seventh degree. Despite being a tad more specific than Uncanny Dodge, it is arguably much more practical. Throughout your journey through the dangerous world of D&D, you’ll likely encounter various area-of-effect spells. It might require you to make a prosperous dexterity rescue throw in an endeavor to take only half damage. (roll a d20 and add your saving throw modifier).
However, with Evasion, a victory will not only do half of the damage you receive. It’ll reduce it down into a clean zero-sum, potentially turning a complete disaster into a mere trifle. When you consider that talent will probably be one of the rogue’s highest ability scores, there is perhaps a fantastic probability that Evasion will come in useful.
As with most of Dungeons & Dragons’ courses, the third level means choosing which subclass you want your personality to specialize.
In cases like this, you’ll be picking from the three roguish archetypes featured from the Dungeons & Dragons 5E Player’s Handbook. You will find other roguish archetypes out there, no doubt about it. Still, they are either consigned to individual Wizards of the Coast source novels like Xanathar’s Guide to Everything – one of the best sourcebooks for Dungeons & Dragons 5E – or floating around the murky waters of D&D 5E homebrew articles. So we are going to be sticking to the standard rogue stuff, at least for now.
The archetype (Rogue 5e)
The roguish archetype you pick will widen your pool of nefarious abilities. But may also set your character on a particular route, one that’ll either emphasize a specific strategy to battle or the way they interact with the world at large (sometimes both). The archetype you set your heart on, you’ll be forming your ninja in a surprisingly unique manner as roguish archetypes differ more than you would think.
The thief archetype is the odd duck of this group, focusing on weird little abilities that have some usefulness over any significant level of improvements.
As the name suggests, this archetype pushes your rogue down the more larcenous (a great word) path of criminality. Have you already selected proficiency in thieves tools over an additional proficiency in another ability? Then this archetype might be what you’re searching for.
The very first gift you get simplifies the thieves’ tools. Fast Hands allows you to utilize the bonus action you get from the Cunning Actionability. (granted at the second level), It makes sleight of hand check, disarm a trap or start a lock (using the burglars’ tools), or use an object. This talent gives your rogue choices beyond only saving their skin, possibly opening up new paths when you and your party most needs it.
Suppose you imagine your rogue as an Indiana Jones type. In that case, the thief archetype leans heavily into bringing this dream to mild. Second-Story Function (gained at third level) and Supreme Sneak (achieved at ninth grade) are equally evocative of their conventional ruins-explorer toolset.
As they boost your capacity to climb, jump, and sneak. What is more, with all the talent Use Magic Device, your rogue will have the ability to pick up the decorations. They find and improvise using them, regardless of which class, race, or degree they intend.
If you’re more interested in creating a damage-dealing rogue, possibly think about taking the assassin archetype instead. It doesn’t mean that their repertoire is restricted only to the stabbing, slashing, and shooting out of the shadows.
Assassins instantly get the bonus proficiencies in disguise and poisoner’s kits. It permits the user to fool and weaken their preferred targets before the inevitable flash of the knife. Inflation Expertise feeds these skills. (gained at the ninth level). Imposter talents (gained at 13th level), wherein rogues can create false identities or expertly pretend to become another person.
These talents prove incredibly helpful when needing to set up specific favorable scenarios for your D&D party, like scouting an otherwise inaccessible location or seeking to escape a distinct dangerous person.
Where assassins genuinely excel is in their command of this stealth kill. They are immediately talented with the Assassinate ability, enabling the player to roll up edge whenever they’re attacking an enemy that hasn’t yet taken their turn during battle. Additionally, whenever you successfully hit a drunk enemy (an enemy that is not, however, in combat), your rogue gets to deal with all of the benefits of a critical hit.
Blend this talent with the powerful Sneak Attack, and you’ve potentially got a character to take out enemies immediately.
Arcane Trickster archetype
Whereas the assassin uses a symbolic type of magic to confound their enemies, arcane tricksters use literal magic to bamboozle their unfortunate targets. Through some bizarre twist of destiny, come third degree, and your rogue can abruptly employ the sorcerous arts to beguile and bewitch.
Taking the arcane trickster archetype allows you access into the magician’s spell-list, which our Dungeons & Dragons wizard class guide covers, together with each ascending level granting your rogue new opportunities to learn charms in the Enchantment and Illusion colleges of magic.
As your rogue 5e strikes the higher levels, they’ll acquire select options to make charms out of the Illusion and Enchantment schools also. That is the arcane trickster; the sheer potential for creating a ninja holding the exact tools they need (more or less).
Mage Hand cantrip
Alongside that, you’ll also get some universal arcane trickster talents that allow your rogue to perform some nifty little matters. For instance, every arcane trickster has a unique version of the timeless Mage Hand cantrip.
It permits them to utilize that charm to steal items from different people (something that the standard version of Mage Hand does not otherwise let ). Mage Hand only gets crazier with all the Versatile Trickster talent gained at the 13th level, wherever your rogue can consciously use the spell to divert opponents on the battlefield.
Elves are a particularly excellent choice of the race if you would like to make a rogue. Since they are naturally dexterous (skill score increase into dexterity), have Darkvision, and competence in perception. The wood elf subrace grants much more chances for the rogue to run-and-hide, whereas the large elf can make a superb arcane trickster.
Halfling is also an excellent option for making a rogue, for similar reasons as elves are. They benefit from an increase in skill, as well as the nimbleness trait, which lets you move throughout the space of another creature that’s larger than you. On top of this, the lightfoot subrace of halflings may also hide behind monsters more gigantic them. They are giving them even more potential to skulk and creep.
Another little race that also happens to be a suitable alternative for playing the dnd 5e rogue course is gnomes. Gnomes have the Darkvision capability, but more importantly, the forest subrace receives an increase to their dexterity ability score.
These are only from the selection of standard races supplied in the D&D 5E Player’s Handbook. There are plenty more options offered in Wizards of the Coast’s additional D&D sourcebooks like Xanathar’s Guide to Everything or in the myriad of homebrew content out there.