The Complete Guide to the Rogue Class in DnD 5e (2022)

The Complete Guide to the Rogue Class in DnD 5e: Talent is the only thing that can replace it and the class of Rogue in DnD 5e is filled with it!

Utilizing their intelligence to locate and detonate locks or traps using their wits to find and disarm locks or traps, the Rogue is an essential piece of equipment for any dungeon delver group.

Perhaps more important the Rogue’s talent for being able to take opponents by surprise and inflict enormous damage using the Sneak Attack ability means that they are able to quickly eliminate the most dangerous enemies in battle.

In this detailed guide, we’ll dive deep into the Rogue class of DnD 5e. You’ll be able to see all of the features and options and receive a variety of suggestions for making your character more effective.

So, grab your most black cowl and the most comfortable sneaking boots…

It guide is known as The ultimate class guide for Rogue in DnD 5e. Rogue of DnD 5e!

ROGUE CLASS

ROGUE CLASS GUIDE FOR D&D 5E

Being able to identify and solve practical issues that others cannot is the Rogue’s main source of trade. You could sneak through a balcony door here, or a shrewd favor there, or even a strategically placed the arrow elsewhere.

With their creativity and expertise, Rogues know how to produce results.

Certain of these characters are skilled manipulators who weave webs of intrigue and have weaponized their understanding of the way people perform to produce a risky result. Some remain in the shadows until they feel the time is right to move. It doesn’t matter if it’s getting rid of an opponent or speedily passing them, it’s planned rapid, quick, and amazing to witness.

There are other characters who have been blessed with mysterious or supernatural abilities that others do not have. Utilizing these abilities to enhance their Roguish abilities These characters expand the boundaries of what’s possible in your world.

We’ll come to the more rogue Archetypes (subclasses) later on. the next moment.

First, we have to examine the things that all Rogues share. It is essential to be aware of the Rogue table when you are leveling up as the features of your class along with Sneak Attack will be getting frequent use!

You can find the Rogue class on page 94 of the Player’s Handbook.

THE ROGUE TABLE

Level Proficiency Bonus Sneak Attack Features
1 +2 1d6 Expertise, Sneak Attack, Thieves Cant
2 +2 1d6 Cunning Action
3 +2 2d6 Roguish Archetype
4 +2 2d6 Ability Score Improvement
5 +3 3d6 Uncanny Dodge
6 +3 3d6 Expertise
7 +3 4d6 Evasion
8 +3 4d6 Ability Score Improvement
9 +4 5d6 Roguish Archetype Feature
10 +4 5d6 Ability Score Improvement
11 +4 6d6 Reliable Talent
12 +4 6d6 Ability Score Improvement
13 +5 7d6 Roguish Archetype Feature
14 +5 7d6 Blindsense
15 +5 8d6 Slippery Mind
16 +5 8d6 Ability Score Improvement
17 +6 9d6 Roguish Archetype Feature
18 +6 9d6 Elusive
19 +6 10d6 Ability Score Improvement
20 +6 10d6 Stroke of Luck

ROGUE CLASS FEATURES

Although all Rogues have unique ways of working (either to benefit or for no reason) However, there are certain things they all share in common. These are the features of class that all Rogues possess.

HITPOINTS

Hit Dice: 1d8 per rogue level

Hit Points are at the 1st Level: 8 + your Constitution modifier

Hit Points for higher levels: 1d8 (average of 5) + your Constitution modifier for Rogue levels above 1st

PROFICIENCY

Armor: Light Armor

weapons: Basic Weapons: hand-crossbows and longswords shortswords, rapiers

Tools Tool for Thieves

Saving Throws: Dexterity, Intelligence

Competencies: Choose four from Acrobatics and Athletics, Intimidation, Deception, Insight Investigation, Perception Performance, Persuasion Sleight of Hand, and Stealth

ROGUE EQUIPMENT TO START

Alongside any equipment that you get from your previous experiences begin by acquiring the following tools:

  • A rapier OR a shortsword
  • A short bow with a quiver with 20 or more arrows or the shortsword
  • You can choose between a burglar’s bag, a dungeoneer’s backpack, or an explorer’s pack
  • Leather Armor and two daggers, as well as Thieves” Tools

Expertise (LEVEL 1)

The ability to communicate is great however becoming an expert is superior!

Utilizing the Expertise feature at level one you can choose two areas that you’re proficient at (or one skill and the Thieves’ Tools proficiency). If you conduct an ability test using any of the skills that you are proficient in, you can increase your proficiency bonus by two times.

In addition, you’ll be able to choose two additional abilities for this feature after you reach level 6!

SNEAK ATTACK (LEVEL 1)

The ability that is the foundation of every Rogue build Sneak Attack is how you can inflict some seriously amazing damage to your foes.

If you’re using a ranged or finesse weapon, you may be able to deal an additional Sneak Attack damage (listed on the Rogue Table) in the event of an attack that is successful if one of the following applies:

  • You are favored in the attack roll. (Commonly to attack from a concealed position.)
  • A third enemy is located within 5 feet of them.
  • You don’t have any disadvantages when you attack. (Such as if you are attacking from a long distance with your bow.)

In battle In combat, you’ll be looking to ensure you make the most of this skill. Be alert for strategic situations and understanding the specifics of Sneak Attack will serve you very well.

This is why I created this guide for making use of Sneak Attack in 5e I strongly suggest that you read it. It will not only clarify the mechanism behind this ability but it can also aid you in ensuring that you’re not wasting chances of rolling all of those damaged dice!

The THIEVES” CANT (LEVEL 1)

Criminals’ Cant is a secretive language that is commonly used by criminals, thieves, along with other “underworld” kinds of people.

Consider it an example of double-speak as it’s spoken. An innocent discussion about the cost of fruit can be helpful data inside Thieves’ Cant. It’s about the latest bounty available to those with a sense of “in the aware” and understanding.

If written, seemingly insignificant symbols are utilized to communicate messages. They may warn of the dangers of traps that are coming or suggest the region is under the control of a different faction. control.

Knowing how to interpret Thieves’ Cant can add an extra flavor to your game. This is particularly important when your team is in the webs of intrigue which are typical in the city’s criminal underworld.

EVASION (LEVEL 7)

At the 7th level at level 7, the Rogue is so agile that they are able to safely dodge AoE effects such as fireballs or dragons’ breath attacks.

The majority of AoE spells to allow players within the zone of effects to make a save of a throw, and only suffer half damage. If you’re a Rogue at 7 levels successful on this saving throw means you’ll not suffer any damage.

Yup!

Zip! Nada! Zilch!

However, if you do not go your way and you lose your save attempt, you’ll be able to take half the damage.

This is an amazing skill and is especially useful in the event that your DM enjoys having you battle a lot of dragons and casters.

Additionally, certain traps could be designed to trigger an AoE effect when activated. This will also protect you from these!

RELIABLE TRAINING (LEVEL 11)

In the same vein as that “no substitution for talent” part, at the level of 11 it’s rare you’ll fail in abilities you’re competent in.

with Reliable Talent A roll of 9 or less for an ability test that allows you to increase your proficiency bonus to 10.

With a score of 10 plus proficiency (doubled when you have an expert within the capability) + ability modifier it’s quite likely that a total score of 20 will be deemed to be below for you.

The sliest of traps or the most vigilant of enemies could stand in your path!

BLINDSENSE (LEVEL 14)

If you are able to hear, Blindsense will know the location of any hidden or unnoticed creatures are within the 10’s of you.

This is a very basic device, but it could effectively deter enemy ambushes or shield you from attack even if your eyesight isn’t strong enough to complete the task.

SLIPPY MIND (LEVEL 15)

Wisdom is likely not one of the Rogue’s most powerful capabilities, therefore gaining proficiency in Wisdom saves can be a great benefit.

Particularly if your DM prefers to provide you with enemies who have a tendency to magic effects, this additional boost in proficiency can be extremely helpful.

The ELUSIVE (LEVEL 18)

If you are not incapacitated, no attack on you will be successful.

With these attributes, Uncanny Dodge, and Evasion, you’re almost impossible to track down in battle.

There’s nothing more to talk about this skill. It’s easy and phenomenally effective.

STRANGE of Luck (LEVEL 20)

At the level of 20, your Rogue gets access to the Stroke of Luck feature once every long or short rest.

In the event of a crisis, you may be able to use this to convert your missed strike into a hit that is successful.

You can also use this to make the ability test. When you don’t pass the test then you are able to treat the roll of d20 as the equivalent of a 20.

A guarantee of return on your investment is always a wonderful situation for you to find yourself in!

OPTIONAL CLASS Features for ROGUES

Apart from the 2 Roguish Archetypes presented in Tasha’s Cauldron of Everything, there is a brand-new feature for Rogues.

Make sure to check with the DM first to ensure that they’re happy to use material from TCoE to play your game. (Most don’t have any issue about it However, being clear about the books being utilized is an essential element of a successful Session Zero!)

Personally, I am very pleased with the feature that Rogues have gained. It’s provided a little extra “oomph” to the Rogues who are more inclined to remain in the background.

STEADY AIM

If you’re not utilizing any move or action, you can take additional action to gain an advantage on the next attack roll of this turn.

Your speed is decreased to 0 for the remainder of the round Make sure that you’re on the right track.

If you’re playing as a combatant who is able to move, this could prove very beneficial to you. Find a great vantage point where you don’t have to utilize your bonus or movement and then start shooting!

The role of the ROGUE in the ROLE OF THE ROGUE IN THE

Most characters fit at the very most two of the functions within a group:

  • Striker (single target damage)
  • Face (for people who have more charisma)
  • Ferret (finding treasure Disarming traps, getting past locks, etc.)

In the majority of cases, it’s the Rogue is a Single Striker with a Target (unloading massive damage via Sneak Attack) and a Ferret.

Masterminds and Inquisitive are more likely to be ideal party faces, but any Rogue with enough charisma can be a suitable candidate for the job. It’s up to you whether your character’s personality draws attention or stays in the shadows.

To find out more about character roles and the composition of the party, read my previous blog post about the subject of Character Roles as well as Party Composition!

SUBCLASSES

When you reach level 3 you’ll choose the Roguish archetype as your character.

The subclasses bring new capabilities to your character’s arsenal.

In deciding how your character will play it’s best to know the subclass you’d like to play. Each has its own method of working and you’ll want to create your character with these abilities in your mind!

My own thoughts on the way each Rogue subclass performs however, the best option is the one you’d like to play. A Rogue with a different name could be equally fun!

Given that there are nine choices to pick from, I’ll discuss every one of these Roguish Archetype choices in a short time here.

For each Archetype, I’ve also written guides that go deeper into the insides and outs of every option! Links to these guides in the subclass’s sections for each subclass.

ASSASSIN

The Assassin archetype is renowned for being extremely sneaky and inflicting an enormous amount of damage to enemies they can catch completely off guard. They can quickly remove crucial enemies from combat before combat even begins.

dnd 5e rogue subclasses ranked

  • Bonus Skills (Level 3.): You gain proficiency using Disguise Kits as well as Poisoner’s Kits.
  • “Assassinate” (Level 3.): Gain the advantage in attack rolls against creatures that haven’t yet taken part in combat. And, even more, amazing is that any strike against an uninvited creature is a Crit!
  • The Infiltration Skills (Level 9.): Create flawless fake identities, complete with documentation and backstory.
  • Imperfection (Level 13): Study a person for 3 hours in order to precisely mimic their behavior as well as handwriting and speech. You’ll be able to fool the majority of observers and gain an edge on tests of deceit when you try to deceive those who think you are a fraud.
  • Death Strike (Level 17): When you strike a creature that is shocked the creature must make a Constitution save throw (DC of 8 plus your DEX modifier plus your level of proficiency) or suffer double damage. This can be combined with Sneak Attack and your Assassinate ability to produce a truly incredible damage output.

THIEF

monk subclasses 5e

  • Quick Hands (Level 3): This expands the capabilities of the Cunning Act feature. It is now employed to perform a sleight of hand verify, disarm traps, use locks to pick, or use an object.
  • Second-Story Task (Level 3.): Climbing no longer requires extra moving, meaning you’ll be able to climb at the normal speed of movement. You may also be able to jump higher (number of feet equal to the DEX modifier) in the event that you receive running starts.
  • Super Sneak (Level 9): If you only move at a fraction of your speed of movement you will be able to benefit from stealth checks.
  • Utilize the Magic device (Level 13.): You can modify the way you use specific magical items. This means that you can bypass any race, class, or level requirement to use the item.
  • The Reflexes of a Thief (Level 17): You take two turns in the initial round of any battle. The first one is at the normal initiative roll and the other is at the roll that’s minus 10. In terms of the subclass, capstones are concerned having the ability to roll two turns is quite a feat.

ARCANE TRICKSTER

Utilize arcane magic to enhance your eccentric ways!

You’ll be mainly drawing off those who belong to the Enchantment and Illusion magical schools which means you’ll be able to get really creative in your pranks. Combining your speed and agility thinking with magic allows you to easily adapt to almost any circumstance.

monk subclasses 5e ranked

  • Spellcasting (Level 3): Instantly gain two spells at the first level and 3 cantrips (one of which has to be that of the Mage Hands spell.) You’ll be able to gain more spells as you progress. Your Intelligence will be used to determine your ability to cast spells.
  • Mage Hand Legerdemain (Level 3.): Get tons of additional functionality by using Mage Hand. It’s not only invisibly, but you also have greater hand control. It is possible to make use of it to pick locks, disarm traps, and dig in people’s pockets without difficulty!
  • Magical Ambush (Level 9): Casting a spell on a creature who doesn’t even know you’re there puts them at an advantage on their saving decision.
  • A versatile trickster (Level 13): Use your Mage Hand to deter creatures in a bonus move. Up to the time you’ve finished your turn, you’ll gain an advantage on attacks in the face of the beast.
  • Spell Thief (Level 17): If a creature casts a spell towards you (either at you directly or by including you within its zone of impact) you can make them make a save against the spell’s save DC. If they fail, the spell will not impact you. If it’s one level spell (and at a level, you are able to cast) You’re familiar with this spell is valid for the following 8 hours and you can cast it using the spell slot. The creature isn’t able to cast the spell until after the eight hours have gone by!

MASTERMIND

A specialist in dealing with social situations as well as manipulation and intrigue The Mastermind concentrates on the people who surround them in order to achieve their objectives.

The Mastermind’s capabilities aren’t particularly useful in the majority of dungeons but it’s a good option if your game is in suspense.

kensei monk 5e

  • Master of Intrigue (Level 3): You now are proficient with concealing kits, fake kits, and the option of gaming equipment. Additionally, you can learn two more languages. Watch someone talk for at most a minute before you are able to present yourself as a native of their country (though it is not as specific to them.)
  • Master of Techniques (Level 3,): You can now make use of Help as a Help action as an extra action. In addition, you can perform this from a distance of 30 feet. It’s a great way to give your allies an advantage in attack!
  • Intelligent manipulator (Level 9.): Spend a minimum of one minute watching the creature in a non-combat setting. You can determine if that creature has an upper or lower score than you on one of these traits such as Wisdom, Intelligence Charisma, IQ, or Class Level.
  • misdirection (Level 13.): If you are protected by an animal within 5 feet, you are able to redirect an attack designed by you towards the animal who provides you with cover.
  • The Soul Deceit (Level 17.): Unless you consent to it your thoughts are not able to be read. If you’re feeling particularly clever you can conduct a deceit check to lie to the person looking to get into your thoughts. The use of any magic spell (like Zone of Truth) which tries to discover the truth of your story will prove that you’re lying. Furthermore, you are not made to lie.

INQUISITIVE

fighter 5e

  • Ear for deceit (Level 3.): You’ll never get a base roll less than 8 when you use your Insight ability to judge the truth of a creature.
  • Eye for Detachment (Level 3.): Use a bonus action to search for hidden creatures or objects using the ability to detect. It can also be used as an Investigation test to search for clues.
  • Insightful Combat (Level 3,): Make an Insight Check against the opponent’s deception as an additional move. If it is successful you do not need to gain an advantage to make an effective Sneak Attack on that enemy.
  • Steady eye (Level 9.): Move no more than half of your speed to benefit from examination and perception tests.
  • Unerring Eye (Level 13.): Unless you are deafened or blind You can employ an act to detect illusions and shapeshifters or any other form of magic designed to fool your senses within 30 feet of you.
  • Eye of weakness (Level 17): While using your Insightful Fighting ability against an animal that is in your path, the Sneak Attack damage against that creature is multiplied by 3×6.

SCOUT

This is a great option for Rogues who want to maintain their distance and fight opponents with precision shots from their crossbow or bow.

Not only are Scouts adept at navigating the wilderness, but they’re also fantastic skirmishers that can swiftly move and maintain excellent positions to shoot arrows at their adversaries.

fighter archetypes 5e

  • Skirmisher (Level 3): If an enemy finishes his turn in the vicinity of 5 meters, then you are able to react to the enemy to increase up to half your speed away. This move does not trigger attacks of chance.
  • Survivalist (Level 3): Gain proficiency in Nature and survival skills. The bonus to your proficiency is doubled on any test that requires either of these abilities.
  • Superior Mobility (Level 9): Your movement speed increases to 10 feet. If you are a climber and swimming rate, you also benefit from this boost.
  • Ambush Master (Level 13): Make initiative rolls to gain an advantage. Attacks on the first creature you strike during the initial round of combat gain advantage up to the start of the next round.
  • Sudden Strike (Level 17): If you choose to take the Attack action, you are able to create a second attack as an extra action. The second attack may gain from Sneak Attack but must be targeted at a different opponent.

SWASHBUCKLER

Avast me hearties!

Although it’s difficult to avoid the fun, pirates flavor of this particular archetype, it’s an excellent choice for players who are looking to play as a Rogue who is more like the type of duelist.

With a plethora of speed and charm, The abilities of the Swashbuckler make him a fascinating persona.

eldritch knight 5e

  • Fantasy Footwork (Level 3.): Whether your attack on a creature is successful or not, the creature isn’t able to make changes to attack you throughout your turn.
  • Rakish Audacity (Level 3): Gain a bonus on your initiative rolls that is equal in value to the Charisma modifier. Furthermore, you don’t need an advantage in an attack to allow Sneak Attack to work if your target is the sole person within five feet.
  • Panache (Level 9): Roll Persuasion against the opponent’s Insight Check. If you win against a hostile creature the creature is at a disadvantage when it attacks other creatures than you and is unable to attack any other creature than you. If they succeed against an unfriendly creature, they will be enthralled.
  • Elegant Manoeuvre (Level 13.): Use your bonus action to gain an advantage in subsequent Athletics or Acrobatics check you perform in that same round.
  • Master Duelist (Level 17): Once per short or long break, you can roll a missed attack and gain an advantage this time.

PHANTOM

The first of two Roguish Archetypes released in Tasha’s Cauldron of Everything, the Phantom is a fantastically macabre subclass alternative.

Utilize Death’s power to help your team by enlisting the assistance of your ghostly friends.

cleric 5e

  • The Whispers of Death (Level 3.): Gain an ability or skill you didn’t possess at the conclusion of a lengthy or short break. This skill is available until you utilize this skill repeatedly.
  • “Wails of the Grave (Level 3.): When you use your Sneak Attack on an enemy it allows you to cause additional necrotic damage to an additional person.
  • tokens from the Dead (Level 9.): When a creature dies within 30 feet of your it is possible to make the Soul Trinket with your reaction. These Soul Trinkets provide advantages on death and Constitution saves and allow you the ability to use your Wails from the Grave feature and let you communicate with the spirit.
  • Ghost Walk (Level 13): Become like a ghost in 10 minutes. When you are in your spectral state, you can fly at a rate of 10 feet. You can traverse walls and roll into enemies of your opponent. You are placed at a disadvantage.
  • Death’s Friend (Level 17): Your Wails from the Grave ability has been updated to deal necrotic damage to each of the second creatures. If you don’t have Soul Trinkets left at the end of your long rest, you’ll find one in your hands.

SOULKNIFE

The second subclass that was introduced in Tasha’s Cauldron The Soulknife archetype is a psionic ability that can be added to the toolkit of your Rogue by making use of Psionic energy dice.

Use psychic blades to tear your foes to shreds, as you boost your other abilities through your psionic abilities.

tempest cleric 5e

  • Psionic power (Level 3,): Gain your Psionic Energy dice. This resource can be used to boost the various psionic abilities you have. At this point, you’re able to communicate with others via telepathy and make use of your psionic power to improve your performance in a test of skill in which you’re competent.
  • psychic blades (Level 3,): Summon blades of psychic energy that deal physical damage to your foes. When you attack with these blades, you can apply an ability-related modifier on the damage which is a great bonus to consider if you’re looking for combat using two weapons.
  • Soul Blades (Level 9): Your Psychic Blades are now stronger. Utilize Psionic Energy dice make a missed attack the hit, or throw the blade, and then teleport to the spot where it is.
  • Psychotic Veil (Level 13): Once per long period of rest, you will be invisible for one hour. You can utilize Psionic Energy dice to do this even more if you want to.

OPTIMIZATION TIPS FOR ROGUES IN D&D 5E

In any type of campaign, I insist that you portray the character that you’d like to portray.

Many players find the most fun while making and playing with an optimized character.

So, here are some tips to assist you in getting the most value from your Rogue in 5e.

ABILITIES

Beginning with the basics, Rogues should concentrate on their Dexterity scores above anything other things. A higher Dexterity score greatly enhances their ability to hit quick hits using Finesse weapons and perform better at making skills checks such as Acrobatics, Stealth, and Sleight of Hand which are vital to their roles within the group.

The most important priorities will depend on the role you’re filling at the event, and/or the Roguish Archetype you’ve picked.

  • Strength They rely upon their speed far greater than their physical strength. This is typically your dump score.
  • Dexterity The ability to dexterity will be your single most crucial ability. A lot of the things you do as a Rogue can do will be based on a high Dexterity score.
  • Constitution It’s hard to imagine any characters who wish they had more hit points. If you’re going to be immersed in the action then you’ll need a high Constitution score. If you’re more a fan of melee range it’s possible to manage to make this less important.
  • Intelligence arcane tricksters require intelligence to cast their spells. Other Roguish Archetypes don’t gain much from Intelligence. However, it can be extremely useful in discovering traps through the ability to investigate.
  • Wisdom: Your Insight and Perception checks depend on Wisdom however this isn’t a “make and break” capability for you. For those who are curious, you may need to spend more time on this, however, the Rogue’s expertise can compensate for a lower score if it is needed.
  • charisma: Rogues can make for an excellent event “face” as well. You’ll require charisma if you intend to interact with people often. Masterminds and Swashbucklers are likely to put this over Dexterity.

RACES

Tasha’s Cauldron of Everything introduced new rules that do away with the way that your character’s race impacts your character stats. But it is not the case for all groups to follow this rule.

If you’re looking to enhance your Rogue and you aren’t following the rules that were updated from Tasha’s Cauldron Here are a few of the most effective options for the race of your character.

  • High Elf, In addition, High Elves get a bonus to Dexterity but they also begin the game with a no-cost cantrip. If you’re looking to get facing the enemy and need to be vigilant, your blast in Blade cantrip will give you a lot of mileage, as it increases the damage you can deal and increases as you move up. In addition, Elven’s resistance to the effects of charm, the immunity from sleep-related effects, and the ability to stay in 4-hour trances ensure that the character will be able to stay alert.
  • Lightfoot Halfling: In addition to their benefit to dexterity I enjoy Halfling Rogues. While any Halfling could make an excellent Rogue, Lightfoot Halflings can cover themselves behind other creatures and are fantastic for being able to hit the Sneak Attacks you want to land. Additionally, rerolls that include this Halfling’s “Lucky” feature are amazing to have in your sleeves.
  • Variant Human Variant Humans are known to be a good choice in any field. Utilizing the Variant Human it is possible to boost your Dexterity score and also get an extra feat during creating your character. There aren’t many tasks that I’d recommend you take in lieu of an Ability Score Increase prior to the time you’ve reached your maximum Dexterity score, obtaining an ability for free at the level 1 level is awesome.
  • Tabaxi: Peanut Butter meets Jelly. Like one would imagine from a cat race, everything about Tabaxi is perfect for the Rogue class.

BACKGROUNDS

Your Rogue could have any background you’d like. If you’re looking for a more optimized choice There are some good options.

  • Criminal A normal Rogue background. You can earn proficiency in Deception and Stealth as well as two tools kits. (Since you already are proficient on Thieves’ Tools, you could substitute it for a Disguise Kit or a Poisoners Kit.) If you’re interested in the bonuses but don’t want the stigma of being an incriminator, you can opt for the Spy version from this wallpaper.
  • Urchin The ability to master the art of sleight-of-hand and stealth are excellent skills for Rogues. Additionally, you will gain proficiency using Thieves’ Tools and Disguise Kits. Similar to you’re in the criminal background, you can replace the Thieves Tools skills with something other.
  • The Charlatan Learn to master deceit as well Sleight of Hand as well as a forgery as well as Disguise Kits.

HOW TO PLAY ROGUE

FATS

Rogues can reap a significant amount of value out of a number of the options available. But, there are certain options worthy of consideration!

  • Warning: For any Rogue who is able to get early in the fight round is an enormous benefit.
  • Sharpshooter: If you’re playing as a ranged Rogue and you’re playing a ranged Rogue, you’ll require a Sharpshooter. The challenge of overcoming long distance and cover penalties and possibly stacking the bonus Sharpshooter damage along with Sneak Attack is disgusting in the most effective way.
  • Inspiring Leader When you’re playing as a charisma-focused Rogue and you want to provide more hit points to your friends is excellent. Swashbucklers and Masterminds must think about this, while others may not make use of it as much.
  • Expert: Gaining three more abilities in the skills or tools of your choice works well together with the Reliable Talent. I wouldn’t make an attempt to do this however it’s an alternative for Rogues.
  • Dungeon Delver When you’re participating in a Dungeon Crawl-like campaign it’s a great option. In the end, traps and discovering secret doors are major tasks for the Rogue of the party.

CONCLUSION – THE ROGUE IN THE D&D 5E GUIDE

We hope that you’ve found this tutorial on your Rogue within D&D 5e!

For a hilarious story of My own Rogue’s mishaps look up this story here to find out the story of what can happen when you mix a Thief’s fantasies of grandeur, and a room filled with magical creatures.

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People also ask

What class is best for Rogue DND?

[Top 5] D&D Best Rogue Races

  • Elf. The first race to be mentioned is Elf. …
  • Half-Elf. Half-elves are excellent rogues, due to the alignment (chaotic) as described within the D&D Player’s Handbook: “Half-elves are a part of the chaos bent of their Elven heritage. …
  • Halfling. …
  • Human. …
  • Tiefling.

How can I be a good Rogue in 5e?

Abilities. Beginning with the basics, Rogues should be focused on their Dexterity scores above anything other things. Greater Dexterity will help their ability to hit quick strikes using Finesse weapons, and perform better in checkpoints in their skills like Acrobatics, Stealth, and Sleight of Hand, which are crucial to their function within the group.

What is the best class for a Rogue?

[Top 5 [Top 5 D&D The Best Builds for Rogue You Need to Try

  • Arcane Trickster (Human) The Arcane Trickster blends the worlds of magic and the world of thievery. …
  • Assassin (Human) …
  • Assassin (Tiefling) …
  • Thief (Half-Elven) …
  • Thief (Human)

What is the best background for a Rogue 5e?

With that said here are my top choices for the top 10 Rogue backgrounds available in D&D 5e.

  1. Urchin. Urchin is a fantastic backdrop used for Rogues to use in D&D 5e. …
  2. Charlatan. …
  3. Criminal. …
  4. Faction Agent. …
  5. Investigator. …
  6. Courtier. …
  7. Urban Bounty Hunter. …
  8. Mercenary Veteran.

Are rogues good DND 5e?

Rogues is a class possibly the most diverse mix of skills and talents among the 13 classes that are officially recognized and are able to combine any mental ability with general dexterity that is useful to all and makes it a great dip. Rogues are classic.

Do rogues need charisma?

Dexterity is a must to any Rogue and intelligence is essential for Arcane Tricksters. However, the need for Wisdom and Charisma are largely dependent on the skills you choose to use and the role you play in the party.

Can you dual-wield rapiers DnD 5e?

To accomplish this using rapier, you’ll require to use the dual wielder skill which removes the requirement that the weapon you’re using be considered ‘Light’. To get your ability modifier based on the damage caused by the offhand attack, you must obtain the Dual Wielding combat style either from or both the Fighter (level one) or Ranger (level 2, level).

Do rogues get two-weapon fighting?

To accomplish this using rapier, you’ll require to use the dual wielder skill which removes the requirement that the weapon you’re using be considered ‘Light’. To get your ability modifier based on the damage caused by the offhand attack, you must obtain the Dual Wielding combat style either from or both the Fighter (level one) or Ranger (level 2, level).

Do rogues get two attacks?

Rogues are not able to take on additional attacks, regardless of their level. Most of their damage can only be applied for one strike per round. Therefore, it’s not profitable for them to get an additional attack. However, other classes, such as monk, fighter, barbarian, and paladin have an additional attack.

Is Monk a good class DnD?

The Monk isn’t easy to play as compared to other classes like the Fighter as well as the Rogue. They’re the most insane character of DnD 5e and require three high abilities to be effective, with limited space to overlook any of them. The Monk isn’t as robust as the Fighter and isn’t as dangerous as the Rogue.

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