Table of Contents
This Guide
The point of this Rogue 5e guide is to give you a good understanding of the Rogue class in Dungeons & Dragons Fifth Edition. After reading this Rogue 5e Guide, you’ll feel more confident when designing your character. Important Rogue abilities will be discussed, as well as the Roguish Archetypes, and multi-classing options.
The Rogue Class
The Rogue is a class based on Stealth, Deception, Persuasion, and Charisma. Rogues are found lurking in the dark casing potential crime scenes, acting as assassins against unpopular lords and clergy alike, and often work to further their goals through conversation rather than combat.
Class Features
As a Rogue, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Rogue level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple Weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background: * (a) a Rapier or (b) a Shortsword * (a) a Shortbow and a Quiver of 20 Arrows or (b) a Shortsword * (a) a Burglar’s Pack, (b) a Dungeoneer’s Pack, or (c) an Explorer’s Pack * Leather Armor, two daggers, and Thieves’ Tools.
Rogue Multi-classing
The Rogue class is likely the class with the highest utility in the game. With four skill proficiencies granted from your class, as well as the Expertise ability, the Rogue has the ability to rely on skill checks to get through most situations. With that in mind, combat is something the Rogue class lacks. Multi-classing as a Rogue offers you either a better chance in combat, or even more utility.
Fighter + Rogue
The Fighter class is an expert at melee combat. The Rogues lack of expertise in this area makes this multi-class appealing. The skills and abilities of the Rogue are meant to aid you in intrigue and stealth, while the Fighter is geared towards straight up combat.
Bard + Rogue
The Bard class is the most utility based class in the game, and the Rogue is a close second. This multi-class offers the best of both of these classes, and will create a character that can talk or sneak their way out of most interactions.
Warlock + Rogue
The Warlock class is the other class in the game most focused on Charisma. This multi-class offers a great deal of interpersonal abilities, and charming your way out of most encounters should be easily done.
Spells for Rogues
The Rogue is not a class that ordinarily has access to spellcasting. However, if the Arcane Trickster Archetype is selected at Level Three, Rogues will learn several spells and cantrips and unlock access to the Wizard spell list. First level spells are all that is available until your Seventh Rogue Level.
Roguish Archetypes
There are nine approved Roguish Archetypes in D&D 5e. Those are: Arcane Trickster, Assassin, Inquisitive, Mastermind, Phantom, Scout, Soulknife, Swashbuckler, Thief.
Arcane Trickster – An Archetype that combines Roguish abilities with magic.
Assassin – An Archetype that trains Rogues to kill.
Inquisitive – An Archetype that trains Rogues to unearth secrets.
Mastermind – An Archetype that trains Rogues to influence people.
Phantom – An Archetype that trains Rogue to be shadows.
Scout – An Archetype that teaches the Rogue the way of the wilds.
Soulknife – An Archetype that teaches Rogues psionic powers.
Swashbuckler – An Archetype that teaches the Rogue how to use a sword.
Thief – An Archetype that teaches Rogues to steal.
Rogue Level Breakdown
At Level One, the Rogue unlocks the Expertise ability, as well as Sneak Attack, and Thieves’ Cant. Expertise is an ability that doubles the proficiency bonus of two skills you are proficient in, jumping to four skills at Level Six. Sneak Attack is a wonderful ability that allows you to add 1d6 damage to an attack that is made with advantage, with the damage increasing at higher levels. Thieves’ Cant is a “language” used to communicate with other Rogues without attracting attention. At Level Two, the Rogue unlocks Cunning Action, which allows them to take a Bonus Action to Dash, Disengage, or Hide on each of their turns in Combat. At Level Three, the Rogue selects a Roguish Archetype to specialize in. At Level Four, the Rogue chooses between an Ability Score Improvement and a new Feat.