Rogues in Dungeons & Dragons are masters of subtlety and guile, thriving in the shadows and turning their adversaries’ weaknesses into their own advantages. These cunning individuals are adept problem-solvers, capable of navigating complex situations with a blend of stealth, intellect, and sometimes, a touch of magic. Whether they are lurking in the dimly lit corners of a dungeon or weaving through the intricate social tapestries of a bustling city, the Rogue is always ready to seize opportunity.
Core 2024 Rogue Traits |
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Primary Ability |
Hit Dice Die |
Saving Throws Proficiencies |
Skill Proficiencies |
Weapons Proficiencies |
Tool Proficiencies |
Armor Training |
Starting Equipment |
Embracing the Rogue Life: Becoming a 2024 Rogue
Stepping into the role of a 2024 Rogue is an exciting choice, whether you are starting your D&D journey at level 1 or multiclassing into this versatile class. Here’s what you need to know about becoming a Rogue:
Starting as a Level 1 Rogue
Beginning your adventure as a Rogue at level 1 immediately grants you access to the core proficiencies and features that define this class. You will gain all the traits listed in the “Core 2024 Rogue Traits” table, establishing your foundation as a nimble and skilled character. Furthermore, you’ll unlock the Rogue’s level 1 features, which are detailed in the “2024 Rogue Class Features” table below. This initial step sets the stage for a character who is already proficient in a variety of skills, capable in light combat, and possesses the iconic Thieves’ Tools.
Multiclassing into Rogue
For those seeking to add a layer of cunning and skill to an existing character, multiclassing into Rogue offers a compelling option. When you choose to multiclass into Rogue, you gain specific proficiencies and starting features that complement your existing class. You acquire the Hit Point Die, proficiency in one skill of your choice from the Rogue skill list, proficiency with Thieves’ Tools, and training with Light armor from the “Core Rogue Traits” table. Crucially, you also gain the Rogue’s level 1 features, ensuring that you immediately benefit from the class’s defining abilities, even when joining at a later level. This makes Rogue an excellent multiclass choice for characters who want to enhance their utility, stealth, or combat options with a touch of roguish flair.
CREATE A 2024 ROGUE
2024 Rogue Class Features: Level by Level Breakdown
The 2024 Rogue class is packed with features gained at each level, enhancing their skills, combat prowess, and versatility. The following table outlines the progression of these abilities:
Level | Prof.Bonus | Class Features | Sneak Attack |
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1 | +2 | Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery | 1d6 |
2 | +2 | Cunning Action | 1d6 |
3 | +2 | Rogue Subclass, Steady Aim | 2d6 |
4 | +2 | Ability Score Improvement | 2d6 |
5 | +3 | Cunning Strike, Uncanny Dodge | 3d6 |
6 | +3 | Expertise | 3d6 |
7 | +3 | Evasion, Reliable Talent | 4d6 |
8 | +3 | Ability Score Improvement | 4d6 |
9 | +4 | Subclass Feature | 5d6 |
10 | +4 | Ability Score Improvement | 5d6 |
11 | +4 | Improved Cunning Strike | 6d6 |
12 | +4 | Ability Score Improvement | 6d6 |
13 | +5 | Subclass Feature | 7d6 |
14 | +5 | Devious Strikes | 7d6 |
15 | +5 | Slippery Mind | 8d6 |
16 | +5 | Ability Score Improvement | 8d6 |
17 | +6 | Subclass Feature | 9d6 |
18 | +6 | Elusive | 9d6 |
19 | +6 | Epic Boon | 10d6 |
20 | +6 | Stroke of Luck | 10d6 |
Let’s delve deeper into each of these features:
Level 1: Laying the Foundation – Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery
At level 1, the Rogue gains four defining features that immediately establish their core identity:
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Expertise: Rogues are masters of skills, and Expertise doubles your proficiency bonus for two chosen skills. For a 2024 Rogue, Sleight of Hand and Stealth are highly recommended choices, amplifying their natural talents for infiltration and deception. This feature showcases the Rogue’s specialization and makes them exceptionally competent in their chosen areas. At level 6, you gain Expertise in two additional skills, further solidifying your character’s specialization.
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Sneak Attack: This is the Rogue’s signature combat ability. Once per turn, you can deal extra damage by striking a vulnerable foe. This extra damage, starting at 1d6 and increasing with Rogue levels, is triggered when you have advantage on the attack roll with a Finesse or Ranged weapon, or when an ally is within 5 feet of your target and you don’t have disadvantage. Sneak Attack encourages tactical positioning and exploiting combat opportunities, rewarding clever play over direct confrontation.
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Thieves’ Cant: Rogues operate in a world of secrets, and Thieves’ Cant is their language of the underworld. You learn this secret jargon, allowing you to communicate covertly with other Rogues and those familiar with the criminal underbelly. You also learn one additional language of your choice, enhancing your ability to navigate diverse social situations.
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Weapon Mastery: Weapon Mastery grants Rogues enhanced weapon capabilities right from the start. You can choose two kinds of weapons you are proficient with (like Daggers and Shortbows) and utilize their mastery properties. These properties provide additional tactical options in combat. The flexibility of this feature is further enhanced as you can change your chosen weapon masteries after each Long Rest, adapting to different combat scenarios.
Level 2: Cunning Action – Swift and Agile Movement
At level 2, Cunning Action unlocks the Rogue’s incredible mobility and tactical flexibility. As a bonus action on your turn, you can Dash, Disengage, or Hide. This feature allows Rogues to move swiftly across the battlefield, escape dangerous situations, or vanish into the shadows with ease, all while still taking their main action. Cunning Action is a cornerstone of the Rogue’s playstyle, enabling hit-and-run tactics and masterful positioning.
Level 3: Subclass and Steady Aim – Defining Your Path & Gaining Advantage
Level 3 is a pivotal level, offering two significant enhancements:
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Rogue Subclass: You choose a Rogue subclass, specializing your character and granting unique abilities throughout your career. The 2024 Rogue offers distinct subclasses like the Arcane Trickster, Assassin, Soulknife, and Thief (some may be updated or replaced in the final 2024 release). Each subclass provides a different flavor and playstyle, allowing you to tailor your Rogue to your preferred approach.
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Steady Aim: This feature provides a reliable way to gain advantage on attacks. As a bonus action, if you haven’t moved during your turn, you can grant yourself advantage on your next attack roll. However, your speed becomes 0 for the rest of the turn after using Steady Aim. This feature is excellent for setting up Sneak Attacks, especially in situations where flanking or other advantage sources are unavailable.
Level 4, 8, 10, 12, 16: Ability Score Improvements – Enhancing Core Stats
At levels 4, 8, 10, 12, and 16, Rogues gain the Ability Score Improvement feature. This allows you to increase two ability scores by 1, or one ability score by 2, or choose a feat. These improvements are crucial for enhancing your character’s core abilities, typically Dexterity and Intelligence, or for gaining powerful feats that further customize your Rogue.
Level 5: Cunning Strike and Uncanny Dodge – Tactical Combat Options & Damage Mitigation
Level 5 brings both offensive and defensive enhancements:
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Cunning Strike: This feature adds tactical depth to your Sneak Attack. When you deal Sneak Attack damage, you can forgo a number of Sneak Attack damage dice to add a Cunning Strike effect. These effects include Poisoning, Tripping, and Withdrawing, each offering battlefield control or tactical advantages. Poison inflicts the poisoned condition, Trip can knock enemies prone, and Withdraw allows for a quick escape after an attack.
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Uncanny Dodge: This defensive reaction significantly increases your survivability. When you are hit by an attack you can see, you can use your reaction to halve the attack’s damage against you (rounded down). Uncanny Dodge makes Rogues surprisingly resilient against direct attacks, allowing them to operate more confidently in close combat.
Level 6: Expertise (Second Instance) – Skill Mastery Deepens
At level 6, you gain Expertise for a second time, choosing two more skill proficiencies to double your proficiency bonus in. This further cements your Rogue as a skill specialist, allowing you to excel in a wide range of non-combat situations and become invaluable to your party outside of direct combat.
Level 7: Evasion and Reliable Talent – Dodging Danger & Ensuring Success
Level 7 offers two powerful features that enhance both survivability and skill reliability:
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Evasion: This feature greatly improves your resilience against area-of-effect attacks. When you make a Dexterity saving throw to take half damage, you instead take no damage on a success and only half damage on a failure. Evasion makes Rogues incredibly difficult to damage with spells and traps that rely on Dexterity saves.
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Reliable Talent: This feature ensures consistent success in your areas of expertise. Whenever you make an ability check using a skill or tool you are proficient in, you can treat a d20 roll of 9 or lower as a 10. Reliable Talent makes you incredibly dependable in your chosen skills, practically guaranteeing success in many situations.
Level 9: Subclass Feature – Further Subclass Specialization
At level 9, your chosen Rogue subclass grants another feature, further enhancing your chosen specialization and playstyle. These subclass features are unique and significantly shape the capabilities of your Rogue.
Level 11: Improved Cunning Strike – Enhanced Tactical Options
Improved Cunning Strike at level 11 allows you to apply up to two Cunning Strike effects when you deal Sneak Attack damage. This dramatically increases your tactical flexibility in combat, allowing you to combine effects like Poison and Trip to control and debilitate enemies effectively.
Level 13: Subclass Feature (Second Instance) – Deeper Subclass Abilities
Level 13 provides another subclass feature, continuing the trend of deepening your chosen specialization and granting more powerful and unique abilities based on your subclass.
Level 14: Devious Strikes – Expanded Cunning Strike Options
Devious Strikes expands your Cunning Strike options, adding new and potent effects to your Sneak Attack. These new options, like Daze, Knock Out, and Obscure, offer even greater control and battlefield manipulation. Daze can limit an enemy’s actions, Knock Out can incapacitate a foe, and Obscure can blind a target, providing powerful tactical advantages.
Level 15: Slippery Mind – Mental Fortitude
Slippery Mind at level 15 grants proficiency in Wisdom and Charisma saving throws. This significantly improves your resistance to mind-altering effects and social manipulation, making you more resilient in both combat and social encounters.
Level 17: Subclass Feature (Third Instance) – Pinnacle Subclass Abilities
At level 17, you gain the final subclass feature, representing the pinnacle of your chosen specialization. These level 17 subclass features are exceptionally powerful and often define the capstone of your Rogue subclass’s capabilities.
Level 18: Elusive – Master of Evasion
Elusive at level 18 makes you incredibly difficult to hit. No attack roll can have advantage against you unless you are incapacitated. This feature, combined with Uncanny Dodge and Evasion, makes high-level Rogues remarkably durable against attacks.
Level 19: Epic Boon – Legendary Power
At level 19, you gain an Epic Boon, a powerful, customizable feature that further enhances your character’s capabilities. The Boon of the Night Spirit is recommended, but other options can be chosen to tailor your Rogue to their ultimate potential.
Level 20: Stroke of Luck – Unmatched Reliability
Stroke of Luck is the capstone ability at level 20, representing the Rogue’s uncanny ability to succeed when it matters most. If you fail a d20 test, you can turn the roll into a 20. This ability can be used once per short or long rest, providing a crucial safety net and ensuring success in critical moments.
2024 Rogue Subclasses: Defining Your Roguish Archetype
Rogue subclasses offer distinct paths for specialization, each providing a unique flavor and set of abilities. The 2024 Rogue currently includes the Arcane Trickster, Assassin, and Thief subclasses, each catering to different playstyles and preferences.
Arcane Trickster: Blending Magic and Mayhem
Arcane Trickster Rogues weave arcane magic into their repertoire of skills, becoming masters of illusion and enchantment. They are pranksters, tricksters, and subtle manipulators who use magic to enhance their roguish talents.
Level 3: Spellcasting and Mage Hand Legerdemain
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Spellcasting: Arcane Tricksters gain the ability to cast spells, drawing from the Wizard spell list with a focus on Enchantment and Illusion magic. They learn cantrips, including the essential Mage Hand, and gain spell slots to cast spells of 1st level and higher. Intelligence becomes their spellcasting ability.
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Mage Hand Legerdemain: This feature enhances the Mage Hand cantrip, making the spectral hand invisible and allowing you to control it as a bonus action. You can use Mage Hand to perform Sleight of Hand checks and use Thieves’ Tools at a distance, opening up incredible opportunities for stealth and trickery.
Level 9: Magical Ambush
Magical Ambush grants advantage on saving throws against your spells to creatures who are unaware of you. If you are invisible when you cast a spell on a creature, it has disadvantage on any saving throw against that spell on the same turn. This feature synergizes perfectly with stealth and illusion spells, making your spells significantly more effective when cast from the shadows.
Level 13: Versatile Trickster
Versatile Trickster allows you to use your Mage Hand to enhance your Cunning Strike options. When using the Disarm or Trip Cunning Strike options, you can target a creature within 5 feet of your spectral hand. This extends your reach and tactical options in combat, allowing you to control enemies from a safer distance using your magical hand.
Level 17: Spell Thief
Spell Thief is a powerful defensive and offensive ability. When a creature casts a spell that targets you, you can use your reaction to attempt to steal the spell. If the creature fails a saving throw, you negate the spell’s effect and learn the spell for 8 hours, being able to cast it using your own spell slots. The creature cannot cast that spell during this time. Spell Thief provides both spell negation and temporary access to enemy spells, making you a potent counter-spellcaster.
Assassin: Death from the Shadows
Assassin Rogues are masters of lethal strikes, specializing in stealth, poison, and disguise to eliminate targets with ruthless efficiency. They are the embodiment of deadly precision, often working as hired killers, spies, or bounty hunters.
Level 3: Assassinate and Assassin’s Tools
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Assassinate: This feature makes Assassins incredibly dangerous in the first round of combat. You gain advantage on initiative rolls, ensuring you often act first. In the first round of combat, you have advantage on attack rolls against creatures that haven’t taken a turn. Additionally, any Sneak Attack hit in the first round deals extra damage equal to your Rogue level.
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Assassin’s Tools: You gain proficiency with the Disguise Kit and Poisoner’s Kit, along with two physical kits of your choice. This reinforces the Assassin’s expertise in disguise, infiltration, and lethal substances.
Level 9: Infiltration Expertise
Infiltration Expertise enhances your disguise abilities. While disguised using a Disguise Kit, you gain advantage on Charisma (Deception) checks when pretending to be someone else. You can also perfectly mimic another person’s speech and handwriting after studying them for an hour, making you a master of impersonation.
Level 13: Envenom Weapons
Envenom Weapons improves the Poison Cunning Strike option. When you use the Poison Cunning Strike, the target also takes 2d6 poison damage whenever they fail the saving throw, and this damage ignores poison resistance. This significantly increases the potency of your poison attacks, making them a reliable source of additional damage.
Level 17: Death Strike
Death Strike is the Assassin’s ultimate killing blow. When you hit with a Sneak Attack in the first round of combat, the target must make a Constitution saving throw. On a failed save, the attack’s damage is doubled against the target. This feature can deliver devastating amounts of damage, potentially instantly eliminating weaker foes or severely crippling stronger ones at the start of combat.
Thief: Agile Explorer and Master of Objects
Thief Rogues are the quintessential adventurers, blending agility, stealth, and a knack for utilizing objects and magic items. They excel at exploration, treasure hunting, and manipulating their environment.
Level 3: Fast Hands and Second-Story Work
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Fast Hands: This feature enhances your bonus action utility. As a bonus action, you can make a Sleight of Hand check to pick locks or disarm traps, pick pockets, take the Use an Object action, or use a magic item that requires an action. Fast Hands significantly increases your action economy, allowing you to perform object interactions and utility tasks with incredible speed.
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Second-Story Work: Thieves are adept at navigating vertical environments. You gain a Climb Speed equal to your walking speed and can use Dexterity instead of Strength to determine your jump distance. This feature makes you incredibly mobile and agile, especially in dungeons and urban environments with verticality.
Level 9: Supreme Sneak
Supreme Sneak provides a unique Cunning Strike option: Stealth Attack. When you use the Hide action and become invisible, this attack does not break your invisibility if you end your turn behind three-quarters or total cover. This allows you to remain hidden even after attacking, setting up further Sneak Attacks and maintaining a tactical advantage.
Level 13: Use Magic Device
Use Magic Device unlocks your potential with magic items. You can attune to up to four magic items at once, gaining greater flexibility in item usage. When using a magic item that expends charges, you have a chance to not expend charges on a roll of 6 on a d6. Furthermore, you can use any Spell Scroll, using Intelligence as your spellcasting ability. Cantrips and 1st-level spells are cast reliably, while higher-level spells require an Intelligence (Arcana) check. This feature makes Thieves exceptional users of magic items, greatly expanding their versatility and power.
Level 17: Thief’s Reflexes
Thief’s Reflexes is an incredibly powerful capstone ability for combat. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. This effectively grants you two full turns at the start of combat, allowing for a burst of actions, Sneak Attacks, and tactical maneuvers that can decisively shift the tide of battle in your favor.
The 2024 Rogue class offers a rich and diverse set of options for players who enjoy cunning, skill, and tactical combat. Whether you prefer the magical trickery of the Arcane Trickster, the lethal precision of the Assassin, or the versatile utility of the Thief, the Rogue provides a rewarding and engaging experience for any D&D adventurer. Embrace the shadows, hone your skills, and become a master of the roguish arts in your next D&D campaign!