Gaining optimized character builds is a hobby of mine, and I love it. It’s one of those hobbies where you can come up with your own ideas on how to build a character, then test them out and see how the build performs. In this article, I’m going to go over my Rogue optimization build, and show you how I’ve built it.
Well, in short, the Rogue was in dire need of an optimisation guide, and as a 5E rogue it was the case that I knew a lot about casters and rogues, and I knew that casters were pretty similar to rogues. So, with that in mind, I decided to write a little guide to casters, focusing on saving them from some of the more common rogue traps, and then going on to discuss ways in which rogues can improve their own performance.
As I have said in the past, cosing the rogue is a bit of a minefield. Failing to account for all the variables (to a good player of course) can result in a disastrous session that leaves you with a pile of gold pieces and a sour taste in your mouth. This guide aims to take the edge off the rogue in 5th edition by going over some of the basics and showing you how to adapt your strategy to account for the variables.
This Rogue handbook has been pilfered, burgled, and stolen from homes and back alleys all across the world.
We grabbed the most gleaming items we could find, gave them a lick of paint, and slid them on here.
The Scallywags advice below aims to get you in and out of greatness without leaving a trace.
We also link to a full list of other great character optimisation guides for D&D.
Contents
The Last Thing You’ll Ever Hear – Rogue Core in 5th Edition
“You can’t just go about arresting Thieves’ Guild members. We’d be working on it all day!”
Guards, Terry Pratchett! Guards!
Rogue, how I adore him. The hero who shakes your hand and takes your watch, opens the door with a flourish, and can tell how much money is in a pile just by looking at it.
While every adventurer is a thief in some way (stealing dungeon loot), not every thief is a rogue. The Rogue isn’t someone you should ignore; instead of confronting issues straight on, he skillfully searches for ways around them.
A fantastic complement to any gathering. After all, no one else would dare to put their fingers in that spring-loaded trap or slip away alone to steal that ice giant’s key ring.
They’re a handy person to have around, and you trust them when they say your kidneys are secure at the very least.
From here on forward, the following color coding will be used:
- Sky Blue is a top-of-the-line option. This is when rogue optimization begins.
- Blue is a good option for Rogue, but not exceptional.
- Black is a safe bet. Although there are better alternatives, this is more than enough.
- Purple indicates that the item is not of the highest quality. It may have a specialized use, but there are better alternatives available.
- Red denotes a mechanical flaw. If it suits your idea, go for it, but you’ll probably be less successful as a result.
Please keep in mind that this is an optimization guide. We’re looking into what makes your Rogueish antics powerful or effective.
However, if you have a great character concept that isn’t based on the word “charop,” don’t be hesitant to put fun ahead of numbers.
After all, you know your game better than I do.
Stats:
- You may disregard this unless you’re aiming for a STR-based build. If you want to climb stuff, here is a good place to start.
- DEX: DEX is the foundation of many of the talents you bring to the table. This is significant due to stealth, sleight-of-hand, and acrobatics. This is in addition to your attacks, damage, AC, and initiative. Make it as high as possible.
- Con: Hit points are much too valuable to be overlooked. It’s much more crucial if you wish to remain unarmed.
- Int: This was your dump stat before. If anything has changed with Arcane Trickster, you’ll want to rev up this. Because assassins and masterminds get free proficiencies for tools that need INT tests, any positive modification here would be appreciated. With their usage of Investigation, inquisitive characters would benefit from a good score here as well. Apart from those archetypes, this also has the important skills Investigation and Arcana linked to it, so bear that in mind before simply emptying it to 8 outright; if you’re not utilizing them, drop away.
- Wise: When it comes to spotting traps and falsehoods, perception and understanding are crucial. WIS saves are very difficult to fail, so don’t let this get too low. Inquisitive minds will desire a good score here as well.
- Deception, Persuasion, and Intimidation are all abilities that Cha governs. You’ll want some points if you’ve been selected as the party’s “Face.” Assassins, Swashbucklers, and Masterminds will all benefit from a good positive modifier. If the aforementioned isn’t needed of you, an 8 or 10 will suffice.
Rogue Races at their Finest:
Anything having +/Dex/Con, as well as any other defensive advantages, is beneficial.
You’re ideally searching for anything with +Dex and maybe Darkvision. You’ll be skulking about in the shadows a lot, and you don’t want to put yourself in any danger.
- [+2 Dex, +1 Wis] Aarakocra Flight at the first level. The bonus is at the proper location. There is no Darkvision, but if you’re outdoors and have space to fly, this may be a great option. Consult your DM first, since I’m aware that some don’t allow this. [EEPC]
- Aasimar [+1 Wis & +2 Cha] This diety race is better suited to a Paladin or even a Warlock. [VOLO]
- Bugbear [+1 Dex, +2 Str] Darkvision, +5ft reach (! ), stealth, and additional surprise damage are all available. Awkward statistics aside, this is a fantastic game.
- [+2 Cha and +1 Dex or +1 Int] Changeling Two social skills, two more languages, one additional tool proficiency with a twofold bonus (thieves tools is ideal), a defensive response ability, and the incredible Change Appearance action They don’t have darkvision, can’t Alter Appearance into a tiny size or change your clothes, and Unsettling Visage competes for your response with Uncanny Dodge.
- [+2 Str, +1 Cha] Dragonborn Even if you want to be a Strength-based Rogue, you’ll receive certain skills and characteristics that aren’t very useful. It also aches a little here since you don’t have any dark vision.
- [+2 Con] Dwarf As a Dwarf, you will get darkvision and advantage/resistance to poison, which are both beneficial. The aspects that aren’t useful are the ability to use non-finesse weaponry and a slower speed.
- [+2 Str] Mountain Dwarf This isn’t terrible if you’re aiming for an enforcer-style Strength rogue.
- Dwarf of the Hill [Wis +1] Extra intelligence and hit points aren’t the qualities you should seek for in a rogue.
- [+1 Str] Duergar [SCAG] A rogue’s darkvision range should be increased. Being charmed or paralyzed gives you an advantage against illusions. The real fun begins at levels 3 and 5, when you can enlarge/reduce and make yourself invisible.
- [+2 Dex] Elf All elf varieties get the +2 Dex bonus as well as Darkvision. Advantage vs. Charm, immunity to magical slumber, and Perception skill are all useful benefits.
- [+1 Wis] Wood Elf While the Wisdom isn’t very useful, you like the increased speed, longbow skill, and better access to hiding spots.
- +1 Drow [+1 Cha] Many Rogue builds benefit from CHA. Drow Magic is fantastic: Faerie Fire is a clear advantage, and Darkness is clearly helpful for laying the groundwork for genuine agony. The only problem is Sunlight Sensitivity, since you’ll be operating in the shadows the majority of the time… or wear a hat with a wide brim.
- For Arcane Tricksters and Inquisitive, High Elf [+1 Int] +1 INT is a strong attribute boost. Longbow proficiency is fantastic; you can still Sneak Attack with it, and you do the same amount of damage as the light crossbow while having a much longer range (150/600 vs. 80/320). Then there’s the free cantrip, which allows even Rogues who aren’t Arcane Tricksters to enjoy the glory of Minor Illusion or Booming Blade! (You Assassins, in particular, may start panting hard over the latter.) Being a real Arcane Trickster with an additional cantrip, on the other hand, works just as well. It’s also a good idea to have some extra language.
- Eladrin [+1 Int] [DMG] Replaces the High Elf’s cantrip and additional language with a short-rest recharge Misty Step. That might be a good exchange depending on your setup. Your beautiful +1 INT and longbow prowess are still there and correct.
- Firbolg [+2 Wis, +1 Str] Detect magic or an improved disguise self per long rest, bonus action invisibility per short rest, and you can speak with critters & plants. Good abilities for a Str-based rogue, but no darkvision.
- [+2 Con] Genasi
- [+1 Dex] Air Genasi You can hold your breath indefinitely if you have good stats and levitate once every lengthy rest. There is no darkvision.
- [+1 Str] Earth Genasi Pass through without leaving a trace, only stopping for a lengthy break, and avoid rocky, tough terrain. This could definitely be used to create a Str-based rogue, with pass without trace compensating for a low Dex score for stealth. There is no darkvision.
- Darkvision, fire resistance, and certain fire spells are all available to the Fire Genasi.
- [+1 Wis] Water Genasi Acid resistance, amphibious, swim speed, and a few aquatic spells are all advantages. There is no darkvision.
- Gnome [+2 Int] has 25 feet of speed, darkvision, and a +2 bonus on all mental spell saves. There is just one subrace worth it.
- The minor illusion cantrip Forest Gnome [+1 Dex]. These individuals make excellent Arcane Tricksters.
- [+ 1 Con] Rock Gnome Instead of Dex, Con has worse subracial characteristics. Instead, they should become wizards.
- [+1 Dex] Deep Gnome [SCAG] With 120ft Darkvision and a situational edge on Stealth, Arcane Trickster stats are fantastic. Gnomes have the same advantage on saving throws against magic and have the same 25ft speed as regular gnomes. They also have a wonderful racial accomplishment that gives them at-will nondetection as well as one casting each of blindness/deafness, blur, and disguise self each long rest.
- [+2 Dex and +1 Con] Goblin Although small, it possesses 30 feet of speed, darkvision, modest additional damage against bigger enemies, and the bonus action of disengage or conceal (which is redundant for rogues). Good statistics, but uninspired features.
- [+2 Str and +1 Con] Goliath A once-per-short-rest harm mitigator that doesn’t scale, as well as athletics proficiency. I suppose you could create a Str-based rogue with this, I suppose. There is no darkvision.
- [+2 Cha and +1 to???] Half-Elf They have darkvision, two more talents, one additional language, a +2 bonus to charm saving throws, and are immune to magical slumber.
- [+2 Dex] Halfling Like the Elf, Rogues of all stripes benefit from a +2 DEX boost. In terms of weaponry, your small stature isn’t an issue since you can handle all finesse weapons as well as light and hand crossbows with the best of them. The only flaws you have are (a) your lack of Darkvision (maybe you’ll discover some Goggles of Night soon), and (b) your sluggish 25-foot speed, which is offset by the fact that you can simply walk right past anybody larger than you. Lucky also provides some defense against those nefarious 1s on the d20.
- Halfling, stout [+1 Def] Poison resistance pales in comparison to the Lightfoot’s stealthiness. Pass.
- Halflings with Lightfoots[+1 Cha] Anyone who is larger than you provides you with a safe haven. Awesome.
- Halflings who can see ghosts [Wis +1] [SCAG] +1 Telepathy and WIS. I guess poison resistance is better for Rogues, but the Lightfoot’s stealthiness is just too amazing.
- +1 Con and +2 Str for Half-Orcs. Half-Orcs, like Dwarves, are built to smash rather than stealth. You’ll want to multiclass or take up a feat to enhance your armor as a Str-based rogue. Darkvision, Relentless Endurance, and Savage Attacks are all beneficial to Half-Orc rogues.
- Darkvision, two martial weapon proficiencies, and a restricted bonus to missed attacks/failed rolls. Hobgoblin: +2 Con and +1 Int. This isn’t rogue stuff.
- Human [+1 to All Scores] to all stats is better for a skill monkey class like the rogue than for others, but you might still do better. There is no darkvision.
- Human Variant [+1 to?? and Dex, as well as a feat] Two stats get a boost. Choose a skill and one of the suggested feats, then travel to town. There is no darkvision.
- Kenku: +2 Dex and +1 Wis. A natural rogue with forgery expertise, two additional roguish abilities, and sound mimicry, but no darkvision. Roleplaying sounds like a pain in the neck (incapable of creativity, can only speak by mimicking previously heard sounds).
- Kobold: +2 Dex and -2 Str (that’s a negative, not a plus). Although little, she possesses 30 feet of speed, darkvision, a limited capacity to give friends an advantage by groveling, and sunlight sensitivity. Kobolds are exclusively for gamers who wish to play a genuine underdog, even with the Dex and darkvision.
- +2 Lizardfolk -1 Wis and -1 Con There’s no way around it if you don’t have an attack stat.
- Orc gains +2 Strength and +1 Con. Intimidation, darkvision, and an extra action sprint (which is now redundant thanks to Cunning Action). Str-based rogues are mediocre.
- Shifter (UA: Races of Eberron): Shifters get +1 Dex, darkvision, Perception proficiency, and 1 minute of shifting every short rest (character level+Con bonus temp health).
- While shifting, Beasthide gains +2 Con, Athletics proficiency, and (+1d6 temp hp and +1 AC). For melee rogues, this is ideal.
- Longtooth: +2 Str, Intimidation, and a 1d6 biting attack depending on strength when shifting. With the bite, you can’t sneak attack.
- Swiftstride: +1 Dex and +1 Cha, Acrobatics proficiency, +5 feet speed, +5 feet speed plus a reaction to move 10 feet away from nearby foes without triggering opportunity attacks while changing. The response ability is great for ranged rogues, but the Skirmisher ability makes it obsolete for Scouts.
- +2 for wild hunting While shifting, you get Wis, Survival proficiency, and a very poor tracking ability. That’s OK, I suppose.
- Tabaxi has a Dexterity bonus of 2 and a Charisma bonus of 1. Darkvision, restricted double speed, climb speed, perception, and stealth are all features available to you. It’s impossible to ask for anything more. [VOLO]
- [+1 Int, +2 Cha] Tiefling +2 Cha and +1 Int While having a Tiefling rogue makes a lot of sense thematically, it’s a poor technical decision. The absence of an attack stat is not compensated for by darkvision, fire resistance, or certain spells.
- [+1 Int and +2 Dex] Tiefling Variant [SCAG]
- +1 Str, +1 Con, and +1 Cha for Triton. Cold resistance, amphibious, and some water spells Most rogues, with the exception of Str-based rogues, are unsuitable, and darkvision is not an option. [VOLO]
- Warforged (UA: Races of Eberron): +1 Con, +1 AC, advantage on poison throws, immunity to illness, don’t need to breathe or sleep, fully conscious during lengthy rests, and AC = 11 + Dex + proficiency bonus (for single-classed rogues). Wow!
- Envoy: +1/+1 to two ability scores of your choosing, +1 skill proficiency, +1 tool proficiency, +1 language proficiency, doubled proficiency with one body-integrated tool (Theieves Tools are ideal). Wow twice! The only drawback is that there is no darkvision.
- Juggernaut: +2 Str, 1d4 unarmed attacks based on strength, strong build. This isn’t the place for rogues.
- Skirmisher: +2 Dex, +5 feet speed, and the ability to move silently at full speed while alone for more than 1 hour (which is useless). There is no darkvision. Honestly, just go with the Envoy.
- Darkvision, suggestion, magic resistance(! ), and poison immunity(!). Yuan-ti Pureblood +2 Cha and +1 Int. This is a powerful package, but it’s not for rogues.
There’s a lot more to think about when it comes to Rogue Races.
Something to consider regarding racial numbers and abilities: they won’t be as important later in the game.
That +1 to your stat has less of an effect on overall performance at 15th level.
The change is considerably more apparent at lower levels.
At a low level, 5e is clearly a more difficult game than either 3.x or 4e. It is less forgiving, and it is very simple to be dropped.
When you’re looking at races, keep it in mind. While certain races may lack the “oomph” when it comes to doing damage, the survival benefits that they do have will come in useful during those tough low levels.
Characteristics of the Rogue Class
- 1d8 per level (+ CON) isn’t dangerously low in terms of hit dice. You’ll be playing on the periphery, trying not to draw the attention of your opponents.
- Light armour allows you to be mobile and sneaky, which is ideal for a DEX build.
- All basic weapons are proficient, as well as the hand crossbow, longsword, rapier, and shortsword. It doesn’t matter what you can Sneak Attack with; this covers everything, so you’re in excellent shape. (If you’re concerned about the longsword competence, there is at least one magical longsword that is a finesse weapon and therefore compatible with Sneak Attack.)
- Saving Throws: DEX is a very common save, so expect to make it often. INT is a rare save, in fact it’s the rarest of all.
- You are given four talents from a comprehensive list. We both know you’ll choose for Stealth, but the rest of your options are excellent: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, and Sleight of Hand are some of the terms used to describe a variety of skills. For additional information on what to choose, see the skills section below.
- Thieves’ Tools are the tools used by thieves. One of the game’s finest and most helpful tools. You may use your proficiency bonus to disable traps, open locks, and perhaps even hotwire a wagon if you have proficiency.
- If you have Advantage, or if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have Disadvantage on the attack roll, you may use Sneak Attack. This is fantastic if you have a front line that will be directly in the enemy’s face.
- It’s important to note that you don’t have to be standing right next to your target. You can’t have Disadvantage on the assault unless they’re near an opponent (likely one of your friends). You don’t need to “flank” a target as in earlier versions, and I’ve chosen to stop using the term when talking about Rogues to prevent confusion. It’s important to remember that Sneak Attack may only be used once each round (not per round). This means you may use your Reaction to activate it once during your turn on your first successful attack, and once during the turn of another creature (usually with a successful Opportunity Attack). You roll all of the attack’s damage dice twice and add them together when you achieve a critical hit. Rogues tend to inflict huge critical hit damage, thanks to the extra damage dice from Sneak Attack. It’s also worth noting that Sneak Attack can only be used with finesse or a ranged weapon, ruling out a lot of multi-class combos (see below).
- First-Level Expertise: You didn’t have to be better at certain things, but you are. You did an excellent job! You and the Bard will be known as the ‘Skill Monkeys.’
- Thieves’ Cant: Fluff. But with some coaxing, your DM may find great ways for you to put it to good use. MonarchsFactory has a great video on using Thieves’ Cant in a game. Plus it’s free so you can’t hate that.
- Cunning Action (2nd Level): As a bonus action, dash, disengage, or hide. Simply one of the game’s finest aspects. Dart in, strike in melee, disengage, and flee. Alternatively, you may cover twice as much ground as other characters with a full move and a Dash, darting far beyond the range of most melee opponents while hitting and running them to death. Attack, move, hide, and repeat while concealed, gaining an advantage on every attack. So many options, many of which are fascinating and keep you on the go and difficult to nail down.
- The following section discusses roguish archetypes.
- Improvement in Ability Scores (4th, 8th, 10th, 12th, 16th, and 19th Levels): There has been a significant amount of progress. As soon as feasible, max up your DEX. Take a feat if it’s part of your build or if you want to change an Odd Stat to an Even one.
- Uncanny Dodge (5th Level): Trade in your response time to reduce the amount of damage you receive from a single strike by half. Great for dealing with a critical strike or other large, hard-hitting opponents. When dealing with numerous opponents or assaults, this is less helpful.
- Expertise (6th Level): There are two additional talents to master. Excellent!
- Evasion (7th Level): A fantastic talent that allows you to make incredible DEX saves. If you succeed, you will get no damage, and even if you fail, you will only receive half damage. It’s great for triggering traps and dodging Fireballs.
- Reliable Talent (11th Level): With all of your competent abilities and tools, guarantee yourself a roll of at least ten. You’re now always at least a certain degree of stealthy/charming/acrobatic. Remember that there is no such thing as a critical fail for a skill check (at least according to the rules as stated). You may want to double-check with your DM on this one.
- Blindsense (14th Level): This sounds wonderful until you realize you have to be within 10 feet of the monster. It’s probably too late if that’s the case.
- Slippery Mind (15th Level): You don’t need to acquire a Feat for enhanced Wisdom saving throws since you have Slippery Mind. Wisdom saving throws and being charmed may be catastrophic at this point in the game.
- Nobody can obtain an edge on assaults against you as long as you aren’t disabled (18th Level). This isn’t very interesting for 18th level, but it does demonstrate excellent survival.
- If your attack misses a target within range, you may convert the miss into a hit with Stroke of Luck (20th level). You may also consider the d20 roll as a 20 if you fail an ability check. Assassins like this capstone because it ensures that their surprise alpha attack is successful. It’s great for other Rogues, but they can take it or leave it.
Subclasses of the Roguish Archetype
[PHB] Arcane Trickster
Some rogues use magic to improve their stealth and agility abilities, studying enchantment and illusion techniques.
Pickpockets and burglars are among the rogues, but there are also pranksters, mischief-makers, and a large number of adventurers.
- Spellcasting (3rd level): You’re a 1/3 caster, much like the Eldritch Knight. At Lv. 7, you receive 2nd-level spells, 3rd-level spells at Lv. 13, and 4th-level spells at Lv. 19. While you won’t be able to use higher-level spells, your talents and other abilities should be enough to compensate.
- Mage Hand Legerdemain (3rd Level): Can you manipulate an invisible mage hand with your Cunning Action? There are certain restrictions, but I’m confident your mind can work around them. Without jeopardizing your own safety, disable traps, pick pockets, and unlock locks.
- Magical Ambush (9th Level): Makes spells while hidden more effective. Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
- Versatile Trickster (13th Level): Use magic to flip people off, allowing you to sneak strike without the need for a large stupid warrior nearby.
- Spell Thief (17th level): You can prevent and recast a spell once every Long Rest. So it’s a fancier form of Counterspell, with the recasting portion only functioning if the spell is level 4 or below.
[PHB] Assassin
The Rogue Archetype focuses on inflicting harm on unsuspecting opponents.
Your first and final abilities allow you to do massive damage on the first round of battle.
The rest is all about utilizing deception and disguises to get a favorable position.
Perhaps you have the foresight to get up close and personal with opponents (and therefore get Surprise), but certain adventures or dungeon crawls may not provide that chance often.
- Poisoner’s and Disguise Kit are bonus proficiencies (3rd level). The crafting rules are a little underwhelming. You can harvest poison from certain creatures using the poisoner’s kit, but you need talk to your DM about how the crafting will work in your game.
- Assassinate (3rd level): Gain an advantage against creatures who haven’t acted yet (i.e. if you win Initiative) and auto-critical hits against startled opponents. It’s all about putting as much damage into your initial assault as possible. It’s more difficult to set up a surprise, but it’s definitely worth it.
- False identities and the ability to generate them will be greatly dependent on your campaign. Infiltration Expertise (9th level): False identities and the ability to create them will be highly dependent on your campaign. In ordinary dungeons, it has little use. Obviously, in a more political campaign, this would be much better.
- Impostor (13th level): Rather than establishing a fake identity, you may now take someone else’s, which is considerably more useful in political or “civilized” campaigns. With a high Deception skill and a Disguise Kit, some DMs may have already granted you this advantage.
- Death Strike (17th level): You’re already aiming to gain as much surprise as possible. Their ability to make a saving throw is unaffected by surprise. However, after you’ve thrown the dice, your guaranteed critical (Due to Assassinate) damage will double.
[XGE] Inquisitive
You’ve been binge-watching Sherlock Holmes, reading Agatha Christie, and fantasizing about CSI Miami.
It’s all about detecting stuff and understanding people in this detective-style Rogue.
Make sure you master Insight, Perception, and Investigation (and Expertise) since you have a few characteristics that rely on these skills. Wisdom is a good secondary stat to have here.
- When making a Wisdom (Insight) check to see whether a creature is lying, consider a result of 7 or below on the d20 as an 8. This aids in the detection of auditory falsehoods. This isn’t going to assist you with your Insightful Fighting as stated. Once you acquire Reliable Talent at 11th level (if you’re skilled in Insight), it’s worthless.
- Eye for Detail (3rd level): Allows you to make a Wisdom (Perception) or Investigation (Intelligence) check with your Bonus Action. It’s not fancy, but it may be useful.
- Insightful Fighting (3rd level): Make an Insight check as a bonus action (vs their Deception check). This is an excellent method to ensure Sneak Attack even if you don’t have advantage on the attack roll, but not if you do. This feature lasts for one minute or until you use it again. Vow of Enmity is similar to the Vengancy Paladin’s Vow of Enmity, except it requires a roll.
- Enter your Mind Palace at 9th level to gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check. It only works if you’re moving at half your normal pace or slower.
- Instead of Detect Magic or Detect Evil, you may ‘Detect Something Off’ with Unerring Eye (13th level). You feel that some effect is trying to deceive you, but you have no idea what is being concealed or what the impact’s actual nature is. It’s limited to how many times your Wisdom modifer may use it each long rest, and it’s not very useful in battle since it requires a whole action.
- Eye for Weakness (17th level): When you strike the focus of your Insightful Fighting, you get +3d6 damage. Essentially turns this into a better Hunter’s Mark.
[SCAG] is the mastermind.
This is the attractive ruse through which opponents may be manipulated. In a campaign focused on intrigue and politics, you’ll be stronger.
This is more to a support position, since you’ll be helping teammates in battle by offering advantage and providing what amounts to Meta-gaming enemy information.
If you wish to play as a Bard, you should think about it.
- Proficiency with the disguise kit, the forging kit, and one game set of your choosing (3rd level). You also pick up two new languages. After 1 minute of practice, you’ll be able to imitate accents and tics. It can help you fit in with new settlements, but it’s only useful in dungeons.
- (3rd level) Master of Tactics: Within 30 feet of you, you may now use Help as a bonus action. Stay back and give the Barbarian the upper hand every round; nevertheless, this will deplete your clever action.
- Spend 1 minute out of combat with a creature to gain a lot of knowledge about it. Insightful Manipulator (9th level): Spend 1 minute out of battle with a creature to learn a lot of information about it. Determine if it has greater, equal, or lower Int, Wis, Cha, or class levels than you, as well as any personal information. This has very little use, particularly in a dungeon explore. This is considerably more powerful in a political/social campaign when you need to determine how simple it is to lie to and influence someone.
- Misdirection (13th level): This ability is very situational. If you’re ever targeted by an attack while being protected by a creature within 5 feet of you, you’re definitely positioned in the incorrect place.
- In a social campaign where NPCs have the capacity to read minds, Soul of Deceit (14th level) is a lot of fun. Detect thoughts and hide your thoughts from telepaths. In a dungeon crawl campaign, it’s almost worthless.
[XGE] Scout:
If you don’t want Rangers to have spells, there’s a mundane alternative.
Until level 13, it was thought to be very underpowered.
When you reach level 13, something amazing occurs, and this archetype transforms into an ace at directing party ambushes.
Whether or whether you choose to pick this archetype is entirely up on your willingness to put up with 12 levels of mediocrity.
Of course, if you’re beginning a high-level campaign, that worry goes away…
- Skirmisher (3rd level): Move up to half your normal speed while avoiding opportunity attacks from enemies who come too near. Keeps you out of harm’s path, but after you reach level 5, it competes with your Uncanny Dodge.
- Survivalist (3rd level): If you don’t already have it, you acquire proficiency in Nature and Survival skills. For any ability check that utilizes any of those proficiencies, your proficiency bonus is doubled.
- Superior Mobility (9th level): A 10-foot speed increase. Increases the range of your Skirmisher by 5 feet, which is also useful for your Dash/Disengage.
- You get advantage on initiative rolls as an Ambush Master (13th level). Against the first monster you hit in the first round, you’ll give friends a round of advantage. This will be well complimented by the Alert ability.
- Sudden Strike (17th level): A bonus attack plus a second Sneak Attack on a second target. This is the only method to Sneak Attack two opponents in a single round. It’s ideal for dispatching small patrols before they notice you and your group. If you have the Crossbow Expert feat, it overlaps a little.
[SCAG/XGE] Swashbuckler
“What Ho!
Raise your sword, filthy knave!” exclaims the Swashbuckler, who darts in and out of melee battle while smiling charmingly.
Every Swashbuckler feature is both functional and thematically coherent, offering defense, offense, mobility, and even some amazing battlefield control and out-of-combat usefulness.
In single combat, a Swashbuckler excels, and can battle with two weapons while safely dashing away from an opponent. If at all feasible, you should have a tank nearby to act as a deterrent.
- If you make a melee attack against a creature during your turn, that creature is unable to make opportunity attacks against you for the remainder of your turn.
- Rakish Audacity (3rd level): Increases initiative and makes getting Advantage simpler.
- Panache (9th level): When you challenge a monster to a fight, this attracts their attention. You’ve just found a new friend outside of battle… for 60 seconds. They won’t realize you’ve bewitched them, unlike Charm Person or Friends.
- Elegant Maneuver (13th level): Gain a +2 bonus to your next Dexterity (Acrobatics) or Strength (Athletics) check during the same round. You can use this to almost auto-escape any grapple if you have Reliable talent and Expertise. After stabbing the opponent, combine this with Fancy Footwork for a vertical escape (climbing and jumping in combat costs movement, not actions).
- Master Duelist (17th level): You may convert a miss into a reroll with advantage once per short rest. Similar to the capstone ability at level 20, but not guaranteed.
[PHB] Thief
This might be the archetype for you if you want to perform some “Second story work” and be excellent at utilizing things you’ve… obtained.
Later stages and depending on how many traps you need to dismantle during battle, it’s more effective.
- Fast Hands (3rd level): You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. This is handy though may depend on your DM on what actions you can take in combat (Pickpocketing). Using objects like potions, ball bearings, and pouring flasks of oil may be handy. Use of the Healer feat makes this much better if you’re keen to support. “As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.”
- Climbing and climbing speed don’t come up frequently enough in second-story work (3rd level) to make this helpful. There’s considerable debate over whether the additional distance (1-5 feet depending on Dex modifer) is faulty or simply poor. This is something you should discuss with your DM.
- Supreme Sneak (9th level): When traveling at half-speed, you get an advantage on Stealth. If you’re doing some careful reconnaissance, it’s well worth it.
- Using Instruments of the Bards, staffs, and wands usually reserved for spellcasters may be useful (13th level). You disregard any restrictions for the usage of magical objects based on your class, race, or level. (According to DMG p. 139, using spell scrolls does not need this.)
- Thief’s Reflexes (17th level): It takes a long time to reach here, but on the first round of any battle, you may take two turns. You’ll receive two Actions, two Bonus Actions, and two moves as a result of this. This is a fantastic method to get things done in the first round.
Last Thoughts:
Skills & Backgrounds:
At Lv. 1, you get to choose four of the following, the most of any class.
Your background will provide you with additional skill sets that are not limited to those listed above.
Your race may also offer you additional options for skill competence, but this list isn’t exhaustive.
In any case, you are the group’s skill monkey, barring the existence of a Lore Bard and characters with dubious feat selections. Also, keep in mind that Expertise may make selecting even a skill associated with your “dump stats” beneficial.
Don’t be scared to mix and match your skill selections to make your character unique. Even if a skill is mechanically poor, it may still be beneficial to the whole party.
Class abilities:
- You’ll be doing a lot of acrobatics (DEX). Defending against grapples and shoves. Balancing on objects and maybe even sprinting along roofs are all possibilities. Some DMs will also let you use this to replace numerous Athletics checks. For all Rogues, this is very essential.
- Athletics (STR): If you want to undertake some second-story work, you’ll want to check at this. Acrobatics, on the other hand, is a greater priority if you have to pick (and your DM may even let you use Acrobatics on some climbing-related checks, depending).
- Deception (CHA): A great skill for social interactions and all kinds of skill checks. You’ll be using this all the time to tell lies, pass yourself off in a disguise convincingly, hide your intentions, give false reassurances, fast-talk people, con merchants, gamble effectively … just so many possibilities. This skill particularly fits the modus operandi of Assassins and Masterminds, who even have class features that rely on this skill; this is mandatory for those archetypes, who should also strongly consider Expertise in this.
- Insight (WIS): Determine whether or not someone is attempting to mislead you. You’ll want to know whether or not folks are falling for your ruses… They’re not giving you a taste of your own medication, either. The Inquisitives’ main fighting feature is based on this ability, thus it’s essential (alongside Expertise) for them. Masterminds are also a good fit. If someone else in the party possesses this ability and has a higher WIS than you, it’s not as important for you.
- Intimidation (CHA): Play the savage rogue who coerces others into giving you the information you need.
- Investigation (INT): Investigating crimes and working as a detective. Used to explore rooms for clues and potential secrets, as well as to analyze forensic evidence. Perception may enable you to detect a trap, but investigation will provide you with more knowledge. It may also be utilized to figure out how to disarm a trap before you start digging around with your Thieves’ Tools. In any event, it’s a really valuable ability. Inquisitive characters have a lot of class characteristics that relate with the skill, thus it’s a must for them (preferably with Expertise). Arcane Tricksters who are more inclined to increase their INT should pay special attention to it.
- When the DM requests a Perception check, a low score is never a good sign. It may be used to find concealed adversaries and traps, as well as catch someone attempting to perform sleight of hand. If there was ever a talent that everyone should have, it’s this one. Inquisitive Rogues will undoubtedly want to Expertise it, and it’s not a terrible idea for any other Rogues to do so as well.
- You’re not the Bard, and if you need money, you don’t go out and perform music.
- Persuasion (CHA): Use this if you wish to be the “Good Cop” while the Barbarian is the “Bad Cop.” You’ll definitely want to use Deception more in social situations, but it depends on how you play; this one usually shows more sincere intentions. Someone at the party will undoubtedly need this to serve as the “party face.” If the group doesn’t include a Bard, Paladin, Sorcerer, or Warlock, that “party face” may very well be you. Swashbucklers have a powerful class trait that relies on this ability, thus it should be considered essential and Expertized.
- Sleight of Hand (DEX): Yes, pickpocketing is a part of this, but it can be so much more. Drop the magical equivalent of a hand grenade into your opponent’s pocket, fabricate fake evidence, conceal a weapon on your person while approaching the king’s court, or even poison a drink. This ability is very popular among assassins. With their mage hand class characteristics, Arcane Tricksters have a lot riding on this.
- Stealth (DEX): Because you selected Rogue, you now have the opportunity to play in the shadows. Thieves, Assassins, and Arcane Tricksters all have class characteristics that rely on or are dependent on this ability. Expertise is also recommended for Assassins and Arcane Tricksters. Swashbucklers and Masterminds aren’t required to have it, but they should seriously consider it.
Non-class abilities:
- Arcana (INT): You’ll need some magical know-how to identify and disable magical traps after you’ve gotten past the mundane locks and traps. Arcane Tricksters, in particular, should give it serious consideration.
- Survival (WIS): Assassins may wish to follow a target, even if it’s just a hunch.
- Animal Handling (WIS): “Play dead” is the only technique you want to teach an animal.
- Medicine (WIS): You’re more of a skeptic of medical treatment.
- Nature/Religion/History (INT): Books are the keys to knowledge… which is why lockpicks exist.
Backgrounds:
Your background usually grants you two talents, maybe two languages, possibly two tools, a particular benefit, and a modest quantity of goods/gold.
They may help you flesh out your character, provide mechanical assistance, and further explain your Rogue’s motivations.
Keep in mind that if a background grants you a talent that you already have from your class or race, you may replace it with any other skill (including a non-class skill). This is an excellent method to learn, say, Arcana. This also applies to tools: if you choose a background that grants Thieves’ Tools competence, you may replace it with ANY tool skill. Similarly, whatever tool proficiencies you get after you’ve chosen your archetype.
[insight/religion] Acolyte: This is an unusual decision that may lead to a fascinating tale. Religion isn’t the best talent, but Insight isn’t bad. Although it is not a typical Rgoue speciality, the other languages may be helpful. The benefit is entertaining and flavorful, but it may be game or DM specific.
[deception/sleight of hand] Charlatan: Deception, sleight of hand, disguise kit, and forgery kit are all terms used to describe the act of deception. You have fantastic talents and tool proficiency, plus you have an alter-ego that can take on any of the backgrounds on this list. You may even falsify any documents or paperwork you need. Fake arrest warrants for your greatest adversaries, or hot correspondence from someone you need to humiliate, are also excellent examples.
[deception/stealth] is a criminal term. Because you already have them, Stealth and Thieves Tools are excellent mechanical options. The abilities and everything, this is as amazing as a Rogue backdrop can get. Work with your DM to get your criminal contact, to whom you will be able to send messages and demands from almost anywhere. If you’re an Assassin who enjoys utilizing poison, this may be the most dependable method of obtaining it. The Spy version is really simply a label to legitimize the background’s attractive features.
[acrobatics/performance] entertainer Acrobatics, Disguise Kit, Musical Instrument Acrobatics, Performance, Disguise Kit, Musical Instrument (one). One is an excellent skill, whereas the other isn’t. It’s great to have free housing and a modest or comfortable living. However, the Gladiator version has no significance for you.
[Animal handling/survival] is a folk hero. Animal Handling, Survival, Artisan’s Tools (one), and Vehicles are all skills that may be learned (Land). Two poor talents, but having a safe home among commoners is a plus?
[insight/persuasion] Guild Artisan One language, insight, persuasion, and artisan’s tools (one). Two useful talents, plus a perk that entitles you to free accommodation and food, as well as the possibility of gaining genuine political power or connections. Assassins in search of poison may wish to make friends with apothecaries of dubious morals, ahem. The Merchant version allows you to swap out Artisan’s Tools for Navigator’s Tools and start with a mule and cart while still enjoying the enticing advantages of guild membership, which is generally preferable given you’re an adventurer on the go.
[medicine/religion] Hermit One language for medicine, religion, and herbal medicine. Okay, let’s go on.
[history/persuasion] Noble: One language, history, persuasion, gaming set (one). History is terrible, but persuasion is excellent. However, you do have some political power and contacts. Retainers replace those connections in the Knight version, and they’re probably more bother than they’re worth.
[athletics/survival] Outlander One language, athletics, survival, and one musical instrument Although the assured success on foraging is helpful if you’re trapped in the woods, they are just marginal abilities.
[arcana/history] Sage: Two languages, Arcana, and History There’s nothing here for you except Arcana if you’re an Arcane Trickster.
[athletics/perception] Sailor Vehicles, Athletics, Perception, Navigator’s Tools (Water). One excellent skill and one passable one. The Pirate variant’s Bad Reputation and ability to get away with misdemeanors and minor crimes left and right is arguably more appropriate for many Rogues… not to mention extremely entertaining. Arr!
Soldier: [athletics/intimidation] Intimidation, Athletics Land vehicle competence is one of two good talents, but the tool and equipment are lacking. Choose between Officer and Scout and use your rank to intimidate the local town guard.
Sleight of Hand, Stealth, Disguise Kit, and Thieves’ Tools are all used by Urchin (free pick). Excellent tool and skill proficiency. (Along with a pet mouse!) However, the quicker intra-city movement function is lacking, putting this backdrop a full step below Charlatan and Criminal/Spy.
Backgrounds for SCAG
[Athletics/Insight] City Watch There are two languages. Although the city watch isn’t the first place you’d look for a Rogue, this one isn’t half terrible. Any watch station or criminal den may be found pretty much everywhere. You might even become a corrupt watchman and make friends with the criminals. The Investigator version, which replaces Athletics with the generally more helpful Investigation, is really very good. For an Inquisitive, this seems ideal.
[History/Insight] Clan Crafter Dwarvish language, Artisan’s Tools (one). You get to be friends with Dwarves, how exciting. No, no, no, no, no, no, no, no, no, no
Cloistered Scholar: [History, another talent] and two languages. Next.
Courtier: [Persuasion/Insight] two languages. Okay, now we’re having a conversation. No matter where you go, you’ll need two strong talents plus a thorough understanding of the politics and political ties in the region. There are just a few opportunities there.
[Insight, one faction-specific talent] two languages, Faction Agent. Being a representative of one of the most powerful organizations in the Realms speaks for itself. Being a member of the Harpers (Investigation) or, more specifically, the Zhentarim (Deception) grants you another useful ability. Poisons for assassins are likely to be readily available to the Zhentarim.
[Insight/Perception] Far Traveler There is just one musical instrument and only one language. One useful talent and one that is required, as well as the chance to expand your network of influential individuals. Excellent.
[Survival/Arcana] Inheritor One language, either a gaming set or a musical instrument. One excellent talent and one mediocre skill, and the feature isn’t much more than a compelling narrative hook. You’re capable of more.
Knight of the Order: [Persuasion/Arcana] (or other mediocre options), Gaming Set OR Musical Instrument, and one language It’s worth noting that the knight order descriptions don’t specify which talent they’re associated with, so go with Arcana. The free shelter and succor that comes with belonging to a powerful knight order makes this a solid choice, if not a little dissonant for Rogues.
[Athletics/Persuasion] Mercenary Veteran Vehicles, Vehicles, Vehicles, Vehicles, Vehicles, Vehicles, Vehicles (Land). As a mercenary, you’ll have a decent skill set and a guaranteed comfortable lifestyle. Okay, I suppose.
[Two of Deception, Insight, Persuasion, and Stealth] two of Gaming Set, Musical Instrument, or Thieves’ Tools Urban Bounty Hunter (pick this and get a free choice of tools, haha). There are lots of possibilities for connections from local gangs and thieves’ guilds to members of high society, as well as all Rogue-appropriate talents and tools. It doesn’t get much better.
[Athletics/Survival] Uthgardt Tribe Member ARTISAN’S TOOLS OR A MUSIC INSTRUMENT (one). With hospitality from your tribe or strong friends, you can get by with mediocre abilities and something like to Outlander’s foraging. It’s probably better than Outlander, but only by a little margin.
[History/Persuasion] Waterdhavian Noble: One language, one gaming set, or one musical instrument. You have one wasted talent and some fame in Waterdeep and the North that allows you to live well on credit. Eh.
Rogue Abilities:
If you already have an even amount in that stat, you should definitely choose a +2 Dex over a feat.
If the number is odd, a feat that gives +1 may help balance it out and offer a benefit.
- Going first gives you the advantage of being able to disable opponents before they act. It’s almost a must for assassins. You won’t be startled, and you won’t give up an edge against concealed enemies, which means you won’t need to Expertise Perception (you should still be proficient though, for other applications of that skill). Variant Human Assassins should take this at Lv. 1, while all other races should take it at Lv. 4. This is also highly suggested for Scouts at Lv. 12, so they may be set up for Ambush Master to perform its charm as often as possible in the next level. Other archetypes, on the other hand, aren’t in such a hurry.
- Athlete: You don’t run; instead, you skulk and sneak. Don’t be concerned about this.
- Actor: When in disguise, the advantage on Deception and Performance tests is temporary. Assassins or Masterminds class characteristics can offer these benefits even better.
- Charger: Cunning Action Dash + Attack will always be superior than Charger.
- Crossbow Expert: If your concept includes hand crossbows, great; if not, don’t bother. The extra action attack is by far the most appealing feature, especially for Assassins, but also for anybody looking for two opportunities to land Sneak Attack on any given round.
- Rogues aren’t as interested in Defensive Duelists as they are in other DEX-based characters. Only effective against melee attacks and with a melee weapon in hand, and competes directly with Uncanny Dodge for your response time. In such scenario, it outperforms Uncanny Dodge at high levels, but not by enough to make it worthwhile to choose.
- Dual Wielder: If you wish to use the traditional rapier and dagger combo (or, yes, two rapiers), you’ll need this ability. For your efforts, you gain +1 AC and the ability to draw both weapons at the same time. If you’re happy with two shortswords, you don’t need it.
- Delver of Dungeons: If your DM is prone to traps, this is ideal.
- Durable: It’s all right. It’s nothing spectacular, but it’s a nice half-feat.
- You’re neither a Wizard or a Sorcerer, Elemental Adept. (It’s also not very healthy for them.)
- Grappler: As stated, this isn’t helpful even for a Grapple construct.
- Master of Weapons: Two-handeders aren’t used.
- Thieves that utilize their Fast Hands to employ a healer’s kit as a bonus action and dole out significant quantities of healing and stabilise dying teammates in a hurry while still having their opportunity to attack are known as Thief Healers. For other archetypes, it’s not nearly as worthwhile.
- If you truly want Heavy Armour (which you don’t), there are other methods to acquire it.
- Master of Heavy Armor: You aren’t clad in heavy armour.
- Inspiring Leader: This is a fantastic accomplishment, although it’s more likely to be picked up by a Bard or Paladin. For a Mastermind or Swashbuckler with a high CHA bonus, this might be worthwhile.
- Keen Mind: The INT is only helpful if you need to balance your Int score. If that’s the case, splitting an increase in Ability score may be a better option.
- You don’t need to be lightly armored.
- Linguist: Another strange bump for Int, but still probably useless.
- Lucky: This is a great bonus all-around. This does not give advantage, just an additional d20, thus it is incompatible with Sneak Attack.
- If you’re fighting a lot of spellcasters, Mage Slayer is a great option. Increase your melee damage and saving throws against nearby spellcasters, including inherent (and psionic) spellcasters. Sneak Attack requirements are simpler to satisfy for Swashbucklers behind enemy lines, where the casters typically hide.
- Take Hex as a Magic Initiate for greater damage per hit and opponents having a harder time seeing you.
- Martial Adept: Situational, but may be helpful if you’re a Battle Master who multiclasses.
- Only STR-Rogues, and only if their DEX is 16, will worry about Medium Armor Master.
- Mobile: Dash gives you more speed, ignores tough terrain, and lets you steal the Swashbuckler’s fancy footwork.
- Moderately Armored: If a STR-Rogue isn’t multiclassing, this is almost a must. STR-Rogues that aren’t Mountain Dwarves, on the other hand, might consider multiclassing with Fighter.
- Mounted Combatant: While the potential for advantage on all attacks (and thus Sneak Attack) is certainly nice in a campaign where a mount is actually a factor, most mounts are either too expensive and require too much time to train, or they die easily. Basically, only Paladins really care about this.
- Observant: If you have skill and expertise in perception and investigation, this may be a game changer. Remember that it’s just for your passive scores, but as an Inquisitive, this may be very beneficial. Theoretically, passive perception should allow you to detect traps or stealthy attackers without having to roll. Because Passive Perception isn’t often utilized, talk to your DM about how they manage it.
- There are no Sneaky Polearms, Polearm Master.
- Resilient: If your CON score is an odd number, you may use this to increase it and get additional saving throws.
- Ritual Caster: This can cover a lot of the “nice to have” utility spells that Arcane Tricksters would want to have but couldn’t justify learning a spell for. The finest list for this accomplishment is the Wizard list. In particular, use ‘Find Familiar’ to summon an unseen Imp who can assist you.
- Savage Attacker: Only affects the damage dice of your weapon. This feat has no effect on your Sneak Attack or Booming Blade dice, rendering it worthless to you.
- Sentinel: That’s not a good sign for a Rogue. You certainly don’t want to become a target. If you have excellent team chemistry, opponents will attack them instead of you, you will be promoted to Blue.
- Sharpshooter: Increases the effectiveness of your ranged attacks in a variety of ways. As a Rogue, Crossbow Expert + Sharpshooter is usually the best method to maximize your damage.
- A STR Shield Master With Expertise in Athletics, Rogue may be interested. Otherwise, you’ll have a lot of competition for your Bonus Action.
- Skilled: While having greater skill proficiency means having more chances to misuse Reliable Talent, you already have a lot of them.
- Skulker: The effectiveness of this Feat is largely determined by how attentive your DM is to the many kinds of lighting and obscurity. If your DM is concerned about these issues, this is a good third option. After Crossbow Expert and Sharpshooter, this is the third best feat for a ranged Rogue.
- Spell Sniper: This isn’t a problem since you’re not adding Sneak Attack to spells.
- Tavern Brawler: For STR-based Grapple Rogues, an alternative to the shield master. If you have an unusual Str/Con ratio. Otherwise, shield master is the superior option.
- Tough: Not terrible, but if that’s a problem, you’re probably better off getting the +2 Con.
- For Arcane Tricksters, War Caster: Resilient (CON) is a greater priority, although the additional advantage on Concentration checks is definitely welcome. Arcane Tricksters who still like concentration spells should choose blue.
- Weapon Master: You don’t need this; heavy crossbows, longbows, and scimitars can be acquired in other methods, and the cost of a feat isn’t justified.
Multiclassing:
We’ll look at several choices here, as well as the idea of a “dip” to get some goods from another class.
However, I’m going to leave some of the finer aspects of multi-classing up to the player, particularly anything that detracts from the character’s Rogue majority.
While there is a color grade in this area, keep in mind that other choices, such as character idea, may come under your character concept rather than true optimization.
- When we created our Barbarian Guide, we found that you may utilize finesse weapons when raged. This is a powerful Strength Rogue build. Sneak Attack and Fancy Footwork go nicely with Reckless Attack.
- Bard: A strong contender for a courtly Assassin. According to Sage Advice, Reliable Talent & Jack of all Trades together let you take 10 on initiative checks (and also add 1/2 of your proficiency bonus), which is crazy good for assassinate/death strike. You also get four more proficient skills, two of which will have Expertise.
- Cleric: Potentially something here Both War and Death give you martial weapon proficiencies (for longbow). Also, you can and should prepare Bless. Lv. 2 opens up: War Channel Divinity is +10 to hit, perfect for Assassins to make sure they hit when it counts. Alternatively, Death Channel Divinity still adds 9 damage onto a hit with 2 cleric levels, and Assassin Death Attack can double that to 18 since it’s directly part of the attack’s damage.
- Druid: It’s fun to sneak about as a tiny beast, but you can’t sneak attack while transformed. You’ll also be utilizing your animal form’s Dexterity, which should always be superior.
- Fighter: A combat style, more attacks, a second wind, and action surges. These will appeal to rogues. As a response, the Riposte move allows you to Sneak Attack. Keep in mind that you may Sneak Attack every round, not just every round. Improved Criticals are also unexpectedly effective with Champions; crits double Sneak Attack dice! Arcane Archers are good for ranged rogues with Xanathar’s Guide To Everything, whereas Samurai go well with Swashbucklers.
- Monk: While martial arts and shadows seem to be great Ninja abilities, they do not function well together.
- Vow of Enmity from the Vengeance oath for auto-advantage versus 1 enemy each short rest is the main attraction here. The increased attack and fighting style are excellent, as are the additional Paladin features like Lay on Hands and Smite, which scale with Paladin levels.
- Ranger: Inquire with your DM about the Gloom Stalker from Xanathar’s Guide to Everything. Then, at Ranger level 3, take it. With no conditions, you get extra attack, mobility, and damage in the first round, as well as darkvision! This alone removes a significant disadvantage for many races: having a disadvantage on attack rolls in the dark invalidates your sneak attack.
- Sorcerer: Because sorcery points are dependent on sorcerer level, a multiclass character will suffer. Quickened Spell works with the attack action, Subtle Spell is very thematic, and Twinned Spell offers you a lot of bang for your money when it comes to Metamagic.
- A Hexblade Rogue may be a fantastic Warlock. You’ll need to prepare ahead and have a lot of Charisma. Hexblade’s Curse increases your damage and increases your Critical Hit Range. A Chain Boon with an unseen familiar may aid in the setup of Sneak Attacks, a Blade Boon allows you to sneak weapons into restricted places, and a Tome Boon will provide you extra Cantrips (See the Spells Area for more details).
- Wizard: Arcane recovery works with Arcane Trickster spells, making them a bit more Gish than usual. Extra cantrips and ritual casting may be beneficial. The Lv. 2 feature of the Arcane Tradition at Level 2 Divination is especially amazing. If you’re an Elf or Half-Elf, choose Bladesinger.
Arcane Trickster Spells at Their Finest
A lot of Trickster spells’ use is heavily reliant on your own imagination and acting. Because your weapon damage (with Sneak Attack) will outclass the spells you have, you should seek for spells that give utility.
Sneak Attack does not function with cantrips or spells (with the exception of a couple from SCAG).
Because you only have a limited amount of spells, choose ones that will be used often rather than ones that are situational. You can’t afford to choose spells that are too specific. You may find a useful collection of spell lists at this site.
(Working on it)
Regards,
Frequently Asked Questions
Whats another word for casing the joint?
Smoking.
What do you mean by casing?
The casing is the part of the game that you hold in your hand.
Where did the term casing the joint come from?
The term is derived from the phrase to smoke a joint which means to consume cannabis.
Managing and running (mostly) successfully multiple eCommerce lines of Business. Writing enthusiastically for the past 7 years. In between loves to travel and explore worldwide culture.