Core Rogue Traits |
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Primary Ability |
Hit Dice Die |
Saving Throws Proficiencies |
Skill Proficiencies |
Weapons Proficiencies |
Tool Proficiencies |
Armor Training |
Starting Equipment |
Embarking on the Rogue Path in 2024
Starting as a Level 1 Rogue
Becoming a Rogue in 2024 D&D is straightforward. At level 1, you immediately gain all the fundamental traits outlined in the Core Rogue Traits table. This includes your hit dice, saving throw proficiencies in Dexterity and Intelligence, a selection of four skills from a broad list encompassing Acrobatics to Stealth, weapon and tool proficiencies, and light armor training. Furthermore, you gain access to the Rogue’s level 1 class features, which are the foundation of your roguish abilities.
Multiclassing into Rogue
For players looking to add a touch of roguish flair to another class, multiclassing into Rogue is also an option. When you choose to multiclass into Rogue, you gain a subset of the core traits: the D8 Hit Die, proficiency in one skill from the Rogue skill list, proficiency with Thieves’ Tools, and light armor training. Like starting as a level 1 Rogue, you also gain the Rogue’s level 1 features, allowing you to immediately integrate core Rogue mechanics into your existing character build.
CREATE A 2024 ROGUE
Unveiling the 2024 Rogue Class Features
The Rogue class in the 2024 D&D rules is defined by a suite of features that enhance their skills, combat prowess, and utility. These features are gained as you level up, making your Rogue increasingly effective and versatile.
Level | Prof.Bonus | Class Features | SneakAttack |
---|---|---|---|
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 |
Level 1: Expertise – Doubling Down on Skills
Rogues are masters of skills, and Expertise, gained at level 1 and again at level 6, emphasizes this. Expertise allows you to choose two of your skill proficiencies (with Sleight of Hand and Stealth being recommended for classic Rogues) and double your proficiency bonus for any ability checks using those skills. This makes your Rogue exceptionally good at their chosen areas of expertise right from the start. By level 6, you gain Expertise in two more skills, further solidifying your character’s specialization.
Level 1: Sneak Attack – Precision over Power
2024 Dungeons and Dragons Rogue Class Illustration. A cloaked figure embodying stealth and cunning.
Sneak Attack is the iconic damage-dealing feature of the Rogue. It embodies the Rogue’s combat philosophy: precise, opportunistic strikes are more effective than brute force. Once per turn, you can deal extra damage (starting at 1d6 and increasing with level as shown in the Rogue Features table) when you hit a creature with an attack roll using a Finesse or Ranged weapon, under specific conditions.
You gain Sneak Attack advantage if:
- You have Advantage on the attack roll.
- Even without Advantage, if an ally is within 5 feet of the target, that ally isn’t incapacitated, and you don’t have Disadvantage on the attack roll.
This flexibility ensures that Rogues can consistently apply Sneak Attack damage in combat, either by flanking enemies, using stealth, or coordinating with allies.
Level 1: Thieves’ Cant – The Language of Shadows
Rogues operate in the shadows and often need to communicate discreetly. Thieves’ Cant is a specialized language understood only by other Rogues. You learn Thieves’ Cant at level 1, along with one additional language of your choice. Thieves’ Cant allows for hidden communication, conveying secret messages within seemingly normal conversations, a crucial tool for clandestine operations and underworld dealings.
Level 1: Weapon Mastery – Versatile Weapon Handling
The 2024 Rogue gains Weapon Mastery at level 1, reflecting a refined understanding of arms. You can choose two types of weapons you are proficient with (Daggers and Shortbows are suggested) and utilize their mastery properties. Weapon Mastery adds tactical depth to combat, allowing Rogues to exploit weapon-specific advantages. You can change your chosen weapon masteries after each Long Rest, providing flexibility in adapting to different combat scenarios.
Level 2: Cunning Action – Swift and Agile Movement
Cunning Action, gained at level 2, epitomizes the Rogue’s agility and quick thinking. On your turn, you can use a Bonus Action to take the Dash, Disengage, or Hide action. This dramatically increases your mobility and tactical options in combat. Need to quickly move across the battlefield? Dash. Want to escape melee without provoking opportunity attacks? Disengage. Looking to vanish into the shadows? Hide. Cunning Action provides all these options and more, making Rogues incredibly slippery and hard to pin down.
Level 3: Rogue Subclass – Specializing Your Skills
At level 3, you choose a Rogue subclass, representing a specialization that further defines your Rogue’s abilities and playstyle. The 2024 rules detail several subclasses, including the Arcane Trickster, Assassin, Soulknife, and Thief. Each subclass grants unique features at level 3 and at subsequent Rogue levels, allowing you to tailor your Rogue to your preferred role and theme.
Level 3: Steady Aim – Focused Precision
Steady Aim, another level 3 feature, further enhances the Rogue’s combat accuracy. As a Bonus Action, you can grant yourself Advantage on your next attack roll in the current turn. However, this comes with a trade-off: you must not have moved during the turn, and your speed becomes 0 until the end of your turn. Steady Aim is ideal for setting up powerful Sneak Attacks when you can afford to remain stationary, emphasizing calculated positioning in combat.
Level 4: Ability Score Improvement – Enhancing Core Stats
Like many classes, Rogues gain Ability Score Improvements at levels 4, 8, 10, 12, and 16. At each of these levels, you can choose to increase two ability scores by 1, or one ability score by 2, or take a Feat for which you qualify. This allows you to customize your Rogue, enhancing key abilities like Dexterity, or Intelligence, or selecting Feats to further broaden your character’s capabilities.
Level 5: Cunning Strike – Adding Effects to Sneak Attack
Cunning Strike, available at level 5, adds a new layer of tactical depth to 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 offer battlefield control and debuffs:
- Poison (Cost: 1d6): Poison the target, potentially inflicting the Poisoned condition. Requires a Poisoner’s Kit.
- Trip (Cost: 1d6): Trip a Large or smaller target, imposing the Prone condition.
- Withdraw (Cost: 1d6): Immediately move up to half your speed without provoking opportunity attacks after the attack.
Cunning Strike allows Rogues to not only deal damage but also manipulate the battlefield and control enemies.
Level 5: Uncanny Dodge – Reducing Incoming Damage
Uncanny Dodge at level 5 is a crucial defensive feature. When an attacker you can see hits you with an attack roll, you can use your Reaction to halve the attack’s damage (rounded down). This significantly improves your survivability, allowing you to mitigate damage from direct attacks and stay in the fight longer.
Level 7: Evasion – Dodging Area Effects
Evasion, gained at level 7, further enhances your defenses against area-of-effect damage. When subjected to an effect that allows a Dexterity saving throw for half damage, you take no damage on a successful save and only half damage on a failed save. Combined with Uncanny Dodge, Evasion makes Rogues remarkably resilient against both single-target and area attacks. This feature is negated if you are Incapacitated.
Level 7: Reliable Talent – Skill Consistency
Reliable Talent at level 7 ensures consistency in your skills. Whenever you make an ability check using a skill or tool proficiency, you can treat a d20 roll of 9 or lower as a 10. This significantly increases your reliability in skill checks, making you consistently successful at tasks you are proficient in and minimizing the impact of low rolls.
Level 11: Improved Cunning Strike – Enhanced Effects
Improved Cunning Strike at level 11 allows you to use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each. This greatly increases your tactical flexibility, allowing you to combine effects like Poison and Trip to cripple enemies while dealing damage.
Level 14: Devious Strikes – Advanced Cunning Strikes
Level 14 unlocks Devious Strikes, adding more potent options to your Cunning Strike repertoire:
- Daze (Cost: 2d6): Daze the target, limiting their actions on their next turn.
- Knock Out (Cost: 6d6): Potentially knock a target Unconscious for a minute.
- Obscure (Cost: 3d6): Blind the target until the end of your next turn.
These advanced Cunning Strikes offer powerful control options, enabling Rogues to disable or incapacitate enemies in crucial moments.
Level 15: Slippery Mind – Mental Fortitude
Slippery Mind at level 15 grants proficiency in Wisdom and Charisma saving throws. This significantly bolsters your defenses against mind-altering effects and social manipulation, making you more resistant to spells and abilities that target these mental stats.
Level 18: Elusive – Unpredictable Movement
Elusive at level 18 makes you incredibly difficult to target effectively. No attack roll can have Advantage against you unless you are Incapacitated. This makes you exceptionally evasive in combat, further enhancing your survivability against even the most skilled attackers.
Level 19: Epic Boon – Legendary Power
At level 19, Rogues gain an Epic Boon, a powerful, customizable feature that represents reaching near-legendary status. The Boon of the Night Spirit is recommended, but other Epic Boons can be chosen to further personalize your character’s late-game capabilities.
Level 20: Stroke of Luck – Ultimate Reliability
Stroke of Luck, the capstone feature at level 20, provides a last resort for critical moments. If you fail a d20 Test, you can choose to turn the roll into a 20. This can be used once per Short or Long Rest, offering a crucial safety net for important checks and saving throws at the highest levels of play.
Exploring 2024 Rogue Subclasses
Rogue subclasses in the 2024 rules offer diverse paths for specialization, each providing a unique flavor and set of abilities. While the Soulknife subclass is mentioned in the original article’s description, the detailed subclasses presented are Arcane Trickster, Assassin, and Thief.
Arcane Trickster – Magic and Mayhem
The Arcane Trickster subclass blends roguish skills with arcane spellcasting. These Rogues use magic to enhance their stealth, deception, and combat abilities.
Level 3: Spellcasting
Arcane Tricksters gain Spellcasting at level 3, drawing spells primarily from the Wizard spell list, focusing on Enchantment and Illusion magic. They learn cantrips, including the essential Mage Hand, and gain spell slots to cast leveled spells. Intelligence becomes their spellcasting ability.
Level 3: Mage Hand Legerdemain
2024 D&D Assassin Rogue Subclass. Image depicting a stealthy assassin character, ready for a deadly strike.
Mage Hand Legerdemain enhances the Mage Hand cantrip, making the spectral hand invisible, controllable as a Bonus Action, and usable for Thieves’ Tools and Sleight of Hand checks. This feature greatly expands the utility of Mage Hand for infiltration and trickery.
Level 9: Magical Ambush
Magical Ambush at level 9 provides a combat advantage when casting spells from hiding. If you are Invisible when you cast a spell, enemies have Disadvantage on saving throws against that spell. This synergizes well with the Rogue’s stealth capabilities, allowing for potent spellcasting from the shadows.
Level 13: Versatile Trickster
Versatile Trickster at level 13 allows you to use your Mage Hand to deliver Cunning Strike effects. When using the Disarm or Trip Cunning Strike options, you can target a creature within 5 feet of your spectral Mage Hand. This extends your reach and control options in combat.
Level 17: Spell Thief
Spell Thief at level 17 is a powerful counter-magic ability. As a Reaction when a creature casts a spell targeting you, you can attempt to steal the spell. On a failed saving throw by the caster, you negate the spell’s effect on you and learn the spell for 8 hours, allowing you to cast it using your spell slots. The original caster cannot cast that spell during this time.
Assassin – Deadly Precision and Infiltration
The Assassin subclass focuses on eliminating targets with deadly efficiency, using stealth, disguise, and poison.
Level 3: Assassinate
Assassinate grants two key benefits: Advantage on Initiative rolls and Surprising Strikes. Surprising Strikes provides Advantage on attack rolls against creatures who haven’t taken a turn in the first round of combat. If a Sneak Attack hits during the first round, it deals extra damage equal to your Rogue level.
Level 3: Assassin’s Tools
Assassins gain proficiency with the Disguise Kit and Poisoner’s Kit, along with two physical kits, further emphasizing their skills in infiltration and lethal techniques.
Level 9: Infiltration Expertise
Infiltration Expertise enhances disguise capabilities. While disguised with a Disguise Kit, you gain Advantage on Deception checks when pretending to be someone else. You can also perfectly mimic speech and handwriting after studying them for an hour.
Level 13: Envenom Weapons
Envenom Weapons improves the Poison Cunning Strike. When using Poison Cunning Strike, the target also takes 2d6 Poison damage whenever they fail the saving throw, and this damage ignores Poison resistance.
Level 17: Death Strike
Death Strike is a devastating level 17 ability. On the first round of combat, if you hit with a Sneak Attack, the target must succeed on a Constitution saving throw or take double damage from the attack.
Thief – Agile Explorer and Magic Item Mastery
The Thief subclass embodies the classic adventurer, excelling at exploration, treasure hunting, and utilizing magic items.
Level 3: Fast Hands
Fast Hands provides exceptional action economy. As a Bonus Action, you can make a Sleight of Hand check (picking locks, disarming traps, pickpocketing) or use an object, including activating magic items that require an Action.
Level 3: Second-Story Work
Second-Story Work enhances movement and agility. You gain a Climb Speed equal to your Speed and can use Dexterity instead of Strength to determine jump distance.
Level 9: Supreme Sneak
Supreme Sneak adds a Stealth Attack Cunning Strike option. If you are Invisible from the Hide action, this attack does not break your invisibility if you end your turn behind cover.
Level 13: Use Magic Device
Use Magic Device unlocks powerful magic item potential. You can attune to up to four magic items, roll a d6 when using a charge-based magic item property (on a 6, no charge is expended), and use any Spell Scroll, using Intelligence as your spellcasting ability. Cantrips and 1st-level spells from scrolls are cast reliably, while higher-level spells require an Arcana check.
Level 17: Thief’s Reflexes
Thief’s Reflexes at level 17 grants two turns during the first round of combat. You take your first turn at your normal initiative and a second turn at initiative minus 10, providing a significant advantage in combat initiation.
Conclusion: The 2024 Rogue – A Class of Endless Possibilities
The 2024 Rogue in Dungeons & Dragons remains a versatile, skill-driven class, perfectly suited for players who enjoy cunning tactics, infiltration, and precision combat. With a range of class features and diverse subclasses like Arcane Trickster, Assassin, and Thief, the Rogue offers a wealth of options for character customization and playstyles. Whether you are interested in spellcasting trickery, deadly assassinations, or agile exploration, the 2024 Rogue provides the tools and abilities to excel in a wide variety of campaigns and challenges. Embrace the shadows, hone your skills, and unlock the full potential of the 2024 Rogue.