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Rouge Highlights
Differences In The 2024 Player's Handbook
Subclass Highlights
Best Species Options
Best Stat Placements
Best Spells For Arcane Tricksters
Best Starting Equipment
Best Feats And Backgrounds
Best Multiclassing Options
Is it time to make a new character? Or maybe it's your first time creating one in ? One of the first and biggest decisions you'll make in the character-creating process is what class to play. Especially as the 2024 Player's Handbook leads you in picking your class before your species.
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Of the 12 classes there are to choose from, all with their different strengths and weaknesses, why should you consider picking a rogue? This guide will not only explore the why but also some of the best options open to you on your journey in crafting a character.
Rouge Highlights
One of the first things about rogues that a lot of players gravitate to is their Sneak Attack. Another reason some pick a rogue over any other class in D&D is because of how many skills they gain proficiency in and gaining that sweet, sweet Expertise in two skills at level one, and another two skills at level six.
This means you really do become an expert in these skills, as you will be doubling your proficiency bonus when calculating how you faired with the dice roll.
All of a rogues features work together to ensure you can quickly get into and out of situations while dealing the most amount of damage possible.
It further allows you to synergize well with the other martial classes in your party. Though that's not to say you pair badly with the ranged spellcasters, but it would mean you're using your sneak attack less often.
Differences In The 2024 Player's Handbook
There are a number of key differences between the rogues of the 2014 Player's Handbook and the 2024 Player's Handbook. One difference that will be noticed right away is that the 2024 rogue will get a feature called Weapon Mastery, making it clear from the beginning that you know you're way around more than daggers.
In fact, the 2024 rogues gained many feats that were missing or otherwise not a part of the 2014 rogue's kit. The 2024 Player's Handbook changes the rogue as they:
Feat Name | New To 2024 PHB | Feat Description |
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Weapon Mastery | Yes |
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Cunning Action | No |
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Steady Aim | Yes |
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Cunning Strike | Yes |
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Uncanny Dodge | No |
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Reliable Talent | Yes |
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Devious Strikes | Yes |
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Slippery Mind | No |
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Epic Boon | Yes |
|
On the whole, this makes rogues stronger and gives them access to certain abilities that they've never had before, such as Cunning Strike. This allows you to do away with one of your Sneak Attack dice in order to inflict a different effect on your target.
Subclass Highlights
There are four rogue subclasses to choose from. They are the arcane trickster, assassin, soulknife, and thief. 2014 players will recognize three of these immediately as all but the soulknife were featured in the 2014 Player's Handbook.
Soulknife wasn't originally in that sourcebook but became part of the base rules after the subclass appeared in Tasha's Cauldron Of Everything.
Arcane Trickster
If you're looking to have access to magic and spellcasting in addition to being a martial powerhouse, then arcane trickster may be the choice for you. You will have access to wizard spells, though, since you are a combination of a caster and a physical fighter, the highest level spell slot you'll obtain is fourth level by the time you hit character levels 19 and 20.
If you've been martial classes before but are looking to dip your toes into magic, an arcane trickster could be an excellent choice for you. That's not to say only beginners will enjoy this class, as you can cover a lot of bases and wear a lot of hats as an arcane trickster.
Spell choices and suggested spells will be covered a bit further down in this guide.
Assassin
The assassin is the way you want to go if you plan on being one of the deadliest forces on your team. This subclass choice empowers the rogues innate damaging abilities by giving advantage to initiative rolls and advantage on your first strike against an enemy. As you level up, this power only increases when your target fails a Dexterity saving throw, letting you double your damage dealt.
You also get the ability to mimic voices, handwriting, and the like if you study your target for more than an hour, thanks to the level nine feature, Infiltration Expertise.
This makes it so that it's not all about combat with the assassin and that even out of battle, you can use your skills to spy on, trap, or trick your foes. This makes an assassin fun to play in campaigns that focus on roleplaying and intrigue, as well as those that will have you in the throes of combat often.
Soulknife
Who needs real daggers when you make use of psionic blades? A soulknife rogue does not just make use of psychic damage but also the powerful Soulknife Energy dice. This can help with skill checks and team communication by either giving yourself a little extra hand or telepathically bonding with your party members.
Having that extra boost of power can make this very helpful for players who are starting out and are a bit too intimidated by the spell list and choices arcane tricksters get.
However, those who like getting creative with their combat performances, as well as having multiple ways of causing damage, particularly unseen damage, will be drawn to playing a soulknife rogue.
Thief
Then there is a good, old-fashioned thief. If you like uncovering secrets and finding treasure, this could very well be the subclass for you.
But it's not just about stealing, believe it or not. These rogues can attack from the shadows while remaining unseen and, eventually, can take two turns in combat because of their quickness, and a little feat called Thief's Reflexes.
This is for the player who isn't daunted by tricky situations and can make calm and collected use of all of the thief's abilities in tense moments. This option also works as part of a team where you know you can be working in the background or can rely on the other players to take some of the heat off of you so you can operate to the best of your abilities and features.
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Best Species Options
In the 2024 Player's Handbook, some of the best species options you can choose to play a rogue are the halfling and any of the elves, depending on which subclass you go for. For both species, this is due to their natural feats.
For halflings, their Naturally Stealthy ability goes hand-in-hand with rogues.
For elves, each legacy gives you something that would benefit the different rogue subclasses. High elves compliment arcane tricksters, drow make for excellent thieves, and wood elves' extra speed and access to Pass Without A Trace make them some of the best rogues, period.
Other non-2024 Player's Handbook choices include changelings, tabaxi, and owlins. But, at the basis of every species you can choose from, if they give access to additional movement, add to the already impressive arsenal of skills a rogue can choose from, or allow you to trick people, then you're on the right track.
Best Stat Placements
Your first priority should always be your Dexterity. So many skills that are best used by rogues are Dexterity-based, like Stealth and Acrobatics. Not to mention, your finesse weapons will benefit most from a high Dexterity score.
Subclass | Stat Priorities | Why? |
---|---|---|
Arcane Trickster |
| You use Intelligence as your spellcasting modifer. And Constitution isn't only about giving you more health but a better chance of maintaining Concentration on spells. |
Assassin |
| You'll still prioritize Dexterity for your Stealth, but Consitituion will give you a bigger health point pool and Charisma is to deceive people with your mimicry and Deception. |
Soulknife |
| Dexterity is the only skill used for your abilities so having your Dexterity score as high as possible is most important. After that, Consitution will help with hit points. |
Thief |
| Your skills are all Dexterity-based, and the extra Constitution hit points are always nice. Charisma can help bail you out if you get caught up in a place or found doing a thing you shouldn't be. |
Best Spells For Arcane Tricksters
Spells can vary widely based on the type of arcane trickster you want to play. For those who are interested in using their Charisma to help get them out of situations, cantrips like Friends and Message will work well with your Mage Hand.
Spell Type | Spell | Spell Level | Description |
Damaging Spells | Fire Bolt | Cantrip | These spells work great if you want more damage in your kit. Look at any of the damaging cantrips under the wizard spell list, as these won't wittle away at your spell slots. |
Mind Sliver | Cantrip | ||
Magic Missile | Level One | ||
Fireball | Level Three | ||
Constant Spells | Shield | Level One | Some of the best spells to keep on you at all times as a rogue, no matter how you want to play, as they can get you into and out of situations quickly as tides turn. |
Misty Step | Level Two | ||
Haste | Level Three | ||
Dimension Door | Level Four |
Spells For Using Your Charisma
These spells are perfect to keep a ruse going or aid people into seeing eye-to-eye with you. Keep in mind that you won't be using Charisma to cast these spells, but they work well with your skills as a charismatic bard.
Spell | Spell Level | Spell Type |
Disguise Self | Level One | Illusion |
Detect Thoughts | Level Two | Divination |
Mirror Image | Level Two | Illusion |
Sending | Level Three | Divination |
Suggestion | Level Two | Enchantment |
Tongues | Level Three | Divination |
Charm Monster | Level Four | Enchantment |
Polymorph | Level Four | Transumtation |
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Best Starting Equipment
In the 2024 Player's Handbook, you are given two options when it comes to your starting equipment. This is basically a choice between equipment or starting with only gold for you to then spend on what you want.
If you want to quickly pick up your rogue and start playing, option A, which lists out various items you will just start with, is a fine option.
When it comes to weapons, you want things that have the finesse or light options, which is what makes daggers such a popular choice. But handaxes, sickles, darts, raipers, and shortswords are all excellent choices too.
When it comes to damage, you want to go for shortswords. If you need to arm yourself and want to spend the least amount to do so, darts are a solid choice. Daggers are the tried and true thanks to their thrown property.
As for armor, Studded leather is going to be your best bet because, even though it costs more, it will increase your Armor Class (AC for short).
For kits, you only start out with proficiency in Thieve's Tools. But if you're looking to expand your knowledge, then Calligrapher's Supplies and Jeweler's Tools could make excellent additions, depending on how your Dungeon Master (DM) lets you use those kits.
You may also want to invest in a Poisoner's Kit and Disguise Kit, depending on how you want to handle targets and situations.
Best Feats And Backgrounds
There are too many combinations and choices to go over every single one and what it would mean for your rogue. However, there are some skills that any rogue could benefit from.
Feat Name | Why This Feat? |
---|---|
Actor | Great choice for rogues who want to use Charisma-based skills to deceive and charm NPCs. |
Keen Mind | Choose Arcana for your arcane trickster rogue or Investigation if you want to get to the bottom of things. |
Mage Slayer | Fortifies you when going up against spellcasters while making it more likely they will lose concentration on spells affecting you or your party. |
Moderately Armored | If you plan to be on the front lines, this will give you medium armor to avoid even more damage. |
Observant | Choose insight to get a read on your targets, or pick an expertise to help you do everything you wanted to but even better. |
Piercer | This will allow you to do more damage every turn, no matter if you're playing a more martial rogue or one relying on sneak attacks from the shadows. |
Skill Expert | Pick this if you want to bolster the skills you already have while gaining a new one of your choice. |
When it comes to backgrounds, there are quite a few options that help either improve what rogues are already good at or can cover some areas that can feel a bit lackluster.
Background Name | Why This Background? |
---|---|
Charlatan | If you're planning to lie and steal to get what you want, this is the background for you. Plus, being able to forge documents? Yes, please. |
Criminal | Use this to give you Stealth and Sleight of Hand, freeing up the choices you make when you select your class. Plus, you gain Alert to help ensure you have the quickest draw in combat. |
Entertainer | The Acrobatics helps every rogue, but performance will be important for rogues who plan to do a lot of the talking, and charming, in the group. This also aids if you plan to make use of disguises. |
Noble | This gives you Skilled, one of the best feats in the game. Plus, you can use your status to open doors when lock picks wouldn't be enough. |
Best Multiclassing Options
Naturally, you could choose any class. They all have their own benefits and strengths. But here are some of the best options and why they can help you and your character during the length of a campaign.
Multiclass Options | Who Should Pick These? | Why These Classes? |
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Fighter | Rogues leaning into martial abilities |
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Bard | Rogues leaning into Charisma skills |
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Sorcerer | Rogues leaning into magical power |
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Warlock | Rogues leaning into magical power |
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