Rogue 2024

Disclaimer: this is the Rogue according to the information WotC released so far, not yet not the official 2024 version.

Rogues rely on cunning, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a versatility that is the cornerstone of any successful adventuring party.

Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them broad capabilities that few other characters can match. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.

When it comes to combat, Rogues prioritize subtle strikes over brute strength. A Rogue would rather make one precise strike than wear an opponent down with a barrage of blows. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.

Rogue DnD 2024

Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue’s relation to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.

Core Rogue Traits
Primery Ability Dexterity
Hit Dice Die d8 per rogue level
Saving Throws Proficiencies Dexterity, Intelligence
Skill Proficiencies Choose 4 skills from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth
Tool Proficiencies Thieves’ Tools
Weapons Proficiencies Simple Weapons, Martial weapons that have the Finesse Property
Armor Training Light Armor
Starting Equipment You start with the following equipment, or you can forgo it and spend 110 gp on equipment of your choice.
Arrows (20), Burglar’s Pack, Dagger (2), Leather Armor, Quiver, Shortbow, Shortsword, Thieves’ Tools, 18 gp

Rogue Class Features

Level Prof.
Class Features Sneak
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

As a Rogue, you gain the following class features when you reach the specified levels in this class. These features are listed on the Rogue table.


You gain Expertise in two of your skill proficiencies of your choice.

Sleight of Hand and Stealth are iconic choices for a Rogue if you have proficiency in them.

Level 1: Sneak Attack

You know how to turn a subtle attack into a deadly one. Once per turn, you can deal extra damage to one creature you hit with an attack roll if you’re attacking with a Finesse or Ranged weapon and if at least one of the following requirements is met:

Advantage. You have Advantage on the attack roll.

Ally Adjacent to Target. At least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.

To determine the extra damage, roll a number of d6s equal to half your Rogue level (round up), and add the dice together (the Rogue table shows the number of Sneak Attack dice you get at each Rogue level). The extra damage’s type is the same as the weapon’s Damage Type.

Level 1: Thieves' Cant

You picked up various languages in the communities where you plied your roguish talents. You know Thieves’ Cant and one other language of your choice, which you choose from the Standard Languages and Rare Languages tables.

Level 1: Weapon Mastery

Your training with weapons allows you to use the Mastery property of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the Mastery properties of Scimitars and Shortswords.


Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.

Level 3: Rogue Subclass

You gain a Rogue subclass of your choice: Arcane Trickster, Assassin, Soulknife, or Thief. Subclasses are detailed after this class’s description.

A subclass is a specialization that grants you special abilities at certain Rogue levels. For the rest of your career, you gain each of your subclass’s features that are of your Rogue level and lower.

Level 3: Steady Aim

As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

As shown on the Rogue table, you gain this feature again at levels 8, 10, 12, and 16.

Level 5: Cunning Strike

You have developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forego to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling.

If a Cunning Strike effect requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Dexterity modifier.

Disarm (Cost: 1d6). The target must succeed on a Dexterity saving throw, or it drops one item of your choice that it’s holding.

Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target can repeat the save, ending the effect on itself on a success.

To use this effect, you must have a Poisoner’s Kit on your person.

Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.

Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.


When an attacker that you can see hits you with an attack roll, you can use your Reaction to halve the attack’s damage against you (round down).


You gain Expertise in two of your skill proficiencies of your choice.

Level 7: EVASION

You can nimbly dodge out of the way of certain dangers. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.

Level 7: Reliable Talent

You have refined your talents until they approach perfection. Whenever you make an ability check that uses one of your skill or Tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.

Level 11: Improved Cunning Strike

You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.

Level 14: Devious Strikes

You have practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.

Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or it has the Dazed condition until the end of its next turn.

Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target can repeat the save at the end of each of its turns,
ending the effect on itself on a success.

Obscure (Cost: 3d6). You strike near the target’s eyes. The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.

Level 15: Slippery Mind

Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.

Level 18: ELUSIVE

You are so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.

Level 19: Epic Boon*

You gain an Epic Boon feat.

Level 20: Stroke of Luck

You have an uncanny knack for succeeding when you need to. If you fail a d20 Test, you can turn the roll into a 20.

Once you use this feature, you can’t use it again until you finish a Short Rest or a Long Rest.

Rogue Subclasses

A Rogue subclass is a specialization that grants you special abilities at certain Rogue levels, as specified in the subclass. This section presents the following subclasses: Arcane Trickster, Assassin, and Thief.

Arcane Trickster

Some Rogues enhance their fine-honed skills of stealth and agility with arcane spells, learning magical tricks to aid them in their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters, mischief-makers, or adventurers.

Level 3: Spellcasting

You have learned to cast spells. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as an Arcane Trickster.

Cantrips. You know three cantrips: Mage Hand and two other cantrips of your choice from the Arcane Rogue spell list.

Whenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another cantrip of your choice from the Arcane Rogue spell list.

When you reach 10th level in this class, you learn another Rogue cantrip of your choice.

Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a Long Rest.

Prepared Spells of 1st+ Level. You prepare a list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose three 1st-level spells from the Arcane Rogue spell list, two of which must be from the Enchantment and Illusion schools of magic.

The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Arcane Trickster Spellcasting table. Whenever that number increases, choose additional spells from the Arcane Rogue list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a 7th-level Rogue, your list of prepared spells can include six Arcane Rogue spells of 1st or 2nd level, in any combination.

Changing Your Prepared Spells. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Arcane Rogue spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your Arcane Trickster spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for the spells you prepare for this subclass.

Rogue Prepared - Spell Slots per Spell Level -
Level Spells 1 2 3 4
3 3 2 - - -
4 4 3 - - -
5 4 3 - - -
6 4 3 - - -
7 6 4 2 - -
8 6 4 2 - -
9 6 4 2 - -
10 7 4 3 - -
11 7 4 3 - -
12 7 4 3 - -
13 9 4 3 2 -
14 9 4 3 2 -
15 9 4 3 2 -
16 10 4 3 3 -
17 10 4 3 3 -
18 10 4 3 3 -
19 11 4 3 3 1
20 11 4 3 3 1


When you cast Mage Hand, you can make the spectral hand invisible. You can control the hand as a Bonus Action, instead of an action, and through it, you can use Thieves’ Tools and make Dexterity (Sleight of Hand) checks.


If you have the Invisible condition when you cast a spell on a creature, it has Disadvantage on any saving throw it makes against the spell on the same turn.

Level 13: Versatile Trickster

You gain the ability to distract targets with your Mage Hand. When you use the Disarm or Trip options of your Cunning Strike, you can also target that option at a creature within 5 feet of the spectral hand.


You gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your Reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your Spell Save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be an Arcane Rogue spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.

Once you use this feature, you can’t use it again until you finish a Long Rest.


Rogue Assassin DnD 2024

An Assassin’s training focuses on the grim art of death, using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.


You gain proficiency with the Disguise Kit and Poisoner’s Kit, along with the two physical kits*.

Level 3: Assassinate

You are adept at getting the drop on a target, granting you the following benefits:

Initiative. You have Advantage on Initiative rolls.

Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn’t taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon’s type equal to your Rogue level.

Level 9: Infiltration expertise

You are expert at posing as someone else to aid your infiltrations. While in a disguise created using your Disguise Kit, you have Advantage on any Charisma (Deception) check you make while pretending to be someone else. You can also
unerringly mimic another person’s speech, handwriting, or both if you have spent at least one hour studying each one.

Level 13: Envenom Weapons

When you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw. This damage ignores resistance to Poison damage.

Level 17: Death Strike

When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw (DC 8 + your Dexterity modifier + your Proficiency Bonus), or the attack’s damage is doubled against the target.


A mix of burglar, treasure hunter, and explorer, you are the consummate adventurer. In addition to improving your agility and stealthiness, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.

Level 3: Fast Hands

As a Bonus Action, you can do one of the following:

Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket.

Use an Object. Take the Use an Object action, or take the Magic action to use a magic item that requires that action.

Level 3: Second Story Work

You have trained to reach especially hard-toreach places, granting you these benefits:

Climber. You gain a Climb Speed equal to your Speed. On your turn, you can move on a ceiling without making an ability check, provided there is at least one handhold during the move, but you fall if you end the turn there without a

Jumper. Your jump distance is determined by your Dexterity rather than your Strength.

Level 9: Supreme Sneak

You gain the following Cunning Strike option.

Stealth Attack (Cost: 1d6). If you have the Hide action’s Invisible condition, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.

Level 13: Use Magic Device

In your treasure hunting, you have learned how to maximize use of magic items, granting you the following benefits:

Attunement. You can attune to up to four magic items at once.

Charges. Whenever you use a magic item property that expends charges, roll a d6. On a roll of 6, you use the property without expending the charges.

Scrolls. You can use any Spell Scroll, using Intelligence as your Spellcasting Ability for the spell. If the spell is a cantrip or a 1st-level spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.


You are adept at laying ambushes and quickly escaping danger. 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.