The 2024 Rogue wins by making one accurate attack matter. Sneak Attack still rewards positioning, but Cunning Strike gives the class a choice after it lands: preserve damage, disrupt the target, or leave a bad position without spending a separate action.
Build around a dependable Sneak Attack trigger. A Rogue beside a frontline ally can qualify without Advantage. A Rogue working at range needs a way to create it, whether that is Steady Aim, hiding, or help from the group.

Rogue at a glance
| Decision | Practical answer |
|---|---|
| Primary ability | Dexterity drives attacks, Armor Class, and many key skills. |
| Durable secondary | Constitution protects a d8 Hit Die and helps the Rogue stay in the fight. |
| Core combat question | Spend Sneak Attack dice only when the condition, movement, or control changes the encounter. |
| Reliable skills | Expertise at levels 1 and 6 plus Reliable Talent at level 7 make a chosen skill or tool package dependable. |
| Subclass choice | Choose magic, ambushes, psionics, treasure, spirits, or a dark faction story. |
The class chassis supports that role. Rogues have a d8 Hit Die, Dexterity and Intelligence saving throw proficiencies, Light armor training, Thieves' Tools, and four skills from a broad class list. At level 1, two Expertise choices, Sneak Attack, Thieves' Cant, and two Weapon Mastery choices make the character useful before its subclass arrives. Choose skills and weapons around the problems your character expects to solve in this campaign.
Ability scores and Expertise should serve the same job
| Priority | What it changes | Practical choice |
|---|---|---|
| Dexterity | Finesse and Ranged attacks, Armor Class, initiative, and common Rogue skills | Improve it first for nearly every Rogue because it supports both Sneak Attack delivery and exploration. |
| Constitution | Hit Points and Constitution saving throws | Take enough to survive the positions you need for Sneak Attack; a d8 Hit Die does not make close range free. |
| Intelligence | Arcane Trickster spell attacks and saves, plus Scion of the Three Bloodthirst uses | Raise it when one of those subclasses is part of the build. It is not a universal second offensive score. |
| Wisdom and other abilities | Perception, character skills, and campaign-facing choices | Let your Expertise picks and the campaign's recurring tests decide these scores. A skill package is a stronger Rogue identity than a generic array. |
At levels 1 and 6, Expertise is the place to state that identity clearly. Pick the skills and tools the party repeatedly needs, rather than treating the recommended Stealth and Sleight of Hand choices as compulsory for every character.
Hot Take: Save Cunning Strike dice when an enemy is already under control. Spending 1d6 to Trip a target that melee allies will immediately exploit is often excellent; spending it just because the option is available can turn a clean finishing hit into a longer fight.
Core features that shape a Rogue
Sneak Attack and positioning
Sneak Attack applies once per turn to a hit with a Finesse or Ranged weapon. Advantage qualifies, but it is not the only route. An ally within 5 feet of the target also qualifies when that ally is not Incapacitated and the Rogue does not have Disadvantage. Plan turns around that condition before deciding whether to Hide or use Steady Aim.
Weapon Mastery and Cunning Action
At level 1, the Rogue selects two weapon types for Weapon Mastery and can change those selections after a Long Rest. A Finesse or Light weapon package keeps Dexterity useful while leaving the bonus action open for Cunning Action. Cunning Action supplies Dash, Disengage, or Hide as a Bonus Action, which is the class's main way to choose position instead of accepting it.
For property rules and legal weapon choices, use the D&D 2024 Weapon Mastery guide. Nick can support two-weapon turns without consuming the normal bonus action attack, while Vex can set up a later attack against the same target.
Steady Aim, defenses, and skill reliability
Steady Aim gives Advantage on the next attack roll of the turn, but only if the Rogue has not moved; it then reduces the Rogue's Speed to 0 for the turn. It is a strong ranged fallback, not a default action for a character who needs to relocate.
At level 5, Uncanny Dodge halves damage from an attack the Rogue can see. Evasion at level 7 improves Dexterity-save effects, and Reliable Talent sets rolls of 9 or lower to 10 on ability checks that use a proficient skill or tool. Slippery Mind later grants Wisdom and Charisma saving throw proficiency.
Cunning Strike
Cunning Strike begins at level 5. When Sneak Attack damage lands, the Rogue can forgo dice to add an effect. The target's saving throw DC is 8 + Dexterity modifier + Proficiency Bonus.
| Effect | Cost | Use it when |
|---|---|---|
| Poison | 1d6 | A Poisoned target will make several attacks before it can save again. A Poisoner's Kit is required. |
| Trip | 1d6 | A Large or smaller enemy is near allies who can capitalize on Prone. |
| Withdraw | 1d6 | Leaving now prevents a worse turn, and moving half Speed changes the board. |
| Obscure | 3d6 | Blinding a target until the end of its next turn is worth the larger damage loss. |
| Knock Out | 6d6 | The encounter can turn on one target losing its next stretch of actions, and the damage trade is acceptable. |
| Daze | 2d6 | At level 14, limiting a failed target to movement, an action, or a Bonus Action will spoil its turn. |
At level 11, Improved Cunning Strike allows two different effects on the same Sneak Attack hit if the Rogue can pay both costs. Saving throws, creature size, and the state of the fight still matter.
Progression beyond Cunning Strike
The Rogue's later levels reinforce its one-precise-hit identity rather than creating a second attack routine. Expertise returns at level 6; Evasion and Reliable Talent arrive at level 7; and the subclass adds features at levels 9, 13, and 17. At level 15, Slippery Mind adds Wisdom and Charisma saving throw proficiencies, while Elusive at level 18 prevents attack rolls from having Advantage against you unless you are Incapacitated. Level 19 offers an Epic Boon or another qualifying feat, and Stroke of Luck at level 20 can turn one failed d20 Test into a 20 after a Short or Long Rest.
That progression is why a single-class Rogue still has meaningful milestones after the subclass's first feature. When considering a feat or a multiclass at a table that permits it, compare the new option with the next Rogue level's skill reliability, defense, Sneak Attack die, or subclass feature. Take the new option only when it is more useful at your table than that next Rogue milestone.
Rogue levels 4, 8, 10, 12, and 16 each grant an Ability Score Improvement feat or another feat you qualify for. Use those five decisions to reinforce the weapon, skill, or subclass plan you actually play, rather than spending them all on an abstract damage ranking.
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Start BuildingRogue subclasses
The Player's Handbook offers four Rogue subclasses. Forgotten Realms: Heroes of Faerun adds Scion of the Three, and Ravenloft: The Horror Within adds Phantom.
| Subclass | First meaningful feature | Best fit |
|---|---|---|
| Arcane Trickster | Wizard spellcasting and Mage Hand Legerdemain | A scout who needs magical utility and control. |
| Assassin | Initiative Advantage and Surprising Strikes | A player who wants first-round pressure without relying on surprise. |
| Soulknife | Psychic Blades and Psionic Power | A self-sufficient infiltrator who values flexible skills and communication. |
| Thief | Fast Hands and Second-Story Work | A mobile explorer in an item-rich or trap-heavy game. |
| Phantom | Wails from the Grave and Whispers of the Dead | A horror or investigation campaign that welcomes spirit themes. |
| Scion of the Three | Bloodthirst and Dread Allegiance | A Baldur's Gate or dark-intrigue campaign with clear table consent. |
Arcane Trickster
Arcane Trickster adds Intelligence-based Wizard spellcasting at level 3, along with Mage Hand Legerdemain. The hand can be cast as a Bonus Action, made Invisible, and used for certain Dexterity (Sleight of Hand) tasks at range. This is the best Rogue for a player who wants mundane infiltration to become magical problem solving.
The tradeoff is ability-score pressure and a smaller spell list than a full caster. Pick spells that remain useful even when an enemy saves, then use Magical Ambush at level 9 when the Invisible condition makes a saving throw against your spell harder. At level 13, Versatile Trickster lets a Trip Cunning Strike reach a second creature near the spectral hand. Spell Thief at level 17 is a reaction against a spell that affects you, not a general way to take spells from enemies.
Assassin
Assassin is built for a decisive first round. At level 3, Assassinate gives Advantage on Initiative and attack rolls against creatures that have not yet taken a turn in the first round. A Sneak Attack hit during that window also deals extra weapon damage equal to Rogue level. Assassin's Tools supplies a Disguise Kit and Poisoner's Kit with proficiency.
Initiative and target selection are the real decisions. The feature does not depend on the surprise condition, but it does not make every later round special. At level 9, Masterful Mimicry supports disguises and Roving Aim removes Steady Aim's Speed reduction. Envenom Weapons improves failed saves against the Poison Cunning Strike at level 13, so it needs a Poisoner's Kit and targets that are not a poor poison bet. Death Strike at level 17 asks for a Constitution save when your first-round Sneak Attack hits.
Soulknife
Soulknife creates Psychic Blades at level 3. They are Finesse, thrown weapons that leave no mark, and a second blade can make a Bonus Action attack after the first. Psionic Power also grants Psionic Energy Dice for Psi-Bolstered Knack and Psychic Whispers.
This is the choice for a Rogue who wants fewer equipment constraints and stronger group communication. Its tradeoff is resource tracking: Psionic Energy Dice power the subclass and recover only one on a Short Rest, with the rest returning on a Long Rest. Soul Blades at level 9 improves attacks and mobility; Psychic Veil at level 13 provides limited invisibility; Rend Mind at level 17 can impose Stunned after a Psychic Blade Sneak Attack, subject to its saving throw.
Thief
Thief is the classic physical-problem Rogue. Fast Hands at level 3 lets a Bonus Action make a Sleight of Hand check for a lock, trap, or pocket, take the Utilize action, or use a magic item that requires a Magic action. Second-Story Work gives a Climb Speed equal to Speed and lets Dexterity determine jump distance.
The first decision is whether the adventure actually presents objects, traps, vertical spaces, and useful magic items. In that game, the Thief is unusually flexible. In a featureless fight, Fast Hands may have few relevant targets. Supreme Sneak at level 9 adds Stealth Attack to Cunning Strike. Use Magic Device at level 13 expands attunement, supports charged items, and lets the Rogue use spell scrolls with Intelligence checks where required. Thief's Reflexes at level 17 provides two turns in the first round, with the second at Initiative minus 10.
Phantom
Phantom comes from Ravenloft: The Horror Within. Wails from the Grave at level 3 lets the Rogue turn a Sneak Attack hit into Necrotic damage against a second creature within 30 feet. Whispers of the Dead changes a missing skill or tool proficiency after a Short or Long Rest, making this Rogue good at investigation and gap filling.
The tradeoff is theme and target count. Wails matters more when there is a second legal target, while the soul-trinket features ask the table to accept a death-and-spirits premise. Tokens of the Departed at level 9 provides trinkets that can support death saves, Constitution saves, divination, or an extra Wails use. Ghost Walk at level 13 gives limited spectral movement and makes attacks against you harder. Death's Friend at level 17 improves Wails and restores a trinket when initiative begins if you have none. Discuss the tone before bringing soul collection into a campaign.
Scion of the Three
Scion of the Three is from Forgotten Realms: Heroes of Faerun. Bloodthirst at level 3 reacts when a visible enemy becomes Bloodied without dying: the Rogue teleports near it and makes a melee attack. Dread Allegiance chooses Bane, Bhaal, or Myrkul for a resistance and cantrip, and the choice can change after a Long Rest.
It works best for a Rogue who stays near the action and can respond to changing enemy health. Bloodthirst uses are tied to Intelligence modifier, so the subclass rewards some investment beyond Dexterity. Strike Fear adds the Terrify Cunning Strike option at level 9. Aura of Malevolence adds damage around Bloodthirst at level 13, while Dread Incarnate improves recovery and low Sneak Attack die results at level 17. Its Dead Three connection is explicit, so confirm a dark-god, curse, or faction story with the GM and group before choosing it.
Class Feats
The Best Feats for Rogue guide handles detailed feat choices. Use a feat to solve a real play problem rather than following a generic ranking: initiative for an Assassin, range and cover for an archer, or a two-weapon plan that preserves the bonus action for Cunning Action.
Keep Dexterity moving toward its normal maximum, then choose a subclass-supported secondary score only when its feature uses it. Arcane Trickster needs Intelligence for spell saves and attacks. Scion of the Three gets more Bloodthirst uses from Intelligence. Other Rogues usually get more immediate value from Constitution or Wisdom than from chasing a second offensive score.
Bottom line
The 2024 Rogue is a skill specialist who turns a single accurate strike into a tactical choice. Build around a reliable Sneak Attack trigger, retain dice when damage ends the problem, and spend them when control changes what the enemy can do next. Choose the subclass whose campaign role you will actually use, rather than treating its most dramatic late feature as the whole build.
For other character roles, return to the D&D 2024 class guide hub or compare the Rogue with the Fighter guide, Monk guide, and Ranger guide.


