Rogue FAQ
What is a Rogue in D&D?
A Rogue is a Dexterity-based skill expert and precision martial class built around Expertise, Sneak Attack, Cunning Action, and unusually reliable ability checks. Rogues use a d8 Hit Die, choose a Roguish Archetype at 3rd level, and survive through mobility, positioning, Uncanny Dodge, and Evasion rather than heavy armor. A Rogue can be a thief, scout, spy, detective, duelist, infiltrator, or other specialist; the class does not require a criminal character.
A Rogue is a martial skill specialist built around precision, mobility, and reliability rather than brute force. The 2014 Rogue is one of the strongest classes for ability checks because it combines broad skill access with Expertise and, later, Reliable Talent. In combat, the class is defined by Sneak Attack: one important qualifying hit can deal substantial additional damage. That means the Rogue often cares more about setting up one reliable attack than making the largest possible number of attacks.
Core class profile
The 2014 Rogue uses a d8 Hit Die.
Dexterity is the class's primary ability score.
Saving throw proficiencies are Dexterity and Intelligence.
The base class is proficient with light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, and thieves' tools.
Rogues choose four skill proficiencies from a broad class list, which gives the player substantial freedom to define the character's specialty.
Expertise
At 1st level, the Rogue gains Expertise.
The Rogue chooses either two skill proficiencies or one skill proficiency and proficiency with thieves' tools.
For qualifying ability checks, the proficiency bonus is doubled.
At 6th level, the Rogue gains Expertise in two additional qualifying proficiencies.
This can make the Rogue exceptional at areas such as:
- Stealth;
- Perception;
- Investigation;
- Persuasion;
- Deception;
- Acrobatics;
- thieves' tools;
- another skill central to the character.
Expertise does not require the Rogue to be stealth-focused.
It rewards whatever specialties the player actually chooses.
Sneak Attack
Sneak Attack is the Rogue's defining damage feature.
Beginning at 1st level, the Rogue can deal extra damage once per turn when hitting with a finesse or ranged weapon attack and satisfying the feature's other conditions.
The extra damage begins at 1d6 and increases as Rogue level rises, reaching 10d6 at 19th level.
A common way to qualify is attacking with advantage.
Another common route is attacking a creature that is close to one of its enemies while the Rogue does not have disadvantage, subject to the exact 2014 conditions.
Sneak Attack is once per turn, not once per round.
That distinction matters.
If a Rogue makes a qualifying attack on another creature's turn, such as through an opportunity attack or another reaction-based attack, Sneak Attack may be available again because it is a different turn.
Cunning Action
At 2nd level, Cunning Action allows the Rogue to use a bonus action to:
- Dash;
- Disengage;
- Hide.
This is one of the strongest mobility features in the class.
A Rogue can attack and then Disengage.
The character can Dash while still keeping the normal action.
The Rogue can also attempt to Hide when the normal hiding rules permit it.
Cunning Action does not mean the Rogue can automatically Hide in plain sight.
The ordinary conditions for hiding still apply.
Roguish Archetype
At 3rd level, the Rogue chooses a Roguish Archetype.
Subclass features arrive at 3rd, 9th, 13th, and 17th level.
The Archetype can change the Rogue dramatically.
Thief improves movement and item utility.
Assassin focuses on ambush and infiltration.
Arcane Trickster adds limited Wizard spellcasting.
Swashbuckler creates a mobile duelist.
Mastermind adds social and tactical support.
Inquisitive improves observation and deduction.
Scout pushes toward wilderness mobility.
Phantom and Soulknife add supernatural systems.
Defensive progression
The Rogue gains several important defensive features.
Uncanny Dodge at 5th level lets the Rogue use a reaction to halve the damage from one qualifying attack that hits.
Evasion at 7th level improves Dexterity-save effects that normally deal half damage on a success.
A successful save deals no damage and a failed save deals half damage.
Slippery Mind at 15th level adds Wisdom saving throw proficiency.
Elusive at 18th level prevents attacks from gaining advantage against the conscious Rogue unless the Rogue is incapacitated.
These features make the Rogue difficult to pin down without turning the class into a conventional tank.
Reliable Talent
At 11th level, Reliable Talent dramatically improves consistency.
When the Rogue makes an ability check that includes the proficiency bonus, a d20 result of 9 or lower can be treated as a 10.
This combines extremely well with Expertise.
A high-level Rogue may become so reliable at chosen skills that ordinary failure becomes rare.
Party role
A Rogue can fill several roles:
- scout;
- infiltrator;
- trap and lock specialist;
- investigator;
- party face;
- precision damage dealer;
- mobile skirmisher;
- specialist in selected skills.
The class does not require a criminal background or criminal behaviour.
A Rogue can be a detective, archaeologist, spy, diplomat, treasure hunter, duelist, scout, bounty hunter, or professional problem-solver.
In short
A Rogue is a Dexterity-based martial expert that combines precise damage with some of the game's strongest skill reliability.
Expertise creates specialisation.
Sneak Attack makes one qualifying hit matter.
Cunning Action creates mobility.
Uncanny Dodge and Evasion improve survival.
Reliable Talent turns important proficiencies into dependable tools.