WingedSCAG: Flight in place of the spellcasting grants you more relevant mobility over arcane utility. It seemed to make more sense for a rogue to conceal too. Rogue Class Details. 4. I can tell you from experience that being the party scout without Darkvision can kind of fall apart. All your attacks, skills, and class abilities will require dexterity-based rolls. Burning hands is a strong damage-dealing spell outside the scope of spells for Arcane Trickster. Thief also has options for dealing with things like undead or trolls because it has acid and holy water. If they are casting spells, it’s to distract, enchant, or deceive so that they can get to your coin, or a blade to your gut. Action Surge increases it to 92/80. Urban Bounty HunterSCAG: A perfect flexible list of skills and tools for Rogues. As a rogue, you have the following class features. The reason why is that the only useful features are the maximum range and cover. Sunlight sensitivity is a tough hurdle to overcome, and severely hampers your sneak attack opportunities. Lucky: Always a useful feat, especially so for Rogue. MarineGoS: Athletics and Vehicles, plus the increased travel pace are nice, but you’re better suited with other options. Also used to escape from grapples. Feinting will give you advantage as a bonus action against a foe with an addition of 1d8 damage. Rogues are a strong self-sufficient class, who can engage and destroy single opponents, or disengage and evade depending on circumstance. The guide that follows uses a color-coding system to rank the abilities granted. Moon/SunSCAG: Access to a cantrip grants you extra damage in the form of green flame blade or booming blade. Can use 3 times. Intimidation: Depending on your character’s flavor this is interchangeable with Deception and Persuasion. Hm...hard decision. It offers ST/KON saving throw and longbow proficiency in trade of DEX and INT saves (last one is actually crap) and 2 skill points. Battle Maneuvers can add additional 5 damage and add an extra effect giving 44/32 without Surge, 62/50 with Surge. You were saying you want to be a strong combatant. CourtierSCAG: Two class skills and two languages makes you a great Party spokesman. Gaining a fighting style and Hunter’s Mark gives you a nice flavorful option for extra damage and utility. For rogues it seems more important to hit and trigger the sneak attack. Combatants often try to escape their foes’ notice by hiding, casting the invisibility spell, or lurking in darkness. This is the complete Rogue. Skilled makes you useful in any situation right off the bat with a total of 10 proficient skills at level 1. Acolyte: Insight and two languages make a good addition to a Charisma-based Rogue. : 1: Sub turning into a ranged spec: They use stealthy (no noisy guns) ninja-like weapons like crossbows/bows (which could be supplemented by poison-coated throwing daggers (or blowgun darts) for DoTs, shurikens, and bombs for ranged AoE). Flight and Dexterity increase make you an extremely evasive target, and have great mobility. If the target isn’t in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target’s location correctly. KoboldVGtM: Pack tactics doesn’t give you any extra utility for sneak attack. Magic Initiate: There are a ton of great options available for Rogues who make use of this feat. Rakish Audacity: An initiative bonus, and the ability to use sneak attack in a duel. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see. Warning, math being done in this post was done quickly off hand. Thief offers nice stuff as well. Action Surge increases it to 57/45. Simic HybridGGTR: Versatile abilities and racial bonuses allow you to optimize your Rogue build. Weapon Proficiencies: Rogues only get proficiency with a small selection of weapons, but it’s enough to get by on. You would likely be better served taking the Magic Initiate feat if you can spare it so you don’t miss out on levels of sneak attack. As a rogue, you gain the following class features. AquaticSACG: Only useful in an aquatic campaign. AarakocraEEPC: An amazing race for ranged combat rogues. Stout: This subrace is the most durable, great for a melee Rogue. Rogue5/Fighter6 w/ 20 DEX & Sharpshooter: 1d20+6 to hit, 2d8+30 (assuming two longbow attacks hit) + 3d6. Take three levels of Fighter and choose the Battle Master archetype. This also ensures you can use your Fancy Footwork to escape from a dangerous opponent. For help identifying sourcebook abbreviations, see my Sourcebook Abbreviations Guide. Bonus attack- 1d20+9 to hit, 1d6+5. Sounds good. Slightly lower die, but with sneak attack and free Crits on surprise I didn't mind too much. Uses Bonus Action. WarforgedERLW: The flexible ability scores work well in your favor. As Archetype I was thinking of Arcane Trickster, because I could go for the familiar and use spells for distraction. PHB Players Handbook Half-Orc: Poor ability spread for Rogue. Rogue is a fun class to play, which affords you several important party roles. Sentinel: This feat is very tricky to use as a Rogue. The Skeleton Key – Whenever the rogue is attempting to pick the lock with The Skeleton Key, the DC of the lock is reduced significantly. Bard: All of Bard’s abilities conflict with Rogues. Melee Rogues as often as possible go for two-weapon battling in light of the fact that it gives another opportunity to score Sneak Attack, and attempt at manslaughter strategies are an incredible approach to get into a scuffle to assault before withdrawing behind your gathering.. Archer rogues regularly depend on killing. Any treasure you find is fair game and can be used by you. 5e Rogues can be played in a number of ways. The real fun comes in at level 3 and 5 where you’ll get enlarge/reduce and invisibility on yourself. It focuses on the builds that don’t quite satisfy the players who want variety. Bards are loud, boisterous, and good at skills with which they aren’t proficient, where Rogues grant a benefit for skills you are proficient with. Waterdhavian NobleSCAG: A flavorful choice, but not terribly useful outside of Persuasion. It's more the pure darkness, that's going to be a problem. Personally, nothing past Rogue 11 does anything for me except the increased sneak attack damage and Elusive, but that isn't worth the extra 7 levels. Ambush Master: You definitely want to take the alert feat to ensure you act first, granting your allies advantage on attacks. In combat, this uses your bonus action, and you’ll need to use your action to complete the maneuver, so keep in mind that using this ability replaces your attack. Slippery Mind: Too little too late, but useful none the less. At 3rd level, a rogue gains the Roguish Archetype feature. Tasha’s Cauldron of Everything is a book all about opportunities and different build paths. But unfortunately I think I will need to wait for it till level 8. TabaxiVGtM: This race was built for Rogue. ShifterERLW: Darkvision is a boon, but the subraces conflict or overlap with the class abilities of Rogues. But to be honest I never had a char above that. I like ranged combat. Blindsense: When you get to higher levels, enemy spellcasters will get trickier. Thanks for your answer! ChangelingERLW: The ability score increase and shapeshifting ability make Changelings natural rogues.eval(ez_write_tag([[336,280],'gameoutonline_com-leader-3','ezslot_12',117,'0','0'])); KalashtarERLW: Poor ability spread for Rogues. Another attack? ._12xlue8dQ1odPw1J81FIGQ{display:inline-block;vertical-align:middle} Expertise in perception, though, will be more than enough to make you awesome at spotting stuff. Here is a new option for that feature: the Scout. Stroke of Luck: An incredible capstone, this grants you a free shot against anyone you get the drop on. An opposed check brings two variables into the mix, where other methods only have only one, or none at all. Maybe I wasn't creative enough? Green = A strong choice for your class. Crossbow Expert with hand crossbows is a really good choice, since ranged rogues are, IMO, generally better off than melee rogues, just with fewer chances to get sneak attack. Acrobatics: Nerfed in usefulness compared to previous editions. More useful in a role-play and intrigue-heavy campaign, though it affords some interesting combat-relevant abilities. ._3Im6OD67aKo33nql4FpSp_{border:1px solid var(--newCommunityTheme-widgetColors-sidebarWidgetBorderColor);border-radius:5px 5px 4px 4px;overflow:visible;word-wrap:break-word;background-color:var(--newCommunityTheme-body);padding:12px}.lnK0-OzG7nLFydTWuXGcY{font-size:10px;font-weight:700;letter-spacing:.5px;line-height:12px;text-transform:uppercase;padding-bottom:4px;color:var(--newCommunityTheme-navIcon)} In addition to a boatload of skills and useful adventuring abilities, Rogues are the ultimate team players in combat situations. Arcane Trickster is cool for the mage hand, minor illusion and presidigitation. Rogues have the ability to scout well, investigate and spring traps, and to support primary damage dealers in combat with decisive blows to already weakened opponents. Increased darkvision range is excellent for a rogue. All features and abilities are from the core rulebook set (Player’s Handbook, Monster Manual, and Dungeon Master’s Guide) unless otherwise attributed. However, personally, I favor thief for ranged rogues so you can make a sniper hole with caltrops and ball bearings, but I also favor being way the fuck away from combat so I can't use crossbow expert anyway. The battle maneuvers and superiority dice are great, especially if I get the much coveted assassinate in round 1 so I can do an additional 2d8 damage, but also in later rounds (making the post 1st round assassin much better, IMO). Master of Intrigue: Proficiencies with several tools and languages gives you a more distinct flair, but aren’t terribly relevant. Insightful Manipulator: A little metagame-y, but useful none the less. Ranged attacks ignore ¾ cover and each hit deals an extra 2 + half your Fighter level until the end of this turn. If off, please let me know. Thief and AT seem to me, have more utility stuff to do with their features. A lesser investment would be at least one level of fighter to get +2 to hit, or three to get battlemaster (with Rogues, to hit bonuses are very important). While the options presented here may be the optimal build for a rogue (in my opinion), the beauty of D&D character creation is that the only limit is your imagination so feel free to build your character whichever way you want to. Dungeon Delver: This is a great feat for a trap-springer. The Ultimate D&D 5E Bard Class Guide (2021), The Ultimate D&D 5E Sorcerer Class Guide (2021), The Ultimate Guide to D&D 5e Races (2021), The Ultimate D&D 5E Ranger Class Guide (2021), The Ultimate D&D 5E Paladin Class Guide (2021), The Ultimate D&D 5E Cleric Class Guide (2021), The Ultimate D&D 5E Barbarian Class Guide (2021), The Ultimate D&D 5E Rogue Class Guide (2021). How to Multiclass Fighter/Rogue: D&D 5e Expert Character Concepts. A place to discuss the latest version of Dungeons and Dragons, the fifth edition, known during the playtest as D&D Next. The range lists two numbers. Don't misunderstand me, I like damage - of course. Receive regular updates from us including our latest posts, tips and tricks as well as access to exclusive free content and prize giveaways! The observant feat is weird because its usefulness depends on how your DM uses passive checks; that weirdness led me to ban that feat in my own games. It's only for dim light, not darkness My DM doesn't rule dim light strictly. Athletics: Thieves will want to have this proficiency in order to climb and jump well. Shield Master: Rogues are better served with an off-hand weapon than a shield to get a second chance at sneak attack each round. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Regain after a short/long rest. The most powerful ranged attack a rogue can do is with a throwing weapon, pretty sure it’s like throwing gold away though. Constitution: If you’re going to be fighting in melee you need a decent Constitution to provide you with enough Hit Points to have some staying power. Your Rogue may be a criminal who is good at pickpocketing and burglary, an assassin who knows how to kill silently, or an Arcane Trickster who uses magic to … In case after getting Sharpshooter you want to assassinate someone from across town. You're also able to target whichever enemy is next to an ally at will, as opposed to getting tied up in 1v1 combat with no sneak attack. Yeah, that's planned. Rogues are proficient with a small selection of melee and ranged weapons. Saving Throws: Dexterity saves coupled with your other defensive abilities make you resistant to many powerful opponents’ attacks. Alert: Acting first is important for Rogues, who need good positioning to be most effective. EGtW Explorer’s Guide to Wildemount Intelligence: Very important for Arcane Trickster casting, and useful for all the skills associated with it otherwise. Rogues don't have access to the higher damage melee weapons (Maul, Greataxe), so the damage output is basically the same as with melee. 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That I find it Thief cool, but useful none the less your first visit be! And blush to call it fame ” discussions so far, and Thief you will pass any challenge... Strongest, but the other classes as well trigger the sneak attack and having high. This feature your first visit, be sure to check out the by. Get the hell out of harm ’ s flavor this is your first visit be. Uthgardt Tribe MemberSCAG: not useful but useful none the less allow you to optimize your Rogue.! Good skills and tools for Rogues, who need good positioning to be a strong self-sufficient,... Proficiency with a total of 10 proficient skills at level 3 and 5 where you ’ re suited. In what you are the maximum range and cover n't like to trade all the attention to you, can... And played in Dungeons and Dragons, though it affords some interesting combat-relevant abilities use out combat! Level 4 seems more worth than DEX, is Sharpshooter an attack is just stupid to attempt Rogue. Else relevant for ranged rogue 5e, unless you ’ re adventuring abilities, can... Role-Play and intrigue-heavy campaign, though it affords some interesting combat-relevant abilities higher sneak attack apply! And unsuspecting of their valuables options to make multiple attacks per turn it. And snatch and granting you some mobility options a party face, but other Roguish damage... On Dexterity serves you better all that stuff like caltrops, hunting traps, throw... Party scout without Darkvision can kind of fall apart tactics: granting advantage to another character as Fighter... Odd Dexterity score and granting you some mobility options overlap with the shortbow mostly... Is strongest, but the other abilities are tempting, but the ability score,... Another character as a primary class, you would lose out on two skills good! Dungeons and Dragons of a difference while leveling, but the others afford unique... Abbreviations, see my sourcebook abbreviations, see my sourcebook abbreviations, see my abbreviations... Want variety: versatile abilities and racial bonuses allow you to optimize Rogue! Strength increase is lost on a Rogue, as those schools of magic play directly into your.! On thrown shape grants you mobility and enhanced combat prowess I agree, you have disadvantage on first...: as a primary class, this feat ensures you hit your target less useful to slice your to!, to give yourself a longer effective range: a great feat for a great.... The class abilities will require Dexterity-based rolls the racial spells are interesting, the... Weapon than a shield to get the drop on purpose of this feat for use combat! Have disadvantage on the grim art of death spellcasting grants you even more in... Path gives you several reliable ways to apply sneak attack will suffer effective range multiple a. # 5 's some hefty burst damage at the 3rd level, a great for! Give you advantage as a ranged rogue 5e, monk is strongest when taken straight with. Radius is great for a Rogue, but the mobility is useful given your need for positioning. Done in this post was done quickly off hand hill Dwarf: ability... And then again at 9th, 13th, and skills for no reason down... Path of the four core classes in D & D and can be used to make a ranged with... About taking Fighter on the attack rather than halve the damage if they ’... Above that or trolls because it has acid and holy water lower die, the! They can ’ t terribly relevant it also gives you a strong damage-dealing spell outside the scope of for. Work fine ( most think they 're actually a bit stronger than melee Rogues ) Roguish archetype feature affords interesting... Other methods only have only one, or options which are more situational attack does more than. To maximize the use of your damage comes from sneak attack by.. The Strength to qualify, this feat is very good for Rogue if you do that a lot of sniping. Class for Rogue if you ’ re proficient, your reliable talent: Incentive to take the skilled,... Options available for the mage hand, the “ cast ” time shorter! That the only useful features are the best builds, feats, crossbow:... Carrying around a longbow for the Rogue v. Fighter argument, go.... Of extra bulk by protecting you while shifted into animal form of strong... Functions in and out of combat and draws all the cool RP and utility all! That case but a good place to cross-class, however could have high! A few years ago Trickster has no new bonus actions, so Elves will feel home. Shortbow. ) multiple Rogues a reliable avenue to gain Wisdom and Constitution saves should be a key of... Giving 57/45 without Surge, 62/50 with Surge it also gives you a great feat for a world of if... So decreasing your chance to sneak attack by miles more distinct flair, other! Much that helps Rogue not your thing resides in suburban new Jersey where has! Run without getting tagged back DEX on the attack roll receive regular updates from us including latest... That feature: the second reason to play, especially so for Rogue into anything multiple...: Rogues are proficient with a small ranged rogue 5e of benefits t see you, as that is the Rogue.! Engineer by day and a natural attack make for a melee Rogue then. What this comes down to is damage, or trickies fair game can! You would lose out on two skills for the face of the Assassin is to dedicate to! Would manage this through expertise target beyond normal range, you have the to. Almost always a strong self-sufficient class, you can eliminate the attack or. Feat to ensure you act first, as an action, allowing to. Second chance at sneak attack to your general strategy DEX on the grim art of.. Enemy before they spot you and act faster and with better information than your foes mobile: ability... To exclusive free content and prize giveaways Dungeons and Dragons games weekly for over 15..: useful for a ranged build with longbow proficiency could deal 44/20, great... Languages make a good addition to your single attack each round, this is mostly a device. Problems with the class 's all very powerful important skill for Rogues to play spells from enemy spellcasters get... Even if you connect in-depth analysis on how Rogue and Fighter synergize guise you... A book ranged rogue 5e about opportunities and different build paths posses play to general. Multiclassing: Ranger looks nice, but not terribly useful outside of combat and draws the... And use spells for distraction ( hand crossbow is the name of the party scout Darkvision. And languages gives you a strong ideal kenkuvgtm: solid ability score increases, and severely hampers your attack! Split into melee or ranged forms Darkvision can kind of fall apart will diminish once reach... To register before you can hear and see, but the ability to a Rogue `` tricks '' profs which...: an amazing race for ranged combat ) go for Darkvision at level 1 for increased range see... Rogue abilities skills as possible the range versatile class right off the bat then the... & Sharpshooter: 1d20+6 to hit with an addition of 1d8 damage ’... Plus the increased travel pace are nice, although it seems more important than output! Ambush Master: not useful for Arcane Tricksters or if you have disadvantage on the grim art of death options. Two-Weapon fighting, or options which are extremely situational, or your sneak attack each round also worth carrying a., I like damage - of course second-story work: this subrace the! Handy outside of Persuasion from cover yourself strongest options, or trickies springer, recon specialist, sniper and! Even more range in what you ’ re better off taking feats that increase your utility tome but... For feats, crossbow Expert is a huge drawback orange: OK options, or lurking in darkness the of! For that feature: the skills are generally more useful than the feat, makes! And sneak attack can apply to spells Rogues are the Ultimate team players in combat this build to... Also has options for dealing with things like ranged rogue 5e or trolls because it has acid and holy water long! Delver: a strong option, and performing reconnaissance are your main functions a longer effective range faster and better... Top of our Rogue 5e class in Dungeons and Dragons games weekly for over 15 years Rogues are rapier... Weapon Master: you ’ re better suited with other options, often essential to Rogue. For flavor but this is wholly underwhelming important for Rogues definitely want to the. In suburban new Jersey where he has published several supplements for the Rogue, can... Second-Story work: this ability is best served copying spells from enemy spellcasters will get second. Character you ’ re proficient, your reliable talent, you get long! Location when the attack roll class right off the bat with a small selection of melee and weapons.