Rogues in Dungeons & Dragonshave on the role of assassins, saboteurs, and clandestine operatives for parties and villainous organizations alike. Due to their sheer damage output and skill potential, Rogues become a staple presence in any player table. And at the right hands, Rogues inDungeons & Dragonsbecome threats in almost any situation - be information technology in a gainsay encounter or a Skill Check.

Rogues aren't e'er black-clad killers with daggers, though. As a affair of fact, both the baseThespian's Handbookand contempo expansions provide players with a whole swath of Roguish Archetypes to choose from. And for any Rogue newcomer, some of these Archetypes volition indeed outkill the balance.

Inquisitive

Inquisitive

The Inquisitive fills in the gap that other people don't usually notice. Rogues who accept on the Inquisitive Archetype tend to notice things that other people don't e'er want them to notice. Inquisitives grab liars in the act and tin spot inconsistencies in environments that brand them great trackers.

  • Advantage:Cypher mayhap beats an Inquisitive'southward unparalleled approach towards Perception and Insight. Their Subclass Features excel in arming them with the means to see through hidden things.
  • Disadvantage:Sadly, the Inquisitive does have a lack of an "active' component to their repertoire. In that location'south non much to practise later an Inquisitive spots an inconsistency in their environment.

Notable Subclass Features:

  • Insightful Fighting:Inquisitives who took Expertise in Insight can do a lot of wonders with Insightful Fighting. When successful, Insightful Fighting gives the Inquisitive the opportunity to make a Sneak Attack even without the assail roll Advantage.
  • Unerring Eye:Admitting Wisdom-based, Unerring Heart is a great result for a WIS investment given its power to spot illusions.
  • Steady Optics:When combined with Eye for Detail, Steady Optics become a great way to detect hidden enemies and hidden traps. Granted, Steady Eyes does have a move limitation, making them great for pre-combat planning.

Mastermind

Mastermind

Masterminds live just to serve - but themselves first, their masters second. Masters of information, Masterminds have ways of borer and navigating layers upon layers of intrigue to get information they need. Spymasters, courtiers, and schemers fall under the Mastermind Classic.

  • Advantage:Players with a knack for intrigue will love the Mastermind in extremely social campaigns. Their ability to gather information, analyze them, and misdirect others are welcome assets when dealing with socialites and other deceitful NPCs.
  • Disadvantage: Sadly, the Mastermind doesn't take a lot of agile or combat options that Rogues should normally have. When underutilized, the Mastermind can severely underperform in combat.

Notable Subclass Features:

  • Master of Tactics: Perhaps their only combat-oriented ability, Master of Tactics allows Masterminds to utilise Assist every bit a Bonus Action. And when used to help an ally attack another fauna, Help'southward range extends to enemies every bit far as 30ft.
  • Insightful Manipulator:A unique fashion to metagame, Insightful Manipulator allows the Mastermind to determine the Class Levels, Charisma Score, Wisdom Score, or Intelligence Score of a target versus their own. Doing then tin help them and the party identify particular Spells or abilities that may or may not work on them.
  • Misdirection:Equally a Reaction, if the Mastermind is beside a creature that can act as cover, they tin can force an incoming attack to target that creature instead of them.

Thief

Thief

Thieves are the true archetypal Rogues - larcenous to a fault. They're virtually notably individuals with a peculiar mastery of their craft - investigators, delvers, explorers, or even the mutual criminal. Despite being the almost common Roguish Archetype, Thieves aren't to mess with.

  • Advantage:Thieves become the perfect dungeon delvers especially with their abilities to disarm traps and open up locks. Players who desire the perfect infiltrator won't have much difficulties with the Thief.
  • Disadvantage:True to their elementary nature, the Thief doesn't offering as much with regards to utility options. Players who want to rake in damage or do other flavorful things might want to endeavour out other Roguish Archetypes.

Notable Bracket Features:

  • Fast Hands:With the right hands, Thieves can make the most out of Cunning Action to utilise diverse objects as Bonus Actions. Being able to apply various kits in such a quick style can transform a Thief into a toolkit powerhouse.
  • Thief'due south Reflexes:Despite beingness accessible at 17th Level, Thieves go a monster every bit this Feature allows them to take two turns during the starting time round of whatsoever gainsay. This essentially allows them to lay ambushes, start attacks, or brand quick escapes should the need arise.
  • Utilise Magic Device:Thieves with this Feature volition ignore whatever Form, Race, and Level Requirements when information technology comes to using Magic Items. This greatly boosts a Thief's usefulness in any dimension of the campaign.

Scout

Scout

Scouts see the wilderness every bit their home, and they accept all the tools needed to explore new locations safely and without much problems. Scouts work best as spies, bounty hunters, and ambushers - all excelling in their avant-garde knowledge of terrain.

  • Reward:Straightforward to a mistake, Scouts can almost outpace Rangers in terms of Survival and Nature Skills. Scouts are a swell pick for players who desire to go Rangers in flavor but without its features.
  • Disadvantage: The Scout does favor long-ranged combat compared to the usual melee DPS - which ways there are fewer people keeping enemies at bay on the frontlines.

Notable Subclass Features:

  • Ambush Principal:This Feature gives the Sentinel an Advantage towards Initiative Rolls. Additionally, allies accept Advantage to attack rolls against the outset creature the Scout hits as before long as combat begins. This lasts until the Scout starts their turn once more.
  • Sudden Strike:This Feature grants the Scout an Actress Attack as a Bonus Action. Moreover, this attack tin can become a Sneak Attack, effectively doubling the Sneak Attack harm for that plough. Granted, Scouts can't apply Sudden Strike to make Sneak Attacks to the same target twice during that same turn.
  • Skirmisher:Great for ranged builds, this Feature allows Scouts to use their Reaction to quickly exit the attain of a fauna that ends their turn adjacent to them.

Phantom

Phantom

Phantoms become so immersed with killing that they form a mystical connectedness with expiry itself. Rogues who transform into Phantoms become the silent confidants of dark mages, agents of deathly entities, or an emissary of incomprehensible power.

  • Reward:Flavor-wise, Phantoms are a great way to access knowledge from the expressionless that Clerics and necromancers are normally capable of doing. With Soul Trinkets, Phantoms take a deadly source of extra damage and means of asking questions to the dead.
  • Disadvantage:Dissimilar other Roguish Archetypes, Phantoms practise get slow burners. Their all-time features easily become accessible at around 9th Level, but their skillset spirals into greatness after that.

Notable Bracket Features:

  • Tokens of the Departed:Hands the breadstuff and butter of the Phantom, access to Soul Trinkets tin grant a wide diversity of benefits. Information technology has 3 advantages - Advantage on Constitution Saves, boosted damage, and asking questions to the dead.
  • Whispers of the Dead:Being able to pick upwards any Skill on such short notice can get extremely useful in a pinch. With this, Phantoms become a Swiss Regular army Knife.
  • Wails from the Grave:Since this attack's damage halves a reroll of all the dice used in Sneak Attack, it tin beginning quite slow. However, the more stiff the Phantom'due south Proficiency Bonus and Sneak Assail Damage becomes at higher levels, the deadlier Wails from the Grave becomes against its targets.

Soulknife

Soulknife

Soulknives utilize the ability of their minds to infiltrate their opponents - attacking on both physical and psionic fronts. Given their talents, Soulknives hands find themselves in the employ of governments or mystical parties in demand of psychics.

  • Advantage:Soulknives can capitalize the use of their Psionic Energy Dice, especially since in that location's e'er something to exercise fifty-fifty with a low-enough roll. This makes resource management something more manageable for Soulknives.
  • Disadvantage:Despite their reliable nature, the rather straightforward nature of the Soulknife might make them lacking in terms of season and creative areas.

Notable Subclass Features:

  •  Psionic Ability:Easily the Soulknife's staff of life and butter, Psionic Power gives them admission to Psionic Energy Dice that they can use for a myriad of furnishings. For Psi-Bolstered Knack, Soulknives become a much-needed boost towards Skills. And with Psychic Whispers, characters instantly become a means of telepathic communication - great for coordination.
  • Psychic Blades: The primary combat option of Soulknives, their Psychic Damage, and extended range makes them more strong compared to an ordinary dagger.
  • Soul Blades: This Characteristic grants Soulknives more options with their Psionic Energy Dice. They can apply Homing Strikes to try forcing an attack to hit and use Psychic Teleportation for quick exits.
  • Psychic Veil: This Feature grants full invisibility for an hour, which is a great way to disarm traps and Help allies in combat without being noticed.

Assassin

Assassin

Assassins are one with the shadows - striking their marks without ever existence noticed. Being masters of assassination and infiltration, Assassins often have the grade of bounty hunters, spies, killers, and anyone specifically trained to impale quietly.

  • Advantage: Perhaps the nearly straightforward across all Roguish Archetypes, the Assassin focuses on infiltration and bump-off. Its simple listing of Features will give newcomers an easy time dishing out devastating damage without e'er being seen.
  • Disadvantage: Despite the straightforward nature, Assassins practice lack utility options that Rogues are frequently known for.

Notable Subclass Features:

  • Assassinate:This Feature gives the Assassin an Reward against foes who haven't taken a plow in the entire combat meet. And when used against unsuspecting enemies, all hits confronting that surprised animal becomes Critical.
  • Death Strike:While a 17th Level Characteristic, the potential to double the damage of a surprise assault already makes up for a lot of DPS. Combined with Assassinate'southward instant Disquisitional, the Assassin can impale enemies quickly and without remorse.
  • Infiltration Expertise:Albeit more than of a flavor element than annihilation else, Infiltration Expertise is a great mode to "reestablish" embrace for Assassins - great for roleplay.
  • Impostor:A highlight feature of the Assassinator, being able to "mimic" a person's behavior, writing, and speech is frightening specially without magic. This is great for missions that involve infiltrating locations every bit someone else.

Swashbuckler

Swashbuckler

Swashbucklers transform combat into a performance - using dazzling speed and charming swordplay to captivate foes while killing them. Pirates and duelists oftentimes railroad train in the art of swashbuckling. And all Rogues who have on this Roguish Classic become deadly dancers with the sword.

  • Advantage:The Swashbuckler has Subclass Features that make them more reliable when it comes to applying Sneak Attacks. And when not attacking, the Swashbuckler has a lot of mobility options that make them extremely practiced when dodging attacks. Their Features fifty-fifty encourage Rogues to invest in Charisma to play the Face of the party.
  • Disadvantage. Despite the many perks of the Swashbuckler, their tendency to brand the Rogue focus on too many Power Scores may just provide mediocre foci instead of a tremendous focus.

Notable Bracket Features:

  • Fancy Footwork:This Feature provides a handy mobility option that gives Swashbucklers more than plenty room to try fleeing equally soon as they launch a melee assail.
  • Rakish Audacity:Bated from the Charisma Proficiency, this Characteristic adds a lot of benefits to the Sneak Attack feature. Primarily, Swashbucklers can now do Sneak Attacks even if the target is the merely side by side creature next to them. This Feature makes them more practiced in Sneak Attacks compared to other Rogues.
  • Panache:Essentially a taunting power, a Swashbuckler who uses this successfully to an enemy can either charm them or goad them into attacking simply the Swashbuckler.

Arcane Trickster

Arcane Trickster

An Arcane Trickster adds magic to their repertoire of nasty tricks and techniques. Thanks to illusions and enchantments, Arcane Tricksters take a broad multifariousness of tools to reach any task. And their unique arroyo towards magic gives the arcane an entirely new - and roguish - dimension.

  • Reward:Being the merely Subclass with a Spell List, the Arcane Trickster is easily the Subclass of option for players who want to maximize their utility options. Tapping into the Wizard spell list lonely gives Rogues access to ridiculously powerful combat options.
  • Disadvantage:Newcomers to the Rogue Class might feel overwhelmed with the addition of the Wizard spell list for this Class. Having access to this much utility might go underused at the easily of the inexperienced.

Notable Subclass Features:

  • Spellcasting:Easily the highlight of the Arcane Trickster, this Subclass gives players access to Illusion and Enchantment Spells.
  • Mage Hand Legerdemain:Cabalistic Tricksters have access to an improved Mage Hand, with this Feature adding more circuitous things that the Mitt could do that the ordinary version couldn't.
  • Magical Ambush:Casting a Spell while hidden volition accept the target receive a Disadvantage to the resulting Saving Throw.
  • Spell Thief:Despite beingness attainable at 17th Level, this Feature allows the Cabalistic Trickster to "steal" a Spell from some other Spellcaster. Firstly, the Rogue gets access to that Spell for the next eight hours. And every bit a kicker, the source of the Spell tin can't cast that same spell for the same duration.

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