Rogue

The class that picks locks, finds traps and lands one huge hit from the shadows: the party's key-holder.

Game version: 4.1.1 (Patch 8) · Last updated: 3 August 2026

You are the one who picks the locks and finds the traps. But the real question is what you picked at each level. It is all below, 1 to 12.

Quick summary

Rogue — summary

Game version: 4.1.1 (Patch 8) · Last updated: 3 August 2026

  • Hit die — d8
  • Main ability — Dexterity
  • Saving throws — Dexterity, Intelligence
  • Armour — Light armour only
  • Weapons — Simple weapons plus hand crossbows, longswords, rapiers and shortswords
  • Resource — No resource: Sneak Attack simply works once per turn, for free
  • Feat levels — 4, 8, 10, 12
  • Ability scores — Strength 8, Dexterity 17, Constitution 14, Intelligence 10, Wisdom 15, Charisma 10
  • Party role — In a party this class covers: Melee damage, Stealth / lockpick, Ranged damage.

Two ready-made builds

  • Easy path: Thief — Twin-Dagger Keymaster — One class. The extra bonus action lets you strike twice a turn, and you handle every lock.
  • Strong path: Gloom Stalker + Assassin — The hardest opening in the game: you start the fight from stealth and drop most enemies before they act. It mixes two classes.

Subclasses

  • Thief — Unlocks at level 3. Gives you an extra bonus action every turn: one of the most useful subclass features in the game.
  • Assassin — Unlocks at level 3. Deals enormous damage on the first round, but only if you set up an ambush from stealth.
  • Arcane Trickster — Unlocks at level 3. Adds a few spells to your thievery, but it also wants Intelligence, so the build spreads thin.
  • Swashbuckler — Unlocks at level 3. Lets you land Sneak Attack in melee without hiding: a duellist who dives in alone.

Recommended races

  • Wood Elf — +2 Dexterity, +1 Wisdom and extra movement speed: the best race for stealth.
  • Halfling — The Lucky trait rerolls your natural 1s, and missing a Sneak Attack hurts, so this matters.
  • Drow — +2 Dexterity, hand crossbow proficiency and superior darkvision.

Recommended backgrounds

  • Urchin (Sleight of Hand, Stealth) — Both proficiencies come from Dexterity: Sleight of Hand for locks and pockets, Stealth for the opening strike — the Rogue's two core jobs.
  • Criminal (Deception, Stealth) — Stealth from Dexterity again; Deception runs off Charisma and makes the Rogue the party's second talker.

Companions who play this class

  • Astarion — Arcane Trickster

Resource rhythm

  • The Rogue's biggest advantage is not counting resources: Sneak Attack is once per TURN, not per rest. Let the party's casters decide when to long rest.
  • Cunning Action is free too: hide every turn. The only cost is your bonus action, and every turn you leave it unused is a loss.

In Honour Mode

  • The Assassin's edge lives in the first round only, and Legendary Actions drag fights out, so a one-strike build gets weaker in Honour Mode.
  • The dual-dagger Thief build is safer: the bonus action works every round, and lock and trap proficiency raises your margin for error on a single save.

Level by level: Thief — Twin-Dagger Keymaster

  • Level 1 — Skills: Stealth, Sleight of Hand, Perception, Persuasion · Expertise: Stealth, Sleight of Hand · Gain: Sneak Attack
    • Sleight of Hand — Lockpicking and pickpocketing: take it if the party has no thief.
    • Stealth — Hiding, for setting ambushes and slipping past trapped rooms.
    Tip: Put Expertise into Stealth and Sleight of Hand: locks and traps rely on those two.
  • Level 2 — No choice · Gain: Cunning Action Tip: Dash, disengage or hide as a bonus action. This is where Rogue damage comes from: hide every turn, then guarantee your Sneak Attack.
  • Level 3 — Subclass: Thief · Gain: Fast Hands Tip: Dual-wield daggers so both bonus actions land a hit.
  • Level 4 — Ability Improvement: Dexterity +2 (17 → 19) · Gain: Ability Improvement
    • Ability Improvement (Dexterity +2)
  • Level 5 — No choice · Gain: Uncanny Dodge Tip: Halve the damage of one attack you can see, using your reaction. Do not spend it on small hits: wait for the biggest one of the round.
  • Level 6 — Expertise: Acrobatics, Perception · Gain: Expertise
    • Perception — You spot hidden doors and traps: the most-rolled check in the game.
    • Persuasion — You are the party's mouth: your proficiency bonus doubles on persuasion checks.
    Tip: Doubles your proficiency bonus in the skills you choose. If you are the party's lockpicker, put Sleight of Hand here first.
  • Level 7 — No choice · Gain: Evasion Tip: On area damage you take nothing on a successful save and half on a failure. You no longer need to fear standing in a Fireball.
  • Level 8 — Feat: Alert · Gain: Alert
    • Alert
  • Level 9 — No choice · Gain: Supreme Sneak Tip: Advantage on Stealth checks. If you are the party's lockpicker and trap-finder, you can now scout entirely on your own.
  • Level 10 — Ability Improvement: Dexterity +1, Constitution +1 (Dexterity 20) · Gain: Ability Improvement
    • Ability Improvement (Dexterity +1, Constitution +1)
  • Level 11 — No choice · Gain: Reliable Talent Tip: On skills you have expertise in, rolls below 10 count as 10. There is no such thing as a bad roll for your persuasion or lockpicking any more.
  • Level 12 — Feat: Lucky · Gain: Lucky
    • Lucky

Level by level: Gloom Stalker + Assassin

  • Level 1 — Start as a Ranger · Skills: Stealth, Perception, Survival · Gain: Favoured Enemy
    • Bounty Hunter — Extra damage against bound or dazed enemies: the most generally useful pick.
    • Urban Tracker — Proficiency in Persuasion, which pays off in city scenes.
    Tip: Do not be confused: yes, this is the Rogue page, but the first five levels are Ranger.
  • Level 2 — Fighting Style: Archery · Spells: Hunter's Mark, Longstrider · Gain: Archery
    • Archery — A lasting bonus to bow and crossbow accuracy: a marksman's first pick.
    • Hunter's Mark — Extra damage on every hit against the marked enemy: your opener in every fight.
    • Ensnaring Strike — Binds the enemy you hit in vines so they cannot move.
    Tip: A flat bonus to ranged attack rolls. In any bow build this is the first fighting style to pick.
  • Level 3 — Subclass: Gloom Stalker · Gain: Dread Ambusher
    • Longstrider — An all-day speed boost: cast it on the whole party.
  • Level 4 — Feat: Sharpshooter · Gain: Sharpshooter
    • Sharpshooter
    Tip: Ignores height and cover penalties. The cornerstone of a build that shoots from high ground; use its accuracy-for-damage toggle with the same logic.
  • Level 5 — Pick 1 spell: the Ranger half ends here · Gain: Extra Attack
    • Pass Without Trace — Makes the whole party nearly unseen: the easiest way to set an ambush.
    Tip: The biggest power jump in the game: your attacks per turn double. If you plan to multiclass, do not branch before you have this.
  • Level 6 — SWITCH CLASS NOW: choose Rogue · Gain: Sneak Attack Tip: When levelling up, click the Rogue card instead of continuing as Ranger.
  • Level 7 — No choice · Gain: Cunning Action Tip: Hide with your bonus action each turn so you have advantage again next turn.
  • Level 8 — Subclass: Assassin · Gain: Assassinate
  • Level 9 — Ability Improvement: Dexterity +2 (17 → 19) · Gain: Ability Improvement
    • Ability Improvement (Dexterity +2)
  • Level 10 — No choice · Gain: Uncanny Dodge Tip: Halve the damage of one attack you can see, using your reaction. Do not spend it on small hits: wait for the biggest one of the round.
  • Level 11 — Expertise: Stealth, Perception · Gain: Expertise Tip: Doubles your proficiency bonus in the skills you choose. If you are the party's lockpicker, put Sleight of Hand here first.
  • Level 12 — No choice · Gain: Evasion Tip: On area damage you take nothing on a successful save and half on a failure. You no longer need to fear standing in a Fireball.

Key equipment

  • Gloves of Archery (Act 1) — A flat damage bonus for a bow-using Rogue. Where: Act 1, Goblin Camp — sold by the trader Grat.
  • The Deathstalker Mantle [Dark Urge] (Act 1) — You turn invisible on a kill, so you can set up a fresh ambush every turn. Where: Dark Urge origin only — given by Sceleritas Fel at camp. No other origin can obtain it.
  • Bhaalist Armour (Act 3) — Enemies near you lose their piercing resistance, nearly doubling your dagger damage. Where: Act 3, the Murder Tribunal — sold by the Echo of Abazigal after you pledge loyalty to Bhaal.
  • Helldusk Gloves (Act 3) — Adds fire damage to every attack. Where: Act 3, House of Hope — worn by Haarlep in the Boudoir.

Combat tips

  • Hide with your bonus action at the end of each turn to guarantee next turn's Sneak Attack.
  • Sneak Attack only works once per turn, so save it for your strongest hit.
  • Standing next to an ally also counts as advantage, so strike from beside your frontliner.
  • Open every locked door yourself so the party never needs anyone else.

Common mistakes

  • Do not try to wear heavy armour: the Rogue can only use light armour.
  • Do not charge into the middle of the enemy in the open: your health is among the lowest in the game.
  • If you pick Assassin, remember to start the fight: without an ambush the subclass does nothing.

All twelve classes and the party picker

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