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.
- 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.
- 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.
- 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.
- 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
- 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.
- 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.
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