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Best Rogue subclasses 5e in dnd? | Best subclass to choose for beginners
With such a diverse range of subclasses ranging from high damage dealing with more utility, rogues are one of my favorite classes. They are skill monkeys because they not only enjoy sneak attacks and selling a lot of damage, but they also have expertise.
Rogues use their agility and dexterity to move around the battlefield and avoid harm. They can deliver precise strikes, making them particularly lethal combatants. Every rogue has a skill set and areas of expertise that set them apart from the rest of their party.
Overall, the rogue is a versatile Dungeons & Dragons 5th Edition class that allows for a wide range of builds and characterization. The type has a natural affinity for opening doors and getting into places where others would generally be unable to. On the other hand, the archetypes influence how different rogue characters work mechanically and can inspire how you play them narratively. I’ll share my picks for the best rogue subclasses in this article.
Here’s a list of Rogue Subclasses I’ve created!
Conjurer of the Arcane
I admire arcane tricksters because they can cast magic spells (Illusion and Enchantment), particularly illusion spells. These spells have a lot of utility inside and outside combat, giving this subclass a lot more than just trying to get a sneak attack. The Mage Hand enhances the game by allowing you to pick locks and disarm traps from a distance (or also pickpockets).
You can enjoy this subclass by being playful and having some spells to help you.
It is an event not to be missed!
The Swashbuckler has unique abilities that make this rogue subclass stand out.
It can charm non-hostile players outside of combat, requiring no spell slots and not alerting the target. It’s not a spell, and it can’t be undone—a risk-free bit with the appearance of being a little over-powered.
Swashbucklers have Rakish Audacity in combat, and they don’t need to position themselves to enjoy a sneak attack, and they can use it almost freely. This class also uses charisma to fuel initiative, making it one of the fastest characters in the game.
Its Panache ability is also fantastic, allowing the player to engage in some role-playing. At the same time, disadvantaged target attacks against allies and do not take any opportunity attacks. A fantastic team-oriented quality.
A rogue subclass that gets more exciting as you level up. At lower levels, capabilities are limited. At higher levels, Tokens of the Departed and Ghost Walk demonstrate the class’s fantastic features, such as asking a spirit a question, having a flying speed of 10 feet, and being able to move through creatures, revealing the class’s true power.
The lower level ability of Wails from the Grave is only buffed at level 17, dealing significantly more damage to your targets.
This subclass has a mysterious feel that can be entertaining to play in role-playing scenarios.
These Rogues gain additional abilities to help them by using their Soul Trinkets.
They become tough to kill with an advantage on their Constitution and death-saving throws. They can even ask the spirits who inhabit the Soul Trinket questions using one of these trinkets.
The Phantom takes some time to fully develop their abilities, making them underwhelming at lower levels.
However, in the game’s mid-level and higher, the Phantom can deal massive damage while still providing ghostly utility to the party.
The soulknife of this character is unmistakable – attacks with these knives cause no visible damage.
This class also has psychic whispers, which can communicate with others telepathically and are helpful for infiltration.
At higher levels, the ability to teleport as a bonus action and turn invisible aids movement around the battlefield (Woohoo for infiltration again).
This class can be a lot of fun, depending on your GM. It can detect hidden creatures, see lies, and sensory illusions.
Combatally, it is similar to (but weaker than) a swashbuckler, with the ability to make a wisdom check that can be contested by the target’s charisma check. If the sneak attack is successful, it is automatic, even if no advantage on attack rolls exists.
Compared to the other subclasses, this class combines role-play and combat very specifically.
This class is a hybrid of a rogue and a bard, minus the magic and songs.
A Mastermind gains even more abilities than a regular rogue, such as proficiency with the disguise kit, forgery kit, and one gaming set. You will also have the opportunity to learn two languages.
However, its special abilities are severely hampered at higher levels, adding little value to combat and non-combat scenarios.
A one-sided class can deal a lot of damage. One of its most impressive features is its ability to create false identities or mimic another’s speech, writing, and behavior.
Because of its primarily one-sided abilities, this class becomes tedious after a while.
The Thief’s features are insignificant in comparison to the others. Fast hands have utility, but the other components are highly situational and relatively rigid. Second-Story Work is only practical when climbing on houses and buildings (probably to sneak into the house). Supreme Sneak improves stealth checks.
The Use Magic Device ability is a significant point of contention (is that even a word?). Sure, it can improvise magic weapons, but how many magical weapons specifically state that they are only for a specific class?
Only at level 17 does this class gain a combat buff, allowing it to take two turns during the first initiative.
Not very appealing. I have to
This class is a hybrid of a rogue and a ranger. Players can enjoy sneak attacks while also utilizing the ranger’s abilities. However, it does not have access to what makes a ranger a ranger (Fighting Styles, Extra Attack, Spells).
Why not go with a Ranger instead? That class is arguably more helpful and adaptable.
If you’re only looking for a scout for the sneak attack, there are better options above.
Rogue class features are strong enough that subclasses can afford to slack off, but there are still several outstanding subclasses in D&D 5e, while others have niche fits. Rogues excel when you use your imagination, so don’t let the game mechanics limit your options. The role of a rogue is to keep DMs on their toes.