DnD 5e Rogue and Rogue subclass mains may have to brush up on the best subclass after the major changes to the PHB in 2024.
Through the many ups and downs of Dungeons and Dragons 5e, the Rogue remained one of the most reliable classes. The class’s versatility and reliability made it popular for new players and veterans alike. While its power level never needed much in the way of adjusting, DnD 2024 did opt to make significant changes to spice up the class’ core gameplay.
Every subclass for Rogue received tweaks that emphasized their strengths while also adding a few fresh twists. These changes are different enough to warrant even veterans needing a guide. The core of savvy grit remains, but some new features give players a lot of fun potential to play with in their character builds.
Table of Contents
- DnD Rogue 5e 2024 level progression
- Every DnD 5e Rogue subclass explained
- The best Rogue Subclass in DnD 5e 2024
DnD Rogue 5e 2024 level progression

Rogues will gain various class features and resources per level, and the higher they go, the more powerful they become.
Level | Class Features | Sneak Attack |
1 | Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery | 1d6 |
2 | Monk’s Focus, Unarmored Movement, Uncanny Metabolism | 1d6 |
3 | Rogue Subclass, Steady Aim | 2d6 |
4 | Ability Score Improvement | 2d6 |
5 | Cunning Strike, Uncanny Dodge | 3d6 |
6 | Expertise | 3d6 |
7 | Evasion, Reliable Talent | 4d6 |
8 | Ability Score Improvement | 4d6 |
9 | Subclass Feature | 5d6 |
10 | Ability Score Improvement | 5d6 |
11 | Improved Cunning Strike | 6d6 |
12 | Ability Score Improvement | 6d6 |
13 | Subclass Feature | 7d7 |
14 | Devious Strikes | 7d7 |
15 | Slippery Mind | 8d8 |
16 | Ability Score Improvement | 8d8 |
17 | Subclass Feature | 9d9 |
18 | Elusive | 9d9 |
19 | Epic Boon | 10d10 |
20 | Stroke of Luck | 10d10 |
Players can check out more details on DnD Beyond, especially if they’re used to the original iteration of Rogue. The guide here will focus on the core subclasses of Rogue in 2024, and what they’re specific strengths are.
Every 2024 DnD 5e Rogue subclass explained
The 2024 Player’s Handbook buffed much of Rogue’s combat capabilities across the board and frontloaded its utility features. Martial classes received potent buffs across the board, and Rogue is no exception. The potency of Cunning Strikes and Sneak Attack makes Rogues very dangerous initiations and single-target damage dealers.
That said, Rogues were never meant to carry a fight solo. Rogues shine most outside of combat, and the changes in 2024 also acknowledged that. The early Reliable Talent and Expertise make Rogues powerful additions to any party. And when it comes to builds, its subclasses still shine.
Arcane Trickster

Arcane Tricksters seamlessly blend magic and subterfuge to deceive their opponents in and out of combat. At the 3rd level, these rogues learn Spellcasting and gain access to the Wizard spellcasting list. Here is the spellcasting table for Arcane Tricksters. For a full list of Wizarding spells, players may refer to the 2024 Player’s Handbook.
Rogue Level | Prepared Spells | 1st | 2nd | 3rd | 4th |
3 | 3 | 2 | – | – | – |
4 | 4 | 3 | – | – | – |
5 | 4 | 3 | – | – | – |
6 | 4 | 3 | – | – | – |
7 | 5 | 4 | 2 | – | – |
8 | 6 | 4 | 2 | – | – |
9 | 6 | 4 | 2 | – | – |
10 | 7 | 4 | 3 | – | – |
11 | 8 | 4 | 3 | – | – |
12 | 8 | 4 | 3 | – | – |
13 | 9 | 4 | 3 | 2 | – |
14 | 10 | 4 | 3 | 2 | – |
15 | 10 | 4 | 3 | 2 | – |
16 | 11 | 4 | 3 | 3 | – |
17 | 11 | 4 | 3 | 3 | – |
18 | 11 | 4 | 3 | 3 | – |
19 | 12 | 4 | 3 | 3 | 1 |
20 | 13 | 4 | 3 | 3 | 1 |
Arcane Tricksters also gain three cantrips, one of which must be the enhanced Mage Hand Legerdemain. In contrast to regular Mage Hand, this cantrip can be cast as a bonus action and is invisible. It can also make Sleight of Hand checks for the rogue. Some players may scoff at the Legerdemain, but it’s core to the non-combat gameplay of Trickster. The long reach and invisibility mean players can pick pocket, sabotage, and generally mess with their opponents more easily.
At the 9th level, rogues learn Magical Ambush. This feature allows the invisible rogue to impose disadvantage on any saving throw against a creature that cannot see the trickster. For Arcane Tricksters wanting to save their spells for more important moments but still contribute to combat, this is a great feature to have.
At the 13th level, the Trip option of Cunning Strike can now be used on any creature within 5 feet of the Mage Hand. Much like Magical Ambush, this is yet another way for Tricksters to contribute to combat while remaining well out of harm’s way.
At the 17th level, rogues may try to steal a spell that targets or catches them within its area of effect. If the opposing caster fails an Intelligence saving throw, the spell is negated, and if it’s of a level the rogue can cast, they have it prepared for the next 8 hours. Additionally, the opposing caster cannot cast that spell for 8 hours. The unique nature of this feature makes it powerful but also quite risky. A stolen spell in combat could swing the tide of battle.
Assassin

Assassins are masters of single-target kills, utilizing devastating stealth and poison attacks to take down enemies. At 3rd level, these rogues gain advantage on Initiative rolls and Surprising Strikes. On the first round of each instance of combat, the rogue has the advantage over all creatures that have not taken a turn. If a creature is hit by the rogue’s Sneak Attack, it takes extra weapon damage equal to the Rogue’s level.
These assassins also gain access and proficiency with the Disguise Kit and the Poisoner’s Kit. At the 9th level, assassins gain Infiltration Expertise. They can mimic another person’s speech and handwriting after an hour of study. Additionally, while using Steady Aim, their speed remains unchanged. These give Assassins a bit more utility in roleplay, instead of simply being single-target murder machines.
At the 13th level, assassins can use Envenom Weapons. When using the Poison option for Cunning Strike, the target creature takes an extra 2d6 poison damage on failed saving throws. This damage ignores poison resistance. In the cases where an Assassin cannot take down an opponent in a single strike, this poison will do the trick.
At the 17th level, assassins master the Death Strike. With this feature, any creatures hit with the rogue’s Sneak Attack must succeed on a Constitution saving throw (DC 8 + Dexterity Modifier + Proficiency Bonus). If the creature fails, it will take double damage from the attack. The best part of Death Strike is that it costs no extra resources, and furthers the single-target destruction.
Soulknife

Soulknife rogues strike with the might of their minds, dealing psionic chaos on their opponents. At the 3rd level, these rogues gain access to Psionic Power. These allow them to perform special psychic or psionic actions, at the cost of Psionic Energy dice. The table below lists the details of this resource.
Rogue Level | Die Size | Number |
3 | D6 | 4 |
5 | D8 | 6 |
9 | D8 | 8 |
11 | D10 | 8 |
13 | D10 | 10 |
17 | D12 | 12 |
A single use of Psionic dice is regained after a short rest, and a long rest replenishes all of them.
- Psi-Bolstered Knack – On a failed ability check on a skill or tool you have proficiency in, rogues can expend one Psionic Energy dice and add the resulting number to the roll. The dice is only expended on a successful roll.
- Psychic Whispers – For one Psionic Energy dice, rogues can choose several creatures equal to their proficiency bonus within their sight. For a number of hours equal to the Psionic Energy roll, these creatures can speak telepathically with the rogue and any other linked creatures. The range extends up to one mile. Creatures can end this connection at any time.
These Psionic moves showcase how well Psionic Rogues can even the odds. Knack is a particularly handy tool in the early game, when the player’s level isn’t quite hefty enough for reliable rolls.
Rogues can also conjure Psychic Blades at this level. As part of an Attack or Opportunity Attack action, Rogues can manifest a psychic blade in their free hand. It deals 1d6 + ability modifier Psychic damage on a successful hit. It has the Finesse and thrown property. The blade also has the Vex weapon mastery, but does not count against other learned weapon masteries. These are decent bonus damages at little cost to the rogues.
These blades leave no mark and vanish immediately after use. As a Bonus Action, rogues can also summon a psychic blade in their other free hand, though this version only deals 1d4 Psychic damage. At the 9th level, the Psychic Blades become Soul Blades and gain the following features.
- Homing Strikes – On a missed attack roll with Soul Blade, the rogue can use a Psionic Energy die and add its number to the attack roll. If the attack becomes a success, the Psionic Energy die is spent.
- Psychic Teleportation – At the cost of one Psionic Energy die, rogues can throw a Soul Blade and teleport a number of feet equal to 10 times the number rolled.
At the 13th level, rogues can use a Magic action to cast Psychic Veil. This feature turns them invisible for one hour. The condition will end early if the rogue deals damage or forces another creature to perform a saving throw. Uses are regained by spending one Psionic Energy die per use, or after a Long Rest. Thought not quite a shadow thief, the sheer amount of tricks Psionic Rogues have make up for it.
At the 17th level, Rogues gain Rend Mind. When dealing Sneak Attack damage with Psychic Blades, the affected creature must make a Wisdom saving throw. On failure, they are stunned for one minute. The stunned target must repeat this saving throw at the end of each of its turns until it succeeds. Rend Mind can be restored after a long rest or expending three Psionic Energy dice. This is the Psionic Rogue’s most prominent feature.
Thief

The Thief subclass is as classic as Rogue gets in DnD 5e, using sleight of hand and fast movement to rob foes blind. At the 3rd level, rogues gain Fast Hands, which grants them the following Bonus Actions.
- Sleight of Hand – Make a Sleight of Hand check to pick locks, disarm traps, or pick pockets.
- Use an Object – Instead of costing an action, using items (magic and otherwise) only uses a bonus action.
At the same level, rogues also gain Second Story Work, which sets climb speed equal to movement speed. Jumps can also be modified with Dexterity instead of Strength. All these features make thieves naturally handy and flighty, very nifty in situations where a rogue cannot beat something by themselves.
At the 9th level, Supreme Sneak adds Stealth Attack to the Cunning Strike options. While Invisible because of Hide, a Stealth Attack doesn’t make you visible, as long as the rogue is behind ¾ or total cover. This level of stealth is arguably more cost-efficient than Shadows or Soulknife in cramped spaces, as it costs no resources and doesn’t even break the Invisibility condition.
On the 13th level, thieves master the Use of Magic Devices. They can attune up to four magic items simultaneously. If a magic item has charges, rogues can roll a 1d6. If they roll a 6, no charge is expended. The boon here is being able to attune to four magic items, as it allows the Thief sublcass to use abilities they would not otherwise have access to.
Finally, thieves can use any spell scrolls, even if they’re of a higher level. However, they must succeed on an Arcana check plus the spell’s level. If that check is failed, the scroll will be destroyed and the spell will be lost. At the 17th level, Thief’s Reflexes gives rogues two turns during the first round of any combat. The second turn comes after your Initiative minus 10.
What is the best Rogue subclass in DnD 5e in 2024?
Arcane Trickster is the best all-around Rogue subclass in DnD 5e 2024. Every subclass is viable for Rogue after the 2024 rework, but Arcane Trickster is easy to pick up and incredibly versatile. The Bonus Action economy of Rogue makes popular cantrip combos such as Booming Blade into Cunning Strike quite effective.
Arcane Tricksters also have access to the Wizard spell list, arguably the most powerful magic class in Dungeons & Dragons. Despite these advantages, Rogues can excel in all the other subclasses. They will just need a bit more work than Arcane Trickster to get going, but once that potential is achieved, all Rogue subclasses are effective.