All 4 DnD Rogue subclasses from the 2024 rulebook, standing next to each other in a forest.

When choosing D&D Rogue subclasses in the 2024 edition, you define the path your rogue follows. Shaping how you fight, sneak, and outwit your enemies. Subclasses are chosen at level 3 and the 2024 Player’s Handbook presents four official rogue archetypes to explore. These are: the Arcane Trickster, the Assassin, the Soulknife and the Thief.

The Arcane Trickster, Assassin and Thief are classic archetypes that first appeared in the 2014 Player’s Handbook, returning as familiar choices for long-time players. The Soulknife, by contrast, is a newer addition to the Rogue lineup, having originally debuted in Tasha’s Cauldron of Everything, and brings a psionic-themed playstyle into the core rules for 2024.

All D&D 2024 Rogue Subclasses

Rogue Subclass:

Arcane Trickster

Arcane Tricksters blend the finesse of a thief with the utility of a Wizard. Whether used for grand illusions or silent burglaries, your magic is a tool for the trade.

Arcane Trickster, the Rouge subclass in dnd 2024. Is standing in a shadowy hood wields a dagger while summoning a swirling purple arcane flame.

Level Progression

Level 3: Spellcasting

You use Intelligence as your spellcasting ability and can use an Arcane Focus to cast your spells.

  • Cantrips: You know Mage Hand plus two other Wizard cantrips (Recommended: Mind Sliver, Minor Illusion).

    • Progression: You learn a 4th cantrip at level 10. You can swap one cantrip (except Mage Hand) whenever you gain a Rogue level.

  • Prepared Spells: You start by preparing three Level 1 Wizard spells.

    • Progression: Your list grows as you level (see table). You can swap one prepared spell for a different Wizard spell whenever you gain a Rogue level.

Rogue LevelPrepared Spells1st2nd3rd4th
332
443
543
643
7542
8642
9642
10743
11843
12843
139432
1410432
1510432
1611433
1711433
1811433
19124331
20134331

Level 3: Mage Hand Legerdemain

Your Mage Hand is far more versatile than a standard Wizard’s.

  • Bonus Action: You can cast the spell and control the hand as a Bonus Action.

  • Invisibility: You can make the spectral hand Invisible.

  • Sleight of Hand: You can use the hand as a Bonus Action to perform Dexterity (Sleight of Hand) checks at range.

Level 9: Magical Ambush

You strike best when you aren’t seen. If you have the Invisible condition when you cast a spell, any creature targeted by that spell (or in its area) has Disadvantage on its saving throw against it.

Level 13: Versatile Trickster

Your Mage Hand provides additional tactical interference. When you use the Trip option of your Cunning Strike feature, you can also apply the Trip effect to a second creature within 5 feet of your spectral hand.

Level 17: Spell Thief

You can turn an enemy’s magic against them.

  • Trigger: Use your Reaction immediately after a creature casts a spell that targets you or includes you in its area.

  • The Save: The caster must make an Intelligence Save against your Spell Save DC.

  • The Result (on failure):

    1. The spell’s effect is negated against you.

    2. If the spell is Level 1 or higher (and a level you can cast), you steal it.

    3. You have the spell prepared for 8 hours, and the caster cannot cast it for those 8 hours.

  • Reset: You regain the use of this feature after a Long Rest.

Rogue Subclass:

Assassin

An Assassin is a master of precision, trained to end conflicts before they truly begin. By combining mastery over stealth, toxins and infiltration, you eliminate high priority targets with terrifying efficiency.

While many who follow this path operate as hired killers, spies or bounty hunters, these skills are invaluable for any adventurer tasked with neutralizing monstrous threats or striking from the shadows of a dungeon.

The Assassin,a Rouge subclass in dnd 2024. Is standing in a crimson hood brandishes a dagger and readies a lethal poison vial.

Level Progression

Level 3: Assassinate

You are a master of the opening gambit, gaining the following combat advantages:

  • Superior Initiative: You have Advantage on Initiative rolls, ensuring you act before your enemies.
  • Surprising Strikes: During the first round of combat, you gain two major benefits:
    1. Tactical Advantage: You have Advantage on attack rolls against any creature that hasn’t taken a turn yet.
    2. Lethal Precision: If you hit a target with your Sneak Attack during this round, the target takes extra damage (of the weapon’s type) equal to your Rogue Level.

Level 3: Assassin’s Tools

You gain the essential gear of your trade. You receive a Disguise Kit and a Poisoner’s Kit, and you are proficient with both.

Level 9: Infiltration Expertise

You have refined your ability to bypass security and maintain mobility.

  • Masterful Mimicry: If you study a person’s speech or handwriting for at least 1 hour, you can mimic them with unerring accuracy.
  • Roving Aim: Using your Steady Aim feature no longer reduces your speed to 0. You can stay mobile while maintaining your focus.

Level 13: Envenom Weapons

Your knowledge of toxins allows you to bypass natural defenses. When you use the Poison option of your Cunning Strike:

  • Bonus Damage: The target takes 2d6 Poison damage if it fails the saving throw.
  • Potency: This effect ignores Resistance to Poison damage.

Level 17: Death Strike

You become an avatar of termination. During the first round of combat, when you hit a target with your Sneak Attack:

  1. The Save: The target must make a Constitution Saving Throw (DC = 8 + DEX mod + PB).
  2. The Result: On a failed save, the total damage of your attack is doubled against that target.
Rogue Subclass:

Soulknife

A Soulknife strikes with the power of the mind, bypassing physical defenses to cut through both matter and spirit. These Rogues have tapped into a wellspring of latent psionic energy, channeling it to enhance their natural agility, stealth and lethality.

The Soulknife, a Rouge subclass in dnd 2024. Is standing in a teal hood summons a glowing psychic blade.

Level Progression

Level 3: Psionic Power

You harbor a wellspring of mental energy represented by Psionic Energy Dice.

1. The Energy Dice

  • Usage: You expend these dice to fuel your subclass powers.

  • Recovery: You regain one die on a Short Rest and all dice on a Long Rest.

  • Scaling: Your dice grow in size and quantity as you level:

Rogue LevelDie SizeTotal Dice
3rdd64
5thd86
9thd88
11thd108
13thd1010
17thd1212

2. Initial Psionic Powers

  • Psi-Bolstered Knack: If you fail a check with a proficient skill or tool, roll a Psionic Die and add it to the total. The die is only expended if you succeed.

  • Psychic Whispers: As a Magic action, choose creatures up to your PB. Roll a Psionic Die; for that many hours, you share a 1-mile telepathic link.

Level 3: Psychic Blades

You can manifest blades of pure mental energy in your free hands.

  • Manifestation: You create a blade whenever you take the Attack action or make an Opportunity Attack.

  • Traits: Simple Melee, Finesse, Thrown (60/120 ft).

  • Damage: 1d6 Psychic + ability modifier.

  • Weapon Mastery: Vex (Advantage on your next attack against the target if you hit). This does not count against your Mastery limit.

  • Bonus Attack: If you attack with a blade on your turn, you can use a Bonus Action to strike with a second blade (1d4 + modifier) if your other hand is free.

Level 9: Soul Blades

Your blades gain two new psionic enhancements:

  • Homing Strikes: If you miss an attack roll with a Psychic Blade, roll a Psionic Die and add it to the total. The die is only expended if the attack then hits.

  • Psychic Teleportation: As a Bonus Action, expend and roll one Psionic Die. Throw your blade and teleport to an unoccupied space within 10 $\times$ the number rolled in feet.

Level 13: Psychic Veil

You can cloak yourself in psychic static to become unseen.

  • Effect: As a Magic action, you gain the Invisible condition for 1 hour.

  • Early End: Ends if you deal damage or force a creature to make a saving throw.

  • Cost: First use is Free per Long Rest. Subsequent uses cost one Psionic Die.

Level 17: Rend Mind

You can shatter a creature’s consciousness with a psychic strike.

  • Trigger: When you deal Sneak Attack damage with your Psychic Blades.

  • Effect: The target must make a Wisdom Save ($DC = 8 + \text{DEX mod} + \text{PB}$).

  • Failure: The target is Stunned for 1 minute (repeats save at the end of its turns).

  • Cost: First use is Free per Long Rest. Subsequent uses cost three Psionic Dice.

Rogue Subclass:

Thief

A master of ruins, a professional treasure hunter, and a peerless explorer, the Thief is the quintessential adventurer. You represent the perfect blend of athletic prowess and sharp witted resourcefulness.

Beyond the standard Rogue’s mastery of stealth, your training focuses on the specialized demands of dungeoneering. You possess the unique ability to navigate treacherous terrain, bypass ancient security measures, and extract the maximum potential from every magical relic you uncover in your travels.

The Thief, a Rouge subclass in dnd 2024. Is standing in a green hood grips a dagger and carries tools for climbing and treasure hunting.

Level Progression

Level 3: Fast Hands

Your fingers move with a speed that blurs the eye. You can use a Bonus Action to do one of the following:

  • Sleight of Hand: Pick a pocket, pick a lock, or disarm a trap (using Thieves’ Tools).

  • Utilize: Take the Utilize action (such as throwing ball bearings, lighting a torch, or using a healer’s kit).

  • Magic Action: Use a magic item that normally requires an action to activate.

Level 3: Second-Story Work

Your athletic training allows you to navigate vertical environments effortlessly:

  • Climber: You gain a Climb Speed equal to your walking speed.

  • Jumper: You use your Dexterity score (instead of Strength) to determine your jump distance.

Level 9: Supreme Sneak

You gain a specialized Cunning Strike option that allows you to remain a ghost on the battlefield:

  • Stealth Attack (Cost: 1d6): If you are currently Invisible from the Hide action, making this attack does not reveal your position, provided that you end your turn behind Three-Quarters Cover or Total Cover.

Level 13: Use Magic Device

You possess an intuitive understanding of magical enchantments, allowing you to bypass standard restrictions:

  • Expanded Attunement: You can attune to up to four magic items simultaneously.

  • Charge Efficiency: When you use a magic item property that expends charges, roll a 1d6. On a 6, the effect occurs but no charges are consumed.

  • Scroll Mastery: You can use any Spell Scroll (using Intelligence as your casting ability).

    • Level 0–1 Spells: You cast these automatically.

    • Level 2+ Spells: You must pass an Intelligence (Arcana) check (DC = 10 + Spell Level). On a success, you cast the spell; on a failure, the scroll is destroyed.

Level 17: Thief’s Reflexes

You move so quickly that you essentially exist in two places at once during the opening of a fight.

  • Effect: You take two turns during the first round of every combat.

  • Timing: 1. Your first turn occurs at your normal Initiative count.2. Your second turn occurs at your Initiative minus 10.