A Bosmer rogue uses her guile at the card table
Agility | Intelligence
Rogue class symbol
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Delvebound Class | Martial

Class Overview. The Rogue is a crafty class that relies on grift and guile in order to exploit others to get the upper hand.
Precise Attack. creases your attack bonus and any number over a target's AC rolls over to damage.
Strategic Aid. Allows you to offer the Help action to friendly creatures out to 30 ft.

After successfully striking the stone golem in a weak spot, a Khajiit calls out to his partner, quickly relaying the pivotal information. His companion attacks and within seconds, the formidable construct is laid to waste.

An Imperial lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target – a notorious slaver – passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound.

Shifting her gaze between the bandit's hands and his stance, a Dunmer realizes that negotiations have broken down. Darting out of the way from the bandit's sudden movement, she is able to avoid the blow while simultaneously disarming him with a few quick jabs to the kidneys.

Rogues rely on skill, stealth, and finding their foes weak points to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.

Skill and Precision

Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.

When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, then wear an opponent down with a barrage of attacks.

A Covert Living

Every town and city has its share of rogues. Many of them live up to the worst stereotypes of the class, making a living as blackguards, operatives, spies, and assassins, Often, these scoundrels team up with thieves guilds or noble families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their investigations and interrogations. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where skeevers – and wererats – haunt the sewers.

As adventurers, rogues fall on both sides of the law. Some are vagabonds that live for the thrill of uncovering lost secrets, while others take up a life of adventure after being sponsored by noble families. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.

Creating a Rogue

As you create your rogue character, consider the character’s relationship to the law. Did you work alongside inspectors and the guard or did you find yourself working as an operative in the thieves guild? Have you changed your stance on your profession, possibly angering local law makers or guild masters? Did you leave to find independent work on your own, in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal?

What was the trigger that led you away from your previous life? Did you learn undisclosed information then you weren't expected to? Maybe you were able to break a secret code that led you to a stash of riches to help you start a new life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend another member of your adventuring party – who showed you new possibilities for earning a living and employing your particular talents.

The Rogue

If your group uses the optional rules on multiclassing in the 5e Core Rules and the Basic Rules, here’s what you need to know if you choose rogue as one of your classes.

Attribute Score Minimum. As a multiclass character, you must have at least an Agility score of 13 to take a level in this class, or to take a level in another class if you are already a rogue.

Proficiencies Gained. If rogue isn’t your initial class, here are the proficiencies you gain when you take your first level as a rogue: light armor, axe, hand-to-hand, marksman, short blade, pick 2 from poisoner's kit, forgery kit, disguise kit, thieves' tools, one gaming set of your choice, and one musical instrument of your choice.

Quick Build

You can make a rogue quickly by following these suggestions. First, Agility should be your highest attribute score, followed by Intelligence. Personality should be your next highest if you plan to emphasize deception and social interaction. Second, choose the charlatan background.

Class Features

Hit Points
Hit Dice 1d8 per Rogue level
HP at 1st Level 8 + your Endurance modifier
HP at Higher Levels 1d8 (or 5) + your Endurance modifier per Rogue level after 1st
Armor Light armor
Weapons Axe, hand-to-hand, marksman, and short blade
Tools Pick 2 from poisoner's kit, forgery kit, disguise kit, thieves' tools, one gaming set of your choice, and one musical instrument of your choice
Saving Throws Agility, Intelligence
Skills Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
  • Leather armor, two daggers, and thieves' tools
  • (a) a rapier or (b) a shortsword
  • (a) a short bow and a quiver of 20 arrows or (b) a shortsword
  • (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack

As a rogue, you gain the following class features.


1st-level rogue feature

Choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency.

At 6th level, you can choose two more of your proficiencies (in skills or in tools) to gain this benefit.

Precise Attacks

1st-level rogue feature

You know how to use your superior agility to outwit and devastate your enemies with tactical precision.

You gain the ability to make Precise Attacks. Once per turn, when you make a weapon attack using a ranged or finesse weapon, you can choose to use a Precise Attack to add your Precision Dice, a d4, to the attack roll. If the attack hits, you apply any of the unused Precision Dice roll to your weapon damage roll. On a critical hit, your Precision Dice are considered damage dice and are rolled twice.

Your Precision Dice increases as you gain levels, as shown in the Precision Dice column of the Rogue table.

Strategic Aid

2nd-level rogue feature

You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

Roguish Archetype

3rd-level rogue feature

Choose one of the archetypes that you emulate in the exercise on your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Roguish Archetype Source
Agent Basic Rules
Assassin Basic Rules
Chosen of Sithis Legionnaire's Guide to Cyrodiil
Infiltrator Legionnaire's Guide to Cyrodiil
Inquisitor Basic Rules

Tactical Avoidance

3rd-level rogue feature

When an attacker that you can see hits you with an attack, you can use your reaction to try to avoid the attack. The attacks damage is reduced by an amount equal to your Precision Dice roll.

When you reach 11th level, you can use your reaction to add you Precision Dice roll to any Agility saving throw. If you succeed the saving throw, you reduce the damage taken by an amount equal to the unused Precision Dice roll.

Attribute Score Improvement

4th-level rogue feature

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores of your choice by 1. As normal, you can't increase an attribute score above 20 using this feature.

Extra Attack

5th-level rogue feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Quick Thinking

7th-level rogue feature

Your quick thinking in the heat of action allows you to also add your Intelligence modifier to your initiative roll.

Advanced Maneuvers

11th-level rogue feature

Your nimble mind allows you to better place your attacks for maximum devastation. When you make a weapon attack with a weapon you are proficient with, you can add your Intelligence modifier to your damage roll (minimum 0).

Mental Agility

14th-level rogue feature

You are always aware of your surroundings and are no longer able to be surprised.

Slippery Mind

15th-level rogue feature

You acquire greater mental strength and gain proficiency on Willpower saving throws.

Solo Artist

18th-level rogue feature

When no allies are within 30 feet of you, you gain advantage on all attack rolls.

Stroke of Luck

20th-level rogue feature

You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or long rest.

Roguish Archetypes

Rouges have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes.

Agents are operatives and spies that are effectively skilled in deception and disguise, but have trained in the use of deadly force. Self-reliant and independent, agents devote themselves to personal goals, or work for nobles, guild-masters, sovereigns, and anyone else who can afford them.
Trained in the art of death, Assassins rely on stealth, poison, and speed to eliminate their foes with deadly efficiency. Diverse in their practice, Assassins include ruthless murderers, hired killers, bounty hunters, principled agents of noble causes, and even priests trained to exterminate the enemies of their deity.
As with their god, the Chosen of Sithis are harbingers of chaos, who bring the presence of the Void wherever they are found. Attempting to embody the change desired by Sithis, these rogues have motives that are often misunderstood, except by their associates. The Chosen are most often assassins with the Dark Brotherhood, but could also be members of the Dunmeri Morag Tong. Other worshipers of Sithis are the Argonians, especially the Shadowscales, of the Black Marsh, who accept and bring the greatest change: death.
Gifted in deception and disguises, rogues of this nature may find themselves bridging between a world of lies, robbery, and guile. While sneaking has its merits, an Infiltrator knows there is more than one way to complete a job. Walking in the front door and robbing a mark blind can be just as profitable as breaking in through a second story window, with far less chance of breaking one's neck.

Similar in many ways to con-artists or thieves, these gab-gifted rogues use their suave ways in an attempt to mislead wealthy widows, naive entrepreneurs, and trusting simpletons.
Inquisitors excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for details, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.

Optional: Community Subclasses

For those that seek to expand upon the available possibilities for this class, there exist several options among the community subclasses. The existing community creations may surprise you and can add a new perspective to your adventures in Tamriel. The community subclasses have yet to be playtested and will require permission to use from your GM.