D&D: Rogues Can Do Twice As Much Damage With An Overlooked Rule (2024)

In 5th Edition the Rogue class is known more for their mastery of skills than for their damage output, but players can make use of an easily overlooked rule to significantly increase Rogue damage. Lacking the Extra Attack feature used by classes like Fighters and Monks, Rogues instead rely on the Sneak Attack class feature for damage. As in 4e D&D, Sneak Attack is limited to “once per turn” in the current rules, but this is notably not the same as “once per round.” There are several methods players can use to make an attack outside of their normal turn, although each of these use their Reaction, allowing Rogues to Sneak Attack up to twice per round. Rogue players will need to rely on teamwork, in most cases, to double their number of sneak attacks per round, but the result allows even a single-classed Rogue to contribute to damage on par with otherwise superior classes like Fighter and Barbarian.

The best overall damage-focused and specialize in hand crossbows, but sometimes a player wants to embody a more archetypal Rogue. Remaininga single-classed Rogue for all 20 levels provides a maximum of ten six-sided dice of Sneak Attack damage. Normally, this will lag behind the classes with the Extra Attack feature, as 10d6 averages to 35 points of damage. Additional attacks that add ability modifiers and magic weapon enhancement bonuses - as well as the damage bonuses from Feats like Sharpshooter and Great Weapon Master - quickly outstrip Sneak Attack damage when multiplied across Extra Attacks. The ability to make a second Sneak Attack each round helps Rogues contribute alongside the more damage-optimized builds.

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Among the are those regarding Opportunity Attacks. Even a low-level Rogue can make two Sneak Attacks in a round if an enemy provokes an Opportunity Attack and they would otherwise be vulnerable to Sneak Attack damage. If both the Rogue and another ally threaten an enemy in melee, and the enemy leaves their melee reach without using the Disengage action, the Rogue can make an opportunity attack using their Reaction. Because both the Rogue and their ally are adjacent to the enemy, and the Opportunity Attack takes place prior to the movement, the Rogue can deliver Sneak Attack if they hit, and another Sneak Attack on their normal turn. This is a fairly rare occurrence in most games, however, as it depends on several variables, and the Dungeon Master would have to use remarkably bad tactics to allow it to happen. It also has a drawback, as Opportunity Attacks are limited to melee weapons.

Melee D&D Rogues BenefitFrom Opportunity Attacks ButHave Drawbacks

D&D: Rogues Can Do Twice As Much Damage With An Overlooked Rule (1)

As , it is no surprise that the more reliable methods of using Sneak Attack twice per round rely on the Rogue’s party members. A Fighter with the Battlemaster subclass can learn the Commander’s Strike ability which allows a Rogue to attack outside of their turn, but the costs may outweigh the benefits, depending on the party. The Fighter must forgo one of their attacks to deliver the command to the Rogue, and the Rogue then uses their Reaction, as with any out-of-turn attacks in 5e D&D. The Rogue makes a singleweaponattack and adds the Fighter’s Superiority Dice to damage, as well as Sneak Attack if it applies. In a party with a single-classed Rogue, this could amount tosignificant damage from the Sneak Attack alone. This can be a dubious choice, however, as it requires the Fighter to sacrifice one of their own attacks. An optimized Fighter using Great Weapon Master or Sharpshooter could deal upward of 20 damage with a single attack on their own, making the Sneak Attack from Commander's Strike somewhat less impressive.

Veteran players are aware that choices for a reason in 5e. They benefit from feats that grant a bonus action attack as well as feats that allow an exchange of 5 points of accuracy for an added 10 points of damage. Rogues can deliver Sneak Attack with any ranged weapon, providing excellent synergy for multi-class Fighter/Rogues using a Hand Crossbow. For melee Sneak Attacks, Rogues are limited to Finesse weapons. These include Rapiers, Short Swords, and Daggers, but notably, no finesse weapon is eligible for Great Weapon Master, normally a mainstay of damage-focused melee characters. This makes melee Rogues a challenging character build to optimize, despite their iconic aesthetic. Many melee Rogues commonly use two-weapon fighting to deliver an additional attack as a bonus action, but outside of providing a second opportunity for Sneak Attack if the primary-hand attack misses, this provides little in the way of meaningful damage.

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Recent errata clarified some and Healing Spirit, but the Haste spell remains a solid choice. Any character can benefit from Haste to make one additional attack on their turn, but clever Rogue players can make better use of Haste. If the party includes a spellcaster who can cast Haste on the Rogue, or charge the Rogue’s Ring of Spell Storing, if they have that magic item available, Rogues have better options than other characters would. Making one additional attack on their turn is of limited value, as Sneak Attack remains capped at once per turn. Instead, Rogue players are better off using the additional Action granted by Haste to use the Ready Action. By Readying, the Rogue can engineer circ*mstances to Sneak Attack twice in a round. The Rogue can attack one enemy threatened by a melee ally, then Ready to attack either when an ally closes to melee range, or even after the ally makes a melee attack against a foe.

D&D Teamwork Enables A Ranged Rogue To Sneak Attack Twice Per Round

D&D: Rogues Can Do Twice As Much Damage With An Overlooked Rule (2)

Players often discuss, and teamwork makes a world of difference for the effectiveness of Rogues in particular. Though there are ways that Rogues can generate Sneak Attacks without the aid of party members, attacking an enemy engaged with an ally remains one of the best. The strategies to make a second Sneak Attack further deepen the reliance on teamwork. A Rogue might benefit from a party Fighter who offers Commander’s Strike. A more skilled group takes it further, as the Rogue can reap the benefits of Haste from a Wizard and ready an action to fire at an enemy the Barbarian engages. Some players view the Rogue as an archetypal loner, scouting ahead and striking from the shadows. The best thieves work with a loyal gang, at least in Dungeons & Dragons, whereteamwork lets a Rogue become twice as effective as they ever could be on their own.

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D&D: Rogues Can Do Twice As Much Damage With An Overlooked Rule (2024)

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