Rogue |
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Subclasses |
Thief |
Rogue Initial Features |
Rogue is a Class in Baldur's Gate 3 (BG3). Rogues primary ability is Dexterity, their saving throw proficiencies are Dexterity & Intelligence and they have a Hit Dice of 1d8. They have proficiency with Simple weapons, hand crossbows, longswords, rapiers, shortswords and with Light Armour. The Rogue class is great for taking out unaware or distracted targets with Sneak Attacks, as well as picking locks and disarming traps.
With stealth, skill and uncanny reflexes, a rogue's versatility let's them get the upper hand in almost any situation.
BG3 Rogue Class Features
HIT POINTS
- Hit Points at 1st level: 8 + Constitution Modifier
- Hit Points at Higher Levels: 5 + Constitution Modifier
PROFICIENCIES
- Armor: Light Armour
- Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
- Saving Throws: Dexterity, Intelligence
- Skills: Choose 4 skills from - Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth
EQUIPMENT
- Leather Armour, Leather Boots
- Shortsword
- Thieves' Tools, Grease Bottle x2, Health Potion x2, Scroll of Revivify
Unique Class Feature
- Sneak Attack (Melee)
- Sneak Attack (Ranged)
- Expertise: Choose two Skills you are Proficient in. Your Proficiency Bonus is doubled for any Ability Check you make that uses either Skill.
BG3 Rogue Class Progression
- Level 1
- Sneak Attack (Melee) 1d6 (Action)
- Sneak Attack (Ranged) 1d6 (Action)
- Choose Expertise in 2 Skills (Class Feature) (limited to Acrobatics, Sleight of Hand, Stealth, Deception, Intimidation, and Persuasion)
- Level 2
- Cunning Action: Hide (Bonus Action)
- Cunning Action: Dash (Bonus Action)
- Cunning Action: Disengage (Bonus Action)
- Level 3
- Pick a Rogue Subclass (Thief, Arcane Trickster, Assassin, or Swashbuckler)
- Sneak Attack 2d6 (Action)
- Level 4
- Level 5
- Uncanny Dodge (Class Feature)
- Sneak Attack 3d6 (Action)
- Level 6
- Level 7
- Evasion (Class Feature)
- Sneak Attack 4d6 (Action)
- Level 8
- Level 9
- Sneak Attack 5d6 (Action)
- Subclass Feature
- Level 10
- Level 11
- Reliable Talent (Class Feature)
- Sneak Attack 6d6 (Action)
- Level 12
BG3 Rogue Subclass Features
Thief
- Fast Hands: You gain an extra Bonus action, which you can use with any of your existing Bonus Actions.
- Second-Story Work: You've mastered the art of falling and gain Resistance to Falling damage.
- Supreme Sneak: Blend into the environment so completely that you become Invisible.
Arcane Trickster
- Additional Cantrips and Spells
- Gain Mage Hand
- Mage Hand Legerdemain: When you cast Mage Hand, the spectral hand is invisible and can carry out additional tasks.
- Magical Ambush: While you are Hiding, your targets have Disadvantage on Saving throws against your Spells.
Assassin
- Assassin's Alacrity: Quick as an alley cat in a rain-dark city, you immediately restore your Action and Bonus action at the start of combat
- Assassinate: Ambush: Any successful Attack Roll against a Surprised creature is a Critical Hit.
- Assassinate: Initiative: You are deadliest against unprepared enemies. In combat, you have Advantage on Attack Rolls against creatures that haven't taken a turn yet.
- Infiltration Expertise: Adopt a new identity, changing your appearance.
Swashbuckler
- Fancy Footwork - If you make a melee attack against a target, that target can't make opportunity attacks against you for the rest of your turn.
- Rakish Audacity - You gain a +1 bonus to Initiative rolls. This scales with your rogue level. You no longer need Advantage to trigger Sneak Attack as long as you are within 1.5m of the target and don't have Disadvantage.
- Dirty Trick: Flick o' the Wrist - Flick your weapon at a target and possibly Disarm them. Gain Advantage on your next attack.
- Dirty Trick: Sand Toss - Toss a handful of sand at your enemy and possibly Blind them.
- Dirty Trick: Vicious Mockery - Insult a creature: it has Disadvantage on its next Attack Roll.
- Panache - Roll a Persuasion check to beguile a humanoid, who must contest it with an Insight check. Enemies who fail gain Panache: Disadvantage; others who fail become Charmed.
Rogue Tips & Builds
- NEW SUBCLASS, Swashbuckler, will be added in Patch 8.
- Use Cunning Action to hide and gain advantage for Sneak Attack, using ranged attacks or well-timed movement to capitalize on it.
Arcane Trickster
- The Arcane Trickster is one of the three available subclasses for the Rogue, the other two being the Thief and the Assassin.
- The Arcane Trickster could be basically explained as a Rogue that has the ability to cast up to level 2 Spells. This gives the Arcane Trickster a vast array of abilities.
- an uncommon item that can be found in the Blighted Village can be extremely useful for Arcane Tricksters. Especially if their Intelligence isn't too high. While wearing the Warped Headband of Intellect, the Intelligence ability is set to 17. Knowing this beforehand, allows players to dump Intelligence to a low-level in character creation and use the remaining points in other Abilities.
- At level 9, Arcane Tricksters learn Magical Ambush. While hidden, Arcane Trickster targets have Disadvantage on Saving Throws against their Spells. Given the nature of Rogues of attacking from the shadows, Magical Ambush is a great feature to have.
Assassin
- Choose Assassin for automatic advantage against enemies who haven't acted yet, facilitating Sneak Attack triggers.
- The Assassin is the more DPS-focused subclass of the Rogue, being able to deal massive burst damage on a single attack. Especially effective against unprepared Enemies, and also against creatures that haven't taken a turn yet.
- At level 3, Assassins learn Assassinate: Initiative, which grants them Advantage on Attack Rolls against creatures that haven’t taken a turn yet.
- At level 3, Assassins learn Assassinate: Ambush, which make any successful Attack Roll against a Surprised creature a Critical Hit.
- At level 3, Assassins learn Assassin's Alacrity, which immediately restores Actions and bonus actions at the start of combat. Making Assassins always ready for a fight.
- Gloves of Missile Snaring are a good defensive piece of equipment Rogues can equip. They possess the ability to reduce damage from ranging attacks by 1d10 + the Rogue's Dexterity Modifier.
- Elegant Studded Leather grants +2 to Initiative rolls, granting Assassins the chance to exploit their early-combat burst damage as soon as possible.
Thief
- The Thief in a way is the most common and expected perception of a Rogue, a nimble and agile character, that benefits from hiding and moves around the battlefield freely.
- At level 3, the Thief learns Fast Hands which grants a second Bonus Action for every turn. Having more options on each turn is incredibly beneficial, granting them the possibility to move further on the battlefield, heal by consuming a potion, disengage from combat or hide in the shadows. Thanks to all three available cunning actions (Cunning Action: Hide, Cunning Action: Dash and Cunning Action: Disengage), this second bonus action allows thieves to have further options at their disposal.
- At level 3, thieves also learn Second-Story Work, receiving resistance to falling damage. It is not a game-changing ability, but may come useful in certain scenarios.
- At level 9, the Thief learns Supreme Sneak which is an action that allows the thief to become completely invisible. Useful for escaping and repositioning or attacking from the shadows, dealing massive damage. Note that attacking will break the invisibility.
In Other Languages
- Español (España): Pícaro
All Rogue Spells in Baldurs Gate 3
Rogue Spells in Baldur's Gate 3 are regulated forms of magic energy. In BG 3, certain classes can cast spells to damage enemies, buff companions or create other effects. Wizards and Clerics have different sets of spells, while characters of other classes may cast a spell using scrolls. To acquire spells with this class you must choose the Arcane Trickster subclass.
You can search by Name, Level, School and Casting Time. Just type into the search box what you are looking for.
Quick Search of All Spells
| Name | Level | School | Casting time | Description |
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Cantrip | Conjuration | 1~6 Damage Throw a bubble of acid that damage each creature it hits. |
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Cantrip | Necromancer | 1~8 Damage Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls. |
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Cantrip | Evocation | 1~10 Damage Hurl a mote of fire. |
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Cantrip | Conjuration | 1~12 Damage Project a puff of noxious gas. |
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Cantrip | Evocation | 1~8 Damage Reduce the target's Movement Speed by 3m. |
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Cantrip | Evocation | 1~8 Damage The target cannot use reactions. This spell has Advantage on creatures with metal armour. |
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Cantrip | Abjuration | Take only half the damage from Bludgeoning, Piercing, and Slashing attacks. |
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Cantrip | Enchantment | Gain Advantage on Charisma Checks against a non-hostile creature. |
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Cantrip | Evocation | Illuminate a 9m radius. |
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Cantrip | Evocation | Infuse an object with an aura of light. |
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Cantrip | Conjuration | Create a spectral hand that can manipulate and interact with objects. |
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Cantrip | Illusion | Create an illusion that compels nearby creatures to investigate 10 turns |
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Cantrip | Divination | Gain Advantage on your next Attack Roll. |
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Level 1 | Enchantment | Level 1 Spell Slot |
Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue and prevent it from attacking. Enemies have Advantage on Saving Throws against being Charmed. When the spell ends, the target might accuse you of Charming them. |
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Level 1 | Evocation | Level 1 Spell Slot |
3~18 Damage
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Level 1 | Evocation | Level 1 Spell Slot |
3~24 Damage |
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Level 1 | Illusion | Level 1 Spell Slot |
Blind creatures up to a combined 33 hit points. |
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Level 1 | Illusion | Level 1 Spell Slot |
Magically change all aspects of your appearance. |
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Level 1 | Transmutation | Level 1 Spell Slot |
Triple a creature's jumping distance. |
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Level 1 | Transmutation | Level 1 Spell Slot |
Gain Dash immediately and as a bonus action on each of your turns until this spell ends. |
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Level 1 | Necromancy | Level 1 Spell Slot |
Gain 7 temporary hit points. |
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Level 1 | Transmutation | Level 1 Spell Slot |
You and nearby allies Immunity to Falling damage. |
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Level 1 | Conjuration | Level 1 Spell Slot |
Summon a familiar, a fey spirit that takes an animal form of your choosing. |
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Level 1 | Conjuration | Level 1 Spell Slot |
The cloud Blinds and Heavily Obscures creatures within it. 10 Turns |
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Level 1 | Conjuration | Level 1 Spell Slot |
Cover the ground in grease, slowing creatures within and possibly making them fall Prone. |
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Level 1 | Conjuration | Level 1 Spell Slot |
Throw a shard of ice that deals 1∼10 Piercing damage. It explodes and deals 2∼12 Cold damage to anyone nearby. It leaves an ice surface. 2 turns
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Level 1 | Transmutation | Level 1 Spell Slot |
Increase a creature‘s movement speed by 3m. |
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Level 1 | Abjuration | Level 1 Spell Slot |
Protect a target from attacks: increase its Armour Class to 13 + its Dexterity modifier. |
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Level 1 | Evocation | Level 1 Spell Slot |
6~15 Damage Shoot 3 magical darts, each dealing 2∼5 Force damage. They always hit their target. |
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Level 1 | Abjuration | Level 1 Spell Slot |
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead. |
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Level 1 | Necromancy | Level 1 Spell Slot |
1~16 Damage Possibly Poisons the target. |
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Level 1 | Abjuration | Level 1 Spell Slot |
When you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile. |
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Level 1 | Enchantment | Level 1 Spell Slot |
Put creatures into a magical slumber. Select targets up to a combined 24 hit points. |
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Level 1 | Enchantment | Level 1 Spell Slot |
Leave a creature Prone with laughter, without the ability to get up. |
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Level 1 | Evocation | Level 1 Spell Slot |
2~16 Damage
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Level 1 | Evocation | Level 1 Spell Slot |
1~12 Damage |
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Level 2 | Abjuration | Level 2 Spell Slot |
Close a door or container with a magical lock. It can no longer be lockpicked or opened with Knock. |
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Level 2 | Necromancy | Level 2 Spell Slot |
Limit a foe's sight range. It is easier to hit, and the creature will miss more often. |
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Level 2 | Illusion | Level 2 Spell Slot |
Attackers have Disadvantage on Attacks Rolls against you. |
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Level 2 | Conjuration | Level 2 Spell Slot |
4~16 Damage Conjure a cloud of spinning daggers that attack anyone inside. |
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Level 2 | Enchantment | Level 2 Spell Slot |
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. |
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Level 2 | Evocation | Level 2 Spell Slot |
Create a dark shroud that Heavily Obscures and Blinds creatures within. |
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Level 2 | Transmutation | Level 2 Spell Slot |
Grant a creature the ability to see in the dark out to a range of 12m. |
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Level 2 | Divination | Level 2 Spell Slot |
Focus your mind to read the thoughts of certain creatures while talking to them. |
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Level 2 | Transmutation | Level 2 Spell Slot |
Make a creature larger or smaller to affect their weapon damage and Strength.
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Level 2 | Conjuration | Level 2 Spell Slot |
2~12 Damage Summon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright light. |
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Level 2 | Evocation | Level 2 Spell Slot |
Summon a strong wind that clears all sounds and pushes creatures back 5m, forcing them Off Balance. |
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Level 2 | Enchantment | Level 2 Spell Slot |
Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits. |
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Level 2 | Illusion | Level 2 Spell Slot |
Touch a creature to turn it Invisible. |
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Level 2 | Transmutation | Level 2 Spell Slot |
Unlock an object that is held shut by a mundane lock. |
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Level 2 | Transmutation | Level 2 Spell Slot |
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls. |
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Level 2 | Evocation | Level 2 Spell Slot |
4~16 damage + 2~8 damage Shoot a green arrow that covers the target and the ground with acid. |
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Level 2 | Illusion | Level 2 Spell Slot |
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. |
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Level 2 | Conjuration | Level 2 Spell Slot |
Surrounded by silver mist, you teleport to an unoccupied space you can see.
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Level 2 | Illusion | Level 2 Spell Slot |
Deal damage to a creature each turn. The type of damage changes to the last type the creature suffered. |
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Level 2 | Necromancy | Level 2 Spell Slot |
Weaken a foe: they deal half damage with weapon attacks using Strength.
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Level 2 | Evocation | Level 2 Spell Slot |
2~36 Damage Hur1 3 rays of fire. Each ray deals 2∼12 Fire damage. |
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Level 2 | Divination | Level 2 Spell Slot |
Become able to see invisible creatures, and possibly reveal them to others. |
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Level 2 | Evocation | Level 2 Spell Slot |
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw. On Save: Targets still take half damage. |
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Level 2 | Conjuration | Level 2 Spell Slot |
Cover an area in thick, flammable webbing that slows creatures within and possibly Enwebs them.
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All Rogue Spells Gallery
Rogue Cantrips
Lvl 1 Rogue Spells
Lvl 1 Rogue Expanded Spell List
Lvl 2 Rogue Spell List
Lvl 1 & 2 Rogue Spell List Expanded
AnonymousExpertise can be applied to other skills than the ones noted in the feature description. For instance, if you got Perception as a function of background or race, you can choose it as one of your Expertise skills.

AnonymousSome tips:
Sneak atk can be used with the off hand, you need to go to rogue reactions and mark to ask.
Thief and assassin for multiclass.
AT, if you want go full rogue (I dont recommend be full rogue).
AnonymousWhat's a good charisma multiclass to have after thief 3 or 4? I want to do a rogue MC build, but I would love those sweet charisma options as well.

AnonymousWhy is everyone saying this is a bad class to not multiclass out of? At max level your sneak attack is an extra 6d6 damage which a thief can pretty much guarantee 99% of the time. That extra damage per round is also free. No spell slots or ability charges (which are just flavored spell slots). Add that to reliable talent and you're golden.

AnonymousWhy does this guide recommend missile catching gloves for rogue. It my clerc concentrating on his shield of faith keeping him alive an I can block and arrow to concentrate on that

AnonymousRogue/Ranger (or any other medium armor class/race)
Yuan Ti/Armor of Agility 16/17+5
Shield +2/3
Ring of protection +1
Cloack of protection +1
Defender Flail +1
Wondrous Gloves +1
Evasive shoes +1
Balduran Helm +1
The stars must align for enemies to touch you
+29/31 AC
Alternate to the typical greater invisibility + Pass w/o trace rogue
Anonymous
Anonymous
Anonymousi have multiclassed into a rouge, but i didnt got the proficient into long swords. is that a bug, or does it have other reasons?

AnonymousWhat funny to me is. When I go throw people around and gets sneak attack prompts.
People never seen this coming from a halfling.
AnonymousIf combat never gets to the first round, assassin is better, especially if you don't dual wield to take advantage of that bonus action.

Anonymous
AnonymousRogue to 4, Assassin subclass, then Ranger for the other 8, Gloomstalker subclass.
All the stealth in the world, Misty Step, no missed Feats.
If missing a Feat is fine, Rogue/Assassin to 7 and Ranger/Gloomstalker to 5.
Additional Expertise, 4d6 Sneak Attack, Uncanny Dodge and Evasion from the Rogue side,
Umbral Shroud and Misty Step from Ranger side. You have to be pretty damn unlucky to not just about 1-hit most things with that setup.
AnonymousThe only subclass here worth investing is Thief in my opinion. It is also one of the best multiclass dips in the game. The extra bonus action lets you re-enter stealth for safety or do another offhand attack or monk attack etc. Assassin is quite lackluster, especially if the target does not go down immediately. Your overall damage output is very bad and you may get punished if you get caught in the open field.
For me, Fighter is the best damage dealer class in the game anyway thus dipping into either Rogue or Ranger or whatever is a sure bet.
As a pure archer you can mix Hunter and Thief probably for consistent dmg too.
AnonymousStarting as lvl1 rogue and straight up going into other class after that is one of the cheapest ways to get your hands on lots of proficiencies and 2 expertises. It would be relevant throughout the whole playthrough, as proficiency bonus scales with character level - expertise in sleight of hands means +4*2 = +8 at lvl9 for example, till that point you'll find gear that gives you advantage in dex / sleight and here you go. Going lvl2 rogue for bonus action dash/hide and lvl3 for rogue (+1 bonus action) are all valid choices too.

Anonymous
AnonymousHELLO, this is guide how to make your 16-19 to be a critical hit, if they even stack at all idk
Items:
Dark Justiciar Helmet: by completing Shar's Gauntlet in Act 2 (Covert Critical, obscured -1 to Crit)
Shade-Slayer Cloak: Sold by a kid in the 'Guild' in Act 3 Lower City (Stealthy Critical, hiding -1 to Crit)
The Dead Shot (Bow): Sold by Fytz near Sorc Sundries in Act 3 Lower City (Improved Critical, -1 to Crit)
Actually multiclassing to Fighter 3 Champion, probably best go 8 Rogue and 4 Fighter after. Sure you're missing 1 feat from 10 Rogue, but 9 Rogue doesn't give anything anyway, so go Fighter Champion as sub. (Improved Critical, -1 to Crit)
Yuanti Scale Mail (Medium 15 AC, +Dex bonus as AC) can hit 19 AC in Act 2 (Last Light Inn)
Speedy Lightfeet, forgot where, double dash for up to 8 Lightning Dmg bonus
Medium Armor Prof
Ability +2 Dex
Sharpshooter
Voila, 16 - 20 to Crit, 25% Chance
AnonymousWould love to see the Phantom sub class and even Soul Knife. The former being the spooky ghost type, shenanigans. I think in 5e you can pass walls and get speak to dead etc

AnonymousYou can turn Illithid power into bonus action thanks to the machine in the creche. So thief could be good

AnonymousI would like to have the sneak attack dice listed in the level progression so you can see how it grows every odd level and exactly how many it is at any given level.

AnonymousThe thief's bonus bonus action can be used for an additional off hand attack when dual weilding (2 total)
Might be interesting for a monk or other martial multiclass
AnonymousI got advantage with an intelligence check (investigation), 2 dice throws and I have no idea why.

AnonymousI’m getting conflicting information here. This says I get feats at 4, 8, 10, and 12. But other places say only 4, 8, and 12. Which is right?

AnonymousIs it a bug or me when you multiclass with it ( as second ) you only get + 1 proficiency and 2 expertise when I think it would be + 2 proficiency and 2 expertise ?

AnonymousWhy do rogues randomly get stacking (x2) proficiencies randomly when screwing around with their background? Seems like a bug?

AnonymousSo as far as I can tell, none of the rogue abilities have the Light Armor/no shield requirements and since they gave Astarion a 17 Dex I think Moderately Armored is gonna be a phenomenal choice for the lvl 4 ASI. Are there any features I'm missing that do have the 5e rule hindering rogue's from going medium armor/shield based?

AnonymousLooking to make a skill mule, wondering if I need to start as a rogue to get the expertise, or if I just take a level in it will I get the expertise?

Anonymous
AnonymousRogue's Cunning action is so much weaker than in tabletop because now everyone gets bonus action hiding and disengaging. Pretty odd.

I am using a singular dagger and when I go to my character page it says that my dmg is 1d8 -1 when I have a +3 to my dex mod. I don't understand why it says that even when I equip a second dagger or even a rapier. If someone could tell me why it says that, that would be great.

Anonymousso question, does the rogue come with the thieves tools proficiency? cause i cant find anywhere that says it does which leads me to believe it doesnt. The only class that specifically says it does is ranger if you take the urban tracker in character creation

AnonymousHi, I am just wondering where you are getting all of this information from? Is it confirmed for Bauldur's Gate 3? Thank you




























































Extremely underwhelming. Rogue just feels... not finished. Why not expand the whole sneak attack action? Why the only move rouges have only gets a bland and boring increase in damage (which doesn't even compete with additional attack anyway)?
Why not make it a choice between a whole bunch of "sneak attack" moves, for example:
- Throat hit: extra damage + bleeding + silence
- Spine hit: extra damage + enemy falls prone
- Eye hit: extra damage + blindness
You get the idea, I'm sure someone with enough imagination could come up with a lot of interesting moves and options. If rouges have just one attack, then make ot something interesting at least, not a "uGhUgh m0rE dAmAGe"
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