Rogue Archetypes Ranked

They'll Never See You Coming

Posted by I. Mezmer on September 9th, 2024

Disclaimer: The way that my ranking systems are set up is based specifically off of my personal opinion and their utility from a usage perspective in a traditional campaign setting. I view a traditional campaign as being one part roleplaying, two parts adventure and two parts combat. While your ability to roleplay based upon a particular selection will be taken into consideration, I always find that in DnD you can justify roleplaying specific ways despite your subclass. Some people may call that power gaming, but the point of DnD is to be challenged, have fun and stay alive despite the odds. If you die because you want to be cute and gimp yourself, you just failed on two of those. These ranks are also heavily weighted to abilities that are granted prior to level 15 as the vast majority of campaigns end before you reach that point.

Rogues are undeniably valuable companions for many reasons. They are experts when it comes to skills, they can sneak & scout, they are masters at picking locks and disarming traps and they are huge single target damage dealers. A rogue can easily serve as your primary party face or the brains of the operation since they only require Dex as their main stat.

Not many of the archetypes, however, do more than add a little bit of flavor to your character. One of them specifically is overpowered no matter which way you cut it.

7: Mastermind

Pick this if you are playing a 100% roleplaying campaign and you don't like the word "Assassin".

This is an extremely situational archetype. If you're playing a campaign with a primary focus on roleplay and deceiving the world around you this archetype may have something to add. Generally speaking, however, this archetype verges on completely worthless. The minute proficiencies and assets you gain with this really do not add anything of value but mild flavor.

6: Inquisitive

Pick this if nobody else has Wisdom and you really like telling your DM they're lying.

I could see some campaigns where inquisitive would be valuable, but at the end of the day, unless your entire campaign is based upon intrigue and deception this archetype does not bring much to the table. Ear for Deceit and Eye for Detail help you discern the truth of the world around you better, but a Wisdom-based character will likely be better than you even at this.

The very high level (13 & 17) additions are valuable but very few campaigns make it to those levels so it's a somewhat moot point. Insightful fighting may get you a sneak attack you otherwise would not have been able to use, but it's based upon a roll off between Insight and the opponent's Deception.

5: Scout

Pick this if you want to be a better Ranger.

This archetype finds its utility in being a better ranger, but that is only because the ranger is arguably the worst class in the game. With roguish expertise you will outclass any ranger automatically in Nature & Survival, you gain advantage on initiative rolls later in the game and you can move further than anyone else. This is optimized for a ranged combatant, which is never a bad idea as a rogue as you still get sneak attack from range.

Skirmisher ability allows you to move half your speed as a reaction when an enemy combatant ends their turn next to you which may not seem valuable, but as a ranged attacker you don't want to be pinned down then have another enemy show up in melee as well. This entirely prevents you from getting surrounded.

4: Thief

Pick this if you want to be stereotypical and super sneaky.

This is your stereotypical thief and while nothing is extremely sexy about this archetype, you're the best sneaky person in the campaign. You can run around the battlefield using your Cunning Action to steal from your enemies. While this does not have a lot of practical value, it is certainly entertaining.

In terms of practicality, you can climb faster than normal and jump further than other players. You may also gain functionally permanent advantage on stealth checks, even inside of combat. This can lead to you earning advantage on plenty of attacks at the end of your turn. Finally, you gain Use Magic Device which means you could potentially be a rogue running around with a wand; ignoring all class, race and level requirements on the use of magical items. This is pretty DM dependent, but can be quite overpowered if put to proper use; however, you must wait until level 13 to access this.

3: Arcane Trickster

Pick this if you want a huge learning curve that pays off.

This is an extremely difficult archetype to master but one that adds value even if you're bad at it. You are by no means a full blown caster but, with a limited spell amount, the spells you do gain all make you easily better at everything. Imagine every single one of your attacks adding green flame blade or booming blade for extra potential damage. Also, you get to make your mage hand invisible automatically so it can be moving about the battlefield unseen, or even better moving about the world unseen, causing any shenanigans you can think of.

What keeps this archetype from being particularly powerful is that Intelligence is the spell casting modifier. So if you want this to truly add utility in combat, you will need to focus on Int as a stat in your build. This will take away from your versatility in roleplay.

2: Assassin

Pick this if you just love killing things very quickly and with great gusto.

You start with bonus proficiencies in disguise kit and poisoners kit; both of which can be situationally quite powerful and already circumstantially add as much value as Mastermind or Inquisitive. Infiltration Expertise at level 9 makes you even better at disguises than your Mastermind counterpart, functionally making that archetype useless. You can fully adopt an false identity, negating the need to even deceive in roleplay.

Where you truly excel is gaining Assassinate right out the gate at level 3, however. You have advantage against any creature that has not taken a turn in combat yet. Additionally, any creature that you hit while they are surprised (which is quite situational) is an automatic critical hit with sneak attack. If you can manage to pull this off you may very well one-shot an enemy before combat even begins.

1: Swashbuckler

Pick this if you want a permanent sneak attack and like being charming.

This archetype basically mitigates the only weakness that the rogue has, which is attacking without sneak attack activated. Rogues depend mostly upon their sneak attack modifiers to deal immense damage and the swashbuckler is always sneak attacking, no matter what. One on one, in plain sight, laughing the enemy – you still get to use your sneak attack because you're just that beguiling and charming.

Enemy Opportunity Attacks are also a thing of the past as so long as you attack an enemy, whether you hit or not, you can just move away without an attack of opportunity from them. You also add your charisma modifier to your initiative which can be quite significant if you are the party face. A free bonus for stats you already focused on. In the later levels you get valuable additions to your already stellar repertoire, but you don't really need them to make this your best option.

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