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D&D: Five Rogue Ideas For Your Next Character

February 12, 2026


Rogues make up the fourth core part of the classic D&D party – but there are still a million different ways to play one.

Rogues are one of the core elements in the classic D&D party. They were the last of the four “original classes” to appear, not showing up until the Greyhawk supplement. But, their enduring legacy ever since shows you just gotta have a little freak who can pick locks and pick pockets.

However, in the years since, there have been plenty of niches that Rogues have carved out for themselves, one dagger at a time. Now, there’s a million different ways to play a Rogue. You could pick a concept or a playstyle and run with it – and here’s a few ideas for your next Rogue.

Ranged Recon

One of the things Rogues are known for is their skill with Stealth. Without doing anything other than hitting level 2, a Rogue can Hide as a Bonus Action while adding double their proficiency bonus to the skill, thanks to Expertise. This means Rogues can attack while unseen pretty reliably. They’re also very good at ranged combat, thanks to the Steady Aim ability (and the ability to deal Sneak Attack damage with nothing more than Advantage). This means the classic Stealth Archer is a super viable build for Rogues.

And stealth archery is a great toolkit to add to a recon type character. With a few feats, like Sharpshooter or Skulker and you can be a fantasy Sam Fischer type.

All The Skills

If there is one character class that’s powerful outside of combat, it’s the Wizard. If there are two, it’s the Wizard and the Rogue. The Rogue is supremely versatile, with competence across a variety of skills – in part because they start with a fair amount to begin with, and in part because they gain expertise. But you can go even more all in, with Feats like Skilled and different Backgrounds, it’s entirely possible as a Rogue to be proficient with enough skills to handle any situation. Party face, party problem solver, stuff know-er. It’s a great time.

Dual Weapons, Twice As Deadly

If you’ve ever played a Rogue, you know how disheartening it can be to make your one attack and miss. Double up your opportunity to do Sneak attack (and also damage) by putting a weapon in your other hand. And then hitting things with it.

The new dual wield rules let you make extra attacks, potentially even a third if you take the right feats. If you want to see how effective this can be for a Rogue – check out Critical Role Campaign 4 and see how effective a character like this can be even at level 3.

Bonus Action, Bonus Fun

Speaking of Bonus Actions. Rogues have a lot going for them in terms of Bonus Actions. They can disengage, dash, and hide without having to do anything extra. There’s dual wielding, too. And certain subclasses, like the Thief, make you even better – even allowing you to use magic items as a bonus action. Layer on feats that can give you spells you can cast as a Bonus Action, and you can make your character revolve around having a bonus action for every occasion.

Hit And Run

Swashbuckling sometimes falls under the purview of the Rogue, considering their association with rapiers and fancy footwork. A Rogue can have all sorts of mobility thanks to their bonus action disengage – they can use their superior mobility (enhanced with feats that make it easier for you to move), to get in, hit a target, and get away. Which is great when you only have a d8 for hit dice.

Happy Adventuring!




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