When it comes to combat, the Dungeons & Dragons Rogue class favors timing and opportunity over anything else. They cannot throw fireballs at groups of enemies, nor can they rely on heavy suits of armor to shield them from the swords and arrows of their foes. Instead, they must rely on stealth and misdirection to prove they’re not the real threat. The enemy doesn’t realize that they’re a danger until they see a dagger hurtling toward their eye, at which point it’s too late. This is accomplished via the Sneak Attack class feature, which has some rules that can confuse players new to the game.
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D&D Rogue Sneak Attacks, ExplainedThe bread and butter of the D&D Rogue’s arsenal is the Sneak Attack class feature, which allows them to deal additional damage when certain conditions are met. The damage amount increases as they level up. For Sneak Attack damage to be applied, the Rogue either needs Advantage on the attack roll or for the enemy to have another target within melee range.
There are lots of ways to gain Advantage on an attack. For example, if an enemy is under the effects of a faerie fire spell or has been knocked prone, all successful attacks the Rogue makes against that target will add the extra Sneak Attack damage.
The enemy target rule is slightly more complicated. In 99% of cases, this will refer to another party member, but it also applies to NPCs that are fighting the target at the same time. All that matters is that the enemy is engaged in melee combat with another target, as demonstrated in the diagram below.
In the above image, the red kobold is a Rogue, while the dark-haired human is a friendly Fighter in their party, and they are both fighting
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