Rogues are the sneakiest class by default, but building the most effective rogue possible starts with the right subclass. Rogues are ideal for keeping a low profile on the battlefield and striking when least expected, with certain subclasses offering different skill sets that range from powerful melee to defense, spellcasting, strategy, and defensive qualities. In short, there are many different ways to play a rogue, and it all depends on which subclass the player picks.
The sourcebooks, which are released regularly, each introduce new subclasses that allow players to flavor their rogues in myriad ways. For those in search of the most formidable rogue subclasses, certain options balance offensive and defensive prowess in more effective ways than others. The following are all the rogue subclasses available in 's fifth edition to date, ranked from the least to the most powerful in combat.
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For dungeon-crawling campaigns, Masterminds are the least effective rogues due to their woeful lack of combat skills. However, during campaigns where social interaction is vital, Masterminds can use their ability to gather and analyze information relating to enemies, using Insightful Manipulator in order to learn of their ability scores and backstories. Masterminds can then wield their extensive knowledge to manipulate and misdirect foes, and help their party gain advantages. They do have some tactical features, being able to use Help as a bonus action with a greater range, and to redirect attacks to hit their enemies.
Rogues select subclasses at level three, so players have plenty of time to determine their characters' strengths and weaknesses before picking one.
The Mastermind’s capstone ability, Soul of Deceit, is only useful in very specific situations, preventing the rogue’s thoughts from being read by telepathy. Still, ideal for players who
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