D&D 5E rogue skills


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aco175

Legend
I may only pick either Investigation or Perception, depending on how your DM handles these. There are several threads on what is the difference and where to use them, but most DMs may have one they tend to use one at the expense of the other.

Another good/bad trick is to not pick thieves tools. I have seen it argued that the DM will find a way to let you through the door if it is needed to move the game along. If you cannot open the door to the evil temple and a player says, "Oh well, lets go and see if there is adventure at the docks." DM will find a way to let you in.
 

Kobold Stew

Last Guy in the Airlock
Supporter
First off, think of it as six skills; include your background. Among these, two (to start)will gain expertise. That's a rogue/bard-specific benefit, and you should keep it in mind (recognizing you might choose thieves' tools if you are a rogue).

For your skills:

1. One of Acrobatics and Athletics [movement and combat applications; as noted need not be in your favoured stat]
2. one of Perception and Insight [exploration or social]
3. one Charisma skill [how do you best work social situations? If you are low charisma, maybe choose intimidation]
4. Stealth (if you are ever going to be sneaky) [combat and exploration applications]
5. Investigation (if you are planning on expertise in it) [exploration, but only if you are going to be great]

That's 3-5 of your six skills. Obviously, different builds might favour knowledge skills, etc., but the above makes a solid rogue, and one from any of these categories can be a good choice for Expertise (probably not two from the same category, though).
 

jaelis

Oh this is where the title goes?
Another good/bad trick is to not pick thieves tools. I have seen it argued that the DM will find a way to let you through the door if it is needed to move the game along. If you cannot open the door to the evil temple and a player says, "Oh well, lets go and see if there is adventure at the docks." DM will find a way to let you in.
Tools are handy for disarming traps too, and I guess many DMs will be perfectly happy to instead let you disarm them the old fashioned way :)
 

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