Rogues in Dungeons & Dragons 5e have an undeniable allure—stealthy, cunning, and capable of delivering devastating blows when the moment is right. Many players gravitate toward the class because it offers a blend of strategy and high-impact damage without the overwhelming complexity of some spellcasting classes.
At the heart of the rogue’s combat prowess is Sneak Attack, a feature that turns a well-placed strike into a game-changing moment. While it takes some time to fully grasp the mechanics, mastering Sneak Attack is crucial for anyone who wants to maximize the rogue’s potential. If you’re playing a rogue and not leveraging this ability, you’re leaving one of the class’s biggest advantages on the table.
In this guide, we’ll break down how Sneak Attack in D&D 5e works, clear up common misconceptions, and give you the tools to make every attack count. Whether you’re a new player or a seasoned adventurer looking to sharpen your skills, it’s worth taking a closer look at this defining feature of the rogue. If you do believe that you already know everything there is to know about Sneak Attack you can take our quiz at the end of the page. Otherwise: Let’s dive in!

Basics of Sneak Attack in D&D 5e
Before we can take a deeper look into tactics about how to exploit Sneak Attack we first must understand what Sneak Attack in D&D 5e actually is and how it works.Here are the rules as written from the 2024 Player’s Handbook:
You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type. You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll. The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
As you already can read there is a lot to digest here. Generally speaking Sneak Attack gives Rogues’ the ability to deal immense amounts of damage against a single target. Already at the first level they are able to deal an extra 1d6 damage on top of the damage they already deal. Especially at early levels this is a huge deal. Take for example a Rogue that attacks with a simple dagger. The damage output normally would be 1d4. With Sneak Attack this Rogue can possibly deal more than double the damage they usually could.
The good thing is that this extra damage output scales with your rogue's level. At level 19-20 they are able to deal an extra 10d6 damage when they land a Sneak Attack against an enemy. These damage outputs don’t know any limits as soon as you combine your sneak attack with high-level magical equipment.
Here is a table of the damage dice you gain per level you put into your rogue class:
Rogue Level | Damage Dice |
1-2 | 1d6 |
3-4 | 2d6 |
5-6 | 3d6 |
7-8 | 4d6 |
9-10 | 5d6 |
11-12 | 6d6 |
13-14 | 7d6 |
15-16 | 8d6 |
17-18 | 9d6 |
19-20 | 10d6 |
So let us digest the rules as written one bite after another and see how you can optimize your Sneak Attack strategy and become the most fearsome rogue in the kingdom.

Sneak Attack Damage: When can it be applied?
As you already know, Sneak Attack itself does not grant Advantage on attacks against a target. There are certain prerequisites and circumstances under which this sweet extra damage can be applied.
The right type of weapon
Adventurers can’t use just any type of weapon to be eligible to deal their Sneak Attack damage. So if you don’t use the right type of weapon you will never be able to deal Sneak Attack damage.In order to deal this damage you must either use a finesse or a ranged weapon. No other type will work. In this case it does not matter how you use the weapon. You can either throw your dagger or go in close combat with your crossbow. In both cases you are technically eligible to deal Sneak Attack damage as both weapons are either finesse or ranged. Just keep in mind that this does not mean that every weapon you can throw is applicable here.
Here is a list of all applicable weapons.
Ranged | Finesse |
Light Crossbow | Dagger |
Dart | Dart |
Shortbow | Rapier |
Sling | Scimitar |
Blowgun | Shortsword |
Hand Crossbow | Whip |
Heavy Crossbow | |
Longbow |
Scenarios for Sneak Attack
So are you using the correct type of weapon? Good. We can move on then. As you can see in the RAW there are certain scenarios when Sneak Attack damage can be applied. We will go through them one by one.
One attack per turn
Your Sneak Attack extra damage can only be applied once per turn. So if you already dealt Sneak Attack damage you can’t do it again. You can try to deal Sneak Attack damage multiple times in a single round. Just keep in mind that the extra damage can be only given once per turn. Imagine you are using the Crossbow Feat which gives you the chance to make an attack with your crossbow under certain circumstances. When you already hit the enemy with an attack and dealt your Sneak Attack damage you can’t do it again. Otherwise you can try to deal this extra damage to your foe.
Advantage on your attack
After you have made sure that you are using the right sort of weapon and you haven’t already used your Sneak attack damage there are two possible ways to be eligible to deal extra damage. We will take a closer look at the second one in the next section.
The first possible way is to have advantage on your attack. Unfortunately, the RAW do not provide much room for interpretation of what counts as an advantage situation and what not. Here are some typical ways to gain advantage for Sneak Attack.
Spells
Position Advantage (Hide, Height, …)
Surprise
We will take a closer look at how to build your Rogue to increase your chances to gain advantage on your attack.

Ally in 5 ft. range
The second way depends less on what you do and more on what your allies do. In this scenario the creature you want to hit has to be in the 5 feet range of one of your allies. This removes the necessity to have advantage on your attack.
This are the RAW from the 2024 Player’s Handbook. In the old rules it said:“You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.”
This meant it did not had to be an ally of yours. For example non-combatants also count into this calculation.
Also this enemy does not have to be Incapacitated and your Rogue does not have disadvantage on the attack roll.
Imagine you are blinded in your turn but you are also hidden in your round. In this situation you do have advantage and disadvantage at the same time for your attack. As these two balance each other out, you have no disadvantage on your attack roll. So the Sneak Attack damage can be applied if all other conditions are met.
Build A Sneak Attack Optimized Rogue
While building your Rogue you definitely should look into ways to optimize your chances of dealing Sneak Attack damage while fighting off your enemies. Luckily, the Rogue class has out-of the-box optimization tools to increase your odds.
Cunning Action
Cunning Action allows your rogue to dash, disengage or hide as a Bonus Action. You gain this Rogue class feature at your second Rogue class. The dash and hide Bonus Action are particularly useful for Sneak Attack in D&D 5e. Attacking from a hidden position or a better spot usually grants you advantage on your attack. This allows you to add your Sneak Attack damage to your attack on a hit.Disengage allows you to mitigate oncoming aggression with evasive tactics. So you can stay far away and shoot from your hiding spot.
Steady Aim
With your third rogue class level you gain a class feature called Steady Aim. This base feature from the 2024 Player’s Handbook you give yourself Advantage on your next attack roll on the current turn. You see where this is going. As you require Advantage on your attack roll to deal Sneak Attack damage this class feature gives you a free chance to deal this extra damage. Keep in mind that Steady Aim is a Bonus Action and you haven’t moved in that round. With the Subclass Assassin you gain the level nine Infiltration Expertise which allows you to move after you have used Steady Aim. Also this class feature does not require ranged weapons. If you are playing a close-combat rogue, this class feature will become your best friend.
Subclasses
As with most classes in Dungeons and Dragons Rogues do have the possibility to specialize in a field. These subclasses grant your character access to further features which can go hand in hand with your Sneak Attack build. We will take a closer look at Subclasses for Rogues and how they can benefit to increase your chances to deal some extra damage.
Cunning Strike
Cunning Strike adds a new layer of tactical depth to your Sneak Attack, allowing you to trade some of your extra damage for strategic effects. When you land a Sneak Attack, you can forgo a specific number of Sneak Attack dice to apply one of these effects, choosing the best option based on the situation.
For example, if you use the Poison effect, you remove 1d6 from your Sneak Attack damage before rolling. If your attack hits, the target must make a Constitution saving throw or become Poisoned for up to a minute, suffering disadvantage on attack rolls and ability checks. Similarly, the Trip effect forces a Dexterity save; on a failure, the target is knocked Prone, making them vulnerable to melee attacks. Meanwhile, Withdraw lets you disengage swiftly, moving up to half your speed without triggering Opportunity Attacks—perfect for striking and escaping before retaliation.
Each of these effects costs 1d6 Sneak Attack damage, so using Cunning Strike is a trade-off between raw damage and utility. Whether you weaken enemies, control the battlefield, or ensure a quick getaway, this feature gives rogues more flexibility in combat, making every Sneak Attack a calculated decision rather than just a burst of damage.
At level 11 Rogues get the Improved Cunning Strike which allows them to use up to two Cunning Strike effects when you deal Sneak Attack damage. For every effect you pay the die cost for each effect.

Devious Strike
The Devious Strikes feature expands your Cunning Strike options, allowing you to manipulate the battlefield in powerful ways—at the cost of some of your Sneak Attack damage. These new effects can weaken, disable, or completely neutralize your foes, making each attack more than just a source of raw damage.
Daze (Cost: 2d6): By sacrificing 2d6 Sneak Attack damage, you can force your target to make a Constitution saving throw. On a failure, their next turn is severely limited—they can either move, take an action, or use a bonus action, but not more than one. This is perfect for disrupting enemy plans, preventing them from making full use of their turn.
Knock Out (Cost: 6d6): Trading a significant chunk of your Sneak Attack damage (6d6) gives you the chance to knock an enemy unconscious. If they fail their Constitution save, they fall unconscious for up to a minute or until they take damage. This can completely remove a dangerous enemy from the fight, giving your party a massive advantage.
Obscure (Cost: 3d6): Sacrificing 3d6 Sneak Attack dice lets you attempt to blind your target. If they fail a Dexterity saving throw, they gain the Blinded condition until the end of their next turn, making their attacks unreliable while making them an easy target for your allies.
Each of these effects adds a strategic element to your Sneak Attack. Instead of simply dealing damage, you can control your enemies’ actions, hinder their effectiveness, or take them out of the fight entirely. Choosing when to apply Devious Strikes can turn the tide of battle, making your rogue a true master of precision and disruption.
Stroke of Luck
At 20th level, rogues gain the Stroke of Luck feature, a game-changing ability that ensures their most important attacks never go to waste. Once per short or long rest, if you miss an attack, you can instantly turn it into a critical hit—and when combined with Sneak Attack, this can lead to staggering amounts of damage.
Since Sneak Attack doubles its dice on a critical hit, this feature is more than just a second chance—it’s an opportunity to maximize your damage output in a single, devastating strike. At 20th level, your Sneak Attack deals 10d6 extra damage on a normal hit, which means a Stroke of Luck-powered critical hit doubles that to 20d6. That’s not even counting your weapon’s base damage and other modifiers!
This feature shines when you absolutely need to take down a key target. Since rogues rely on landing singular, powerful hits, having a guaranteed critical hit in your back pocket ensures that no bad roll can ruin your momentum. Whether you’re sniping an enemy from afar or striking with deadly precision in melee, Stroke of Luck turns a potential failure into an instant, high-damage success — a true ace up the rogue’s sleeve.
Rogue Subclasses’ Effect on Sneak Attack in D&D 5e
If you do think about playing a Rogue that heavily relies on Sneak Attack damage, the right type of subclass is crucial. Depending how you want to play your rogue there are different subclasses that will fit your playing style.

Arcane Trickster
You may think that Arcane Trickster will be the best class for sneak attack damage. I mean you may be thinking of a rogue jumping magically around and deal their Sneak Attack damage.
Unfortunately, Arcane Trickster is one of the worst subclasses when it comes to dealing Sneak Attack damage. Of course spells like Misty Step or Invisibility grant you the ability to bring yourself into the position to deal sneak attack damage. Besides that there is not much Arcane Trickster brings to the table.
As Arcane Trickster Rogues typically rely on magic to deal their damage they are lacking the finesse or ranged properties of their weapons. So if you are planning on playing around your sneak attack damage you might not want to choose this subclass.
Assassin
We already have spoken about the Assassin Rogue but we want to take a closer look at this subclass as this is almost perfect for dealing massive amounts of Sneak Attack damage.At level three Assassin Rogues acquire the subclass feature Assassinate. This allows to have Advantage on Initiative rolls as well as gaining a Surprising Strike. This feature gives rogues advantage on attack rolls against any creature that hasn’t taken a turn. As rouges tend to rely on moving early in combat these two features grant them a huge advantage. The advantage on attack rolls give them one Sneak Attack for free.
At level nine you gain the Infiltration Expertise for your rogue. This feat allows you to move even after you made your Steady Aim attack. If you are choosing to play a ranged character - like a hit-and-run - the combination of an assassin and the Steady Aim feat is a must have.
Last but not least Assassins gain their level 17 Death Strike. This subclass feat forces enemies on a hit in the first round to make Constitution saving throw (DC 8 plus Dex modifier and Proficiency Bonus). If the target fails the damage against them is doubled.
Soulknife Rogue
With the 2024 Player’s Handbook Soulknife Rogues found their way into the basic rules. Before this subclass only existed in Tasha’s Cauldron of Everything. Here are the RAW:
A Soulknife strikes with the mind, cutting through barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work.
The big advantage of this class is their Psionic Power which we will dive into another day. For now we will focus on their Psychic Blades. Soulknife Rouges gain this feature at level three. It allows them to manifest shimmering blades of psychic energy. As these weapons have the Finesse Property you are almost all set up to deal your Sneak Attack damage.
At level nine you are allowed to use Homming Strikes. This power gives you the ability to add your Psionic Energy Die on a missed attack. You may hit your target with this extra die and deal your Sneak Attack damage.
With level 17 you gain a direct synergy with Sneak Attack as a Soulknife Rogue. When you use your Psychic Blades to deal Sneak attack damage to a creature, you can force that target to make a Wisdom saving throw (DC 8 plus Dexterity modifier plus Proficiency Bonus). A target that fails is stunned for a minute and may repeat the save at the end of their turn.
Thief
Thief is the last subclass from the RAW from the 2024 Players’ Handbook. Just like Arcane Trickster Rogues, Thief Rogues do not bring a ton of synergy when it comes to Sneak Attack damage.
Thiefs gain a lot of mobility which allows them to bring themselves into positions to deal Sneak Attack damage.
With the level nine Supreme Sneak they gain some advantage when it comes to Sneak Attack damage. Thief Rogues gain an extra Cunning Strike option. Here are the RAW:
Stealth Attack (Cost: 1d6): If you have the Hide action’s Invisible condition, this attack doesn’t end that condition on you if you turn behind Three-Quarters Cover or Total Cover.
So after attacking you still have the Invisible condition which will save you from hiding again if you are not discovered until your next turn.
Items for Sneaking
For a rogue, stealth isn’t just a tool—it’s a way of life. The right items, both magical and non-magical, can make sneaking easier, more effective, and harder to counter. Whether you're avoiding detection or setting up a devastating Sneak Attack, the right equipment can be a game-changer.
One of the most powerful magical items for stealth is the Cloak of Invisibility. Unlike spells or abilities that can be countered with dispel magic or true sight, this cloak allows you to become invisible at will, ensuring you can move undetected in any situation. While regular invisibility can be disrupted, this cloak makes you untouchable when it comes to stealth. Another valuable option is the Cloak of Elvenkind, which requires attunement but grants advantage on Stealth checks. As long as the hood is up, enemies also suffer disadvantage on Perception checks to detect you, making it significantly harder for them to notice your presence. Complementing this, the Boots of Elvenkind ensure that your footsteps make no sound, allowing you to move across any surface without giving yourself away. These boots also provide advantage on Stealth checks, making them a staple for rogues who rely on staying unseen.
Weapons can also enhance a rogue’s ability to strike unseen. The Dagger of Venom is particularly useful, as rogues are proficient with daggers from the start. This weapon not only grants a +1 bonus to attack and damage rolls—helping ensure a Sneak Attack lands—but also allows you to deal an additional 2d10 poison damage once per day, adding an extra layer of lethality to your strikes.
With the right gear, a rogue becomes nearly undetectable, moving through the shadows with ease and striking when enemies least expect it. Whether through complete invisibility, silent movement, or ensuring a lethal first hit, these items make a rogue a true master of the unseen.

Feats for Sneak Attack in D&D 5e
Rogues rely on Sneak Attack for their primary damage output, making it crucial to find ways to trigger it consistently. While positioning and strategy play a major role, certain feats can significantly increase the chances of landing a Sneak Attack or even enhance its effectiveness when it does hit. Whether a rogue prefers melee or ranged combat, various feats provide tools to ensure that every attack counts.
Piercer: Precision and Extra Damage
Most rogues use piercing weapons, making the Piercer feat a natural choice for improving their damage potential. This feat provides two powerful benefits that align perfectly with the mechanics of Sneak Attack. First, when dealing piercing damage, a rogue can reroll one damage die, ensuring a higher chance of dealing optimal damage. Since Sneak Attack adds multiple d6s to an attack, this small adjustment can make a difference, especially at higher levels.
The second benefit shines when a rogue scores a critical hit. Normally, a critical hit doubles all damage dice, including Sneak Attack dice. With the Piercer feat, a rogue gets to roll an additional damage die, further amplifying the devastation of a well-placed attack. Imagine an Assassin rogue landing a critical Sneak Attack on a surprised enemy—every damage die is doubled, and the Piercer feat adds even more. This can turn an opening strike into a fight-ending blow.
Shadow Touched: Vanishing Into the Darkness
For rogues who thrive on stealth and deception, the Shadow Touched feat provides a free casting of Invisibility once per long rest. Since Sneak Attack requires advantage or an ally nearby, going invisible before an attack ensures that the rogue automatically gains advantage on their next strike. This is especially useful for ranged rogues who need to stay hidden while attacking from the shadows.
Beyond invisibility, Shadow Touched also allows a rogue to learn one first-level necromancy or illusion spell, adding further stealth-enhancing magic to their arsenal. Arcane Tricksters or multiclassed rogues with spell slots can even cast these spells multiple times, maximizing their ambush tactics and ensuring Sneak Attack opportunities.
Magic Initiate: A Must-Have for Melee Rogues
The Magic Initiate feat is nearly essential for rogues who fight in melee, thanks to its synergy with Sneak Attack mechanics. This feat grants access to two cantrips and one first-level spell, but the biggest benefit comes from spells like Booming Blade and Green-Flame Blade. Since rogues only make one weapon attack per action, they lose nothing by casting these spells instead of a regular attack.
Booming Blade, for example, allows a rogue to deal extra thunder damage if the enemy willingly moves after being hit. If a rogue lands a Sneak Attack with Booming Blade, they can force an enemy into a lose-lose situation—either stay in place and risk more attacks or move and take additional damage. Similarly, Green-Flame Blade allows for some spread damage, helping a rogue deal extra fire damage to another target nearby.

Alert: Striking First with Deadly Precision
For Assassin rogues, who rely on acting before their enemies, the Alert feat is an invaluable choice. This feat provides a +5 bonus to initiative, increasing the odds of acting first in combat. Since Assassin rogues get automatic critical hits against surprised enemies, going first means they can maximize their damage output immediately.
An added benefit of the Alert feat is the ability to swap initiative with a willing ally. If a rogue rolls poorly but has an ally with a higher initiative, they can switch places, ensuring they still get their first strike off before enemies can react. This can make a significant difference when setting up Sneak Attack combos.
Martial Adept: Enhancing Sneak Attack with Battle Master Maneuvers
While rogues lack access to fighter maneuvers by default, the Martial Adept feat changes that by granting two Battle Master maneuvers and a superiority die to fuel them. Depending on the maneuvers chosen, a rogue can gain new ways to trigger Sneak Attack or manipulate combat in their favor.
For example, the Distracting Strike maneuver allows a rogue to grant advantage to the next attack made against an enemy—perfect for ensuring that a follow-up Sneak Attack lands. Another strong choice is Trip Attack, which forces an enemy to make a Strength saving throw or be knocked prone. If the rogue’s allies are primarily melee fighters, this guarantees them advantage on their attacks, leading to even more Sneak Attack opportunities.
Skulker: Becoming a Ghost in the Shadows
For ranged rogues, staying hidden is crucial, and the Skulker feat makes this even easier. Normally, hiding requires heavy concealment, but with Skulker, a rogue can attempt to hide even when only lightly obscured. This means they can stay hidden more consistently, giving them more chances to attack with advantage and land Sneak Attack damage.
Another major benefit is that missed ranged attacks no longer reveal a rogue’s position. This means a rogue can take risky shots from hiding without fear of giving away their location. If they miss, they remain undetected, and if they hit, they still get their Sneak Attack damage.
Sharpshooter: Lethal Precision at Any Range
For rogues who prefer to fight from afar, the Sharpshooter feat makes Sneak Attack even deadlier. This feat removes the disadvantage for attacking beyond a weapon’s normal range, allowing a rogue to sneak attack from much farther distances. Additionally, it grants the ability to ignore all cover except full cover, ensuring that no obstacle prevents a rogue from landing a precision strike.
One of the most dangerous aspects of this feat is its ability to let a rogue trade accuracy for raw power. By taking a -5 penalty to the attack roll, the rogue can deal an additional 10 damage if the attack hits. Since rogues already gain advantage frequently, they can often offset the penalty while benefiting from the massive damage boost.
Crossbow Expert: A Game-Changer for Ranged Rogues
While melee and Soulknife rogues can dual-wield weapons for a second chance at triggering Sneak Attack, ranged rogues typically don’t have that luxury—unless they take the Crossbow Expert feat. With this feat, a rogue can make an extra attack as a bonus action, allowing them to try for Sneak Attack again if their first attack misses.
Crossbow Expert also eliminates the disadvantage for attacking with a ranged weapon within 5 feet of an enemy. This is especially useful for rogues using hand crossbows, thrown weapons like daggers, or even darts, as they can continue Sneak Attacking in melee range without penalty.
Tips for more Scenarios to deal Sneak Attack Damage
As you know now getting the chance to deal Sneak Attack damage is highly dependent on the moment your rogue is in. Can they hide? Can they somehow gain advantage? Or do they even carry the right weapon? All these factors play a pivotal role when you want to deal your sweet sweet Sneak Attack damage.
So now we are taking a closer look at how you increase your chances drastically to deal this extra damage.
Carry the right weapon
The first tip is the most obvious one. Without the right type of weapon you will never be able to deal Sneak Attack damage. When you are playing your rogue always be aware that you are either carrying a finesse or ranged weapon with you. If you don’t, go to the next weapon shop and get yourself one of these weapons.
The damage a simple ranged or finesse weapon can deal with the added Sneak Attack damage can heavily outweigh the damage you are able to deal otherwise. Even when you are wielding a magical weapon this can be true.So always make your main weapon a ranged or finesse weapon.
Use Hiding To Your Advantage
Hiding is the most reliable source to get advantage on your attack and therefore for dealing sneak attack damage. Rogues naturally come with a high bonus in Stealth Checks. You will have a high chance to succeed your throw.That is why you should play to your advantages and rely on hiding.
Inform Your Party
As you also get the chance to deal Sneak Attack damage when allies are in 5 ft. range, you can rely on your party members.
Prone targets gain advantage on your attack. So it makes sense to speak with your allies on how they can help you out with dealing sneak attack damage.
Quiz: Sneak Attack 5e
Conclusion: Sneak Attack 5e
Sneak Attack is the defining feature of the rogue class in Dungeons & Dragons 5e, offering immense burst damage and rewarding tactical play. Understanding the mechanics—choosing the right weapon, gaining advantage, and positioning yourself effectively—ensures that you make the most of this powerful ability.
By optimizing your build through feats, subclasses, and strategic use of Cunning Action or Steady Aim, you can consistently land devastating Sneak Attacks. Whether you're an Assassin striking from the shadows, a Swashbuckler engaging foes in close quarters, or a ranged rogue taking advantage of Sharpshooter and Crossbow Expert, there are countless ways to tailor your playstyle for maximum impact.
Ultimately, a rogue who masters Sneak Attack becomes a force to be reckoned with—striking at the perfect moment, dealing incredible damage, and controlling the battlefield with precision. If you apply the tactics outlined in this guide, you'll turn your rogue into a deadly and efficient combatant, ensuring that every attack counts. So sharpen your blade, find your moment, and let the Sneak Attacks fly!
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