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Top 20 Best Rogue Spells in D&D 5e [Ranked]

Top 20 Best Rogue Spells in D&D 5e [Ranked]

Rogues, much like Fighters, aren’t strangers to the arcane arts. One of its subclasses, the Arcane Trickster, is well-versed in magic and is one of the most enjoyable spellcasting “hybrid” subclasses to play.

Even if a Rogue were to avoid the Arcane Trickster subclass, they could still multiclass into a spellcasting class.

If one of these options is taken, they’ll no doubt need a robust list of spells that fits their most potent abilities and give them the best advantages, in and out of combat.

Best Rogue Spells 5e

20. Disguise Self (1st-level Illusion)

Disguise Self 5e D&d

Casting Time: 1 Action

Range: Self

Components: V, S

Duration: 1 Hour

You disguise yourself, including your weapons, armor, clothing, and other belongings, looking different until the spell ends or you dismiss it.

Learning Disguise Self is a lot cheaper than getting proficiency with a Disguise Kit, but be aware that you don’t have such a high spell save DC, so it might not be as reliable.

On the other hand, the 1 hour duration without Concentration is also a massive plus, and it only costs a 1st-level spell slot.

19. Green Flame Blade (Evocation Cantrip)

Green Flame Blade 5e D&d

Casting Time: 1 Action

Range: Self (5-foot radius)

Components: S, M (one melee weapon worth at least 1 sp)

Duration: Instantaneous

Brandish the chosen weapon, making a melee attack against one creature and, on a hit, causing the green fire to leap to a new target of your choice.

As a Rogue, you specialize in high single-target damage, but with Green Flame Blade, you can now also deal damage to two enemies at once, benefitting your action economy quite a bit.

The only problem is that the 1d8 damage is Fire damage, so you might be met with more resistance than you’d want.

18. Booming Blade (Evocation Cantrip)

Booming Blade 5e D&d Guide

Casting Time: 1 Action

Range: Self (5-foot radius)

Components: S, M (one melee weapon worth at least 1 sp)

Duration: 1 Round

Brandish a weapon and make a melee attack against one creature within 5 feet of you. If it hits, and the target moves 5 feet before the spell ends, it takes 1d8 Thunder damage.

Booming Blade is an excellent Cantrip to use in combination with your Cunning Action, as you can attack with it and withdraw immediately after.

If the enemy is hit and tries to follow you, they’ll take 1d8 Thunder damage and feel like chasing you might not be the wisest idea.

17. Message (Transmutation Cantrip)

Message 5e D&d

Casting Time: 1 Action

Range: 120 feet

Components: V, S, M (one short piece of copper wire)

Duration: 1 Round

Point your finger towards a creature and whisper a message. Only you and the chosen creature can hear the message, and it can reply in a whisper only you can hear.

As a Rogue, you’ll do a lot of sneaking around, and when sneaking, you don’t want to also be talking loudly; Message solves this problem.

You’ll want to use Message to deliver whispers to an ally without revealing your position. Just don’t whisper too loudly, as people can still hear you chant the spell’s incantation.

16. Darkvision (2nd-level Transmutation)

Casting Time: 1 Action

Range: Touch

Components: V, S, M (an agate or a pinch of dried carrot)

Duration: 8 Hours

Touching a willing creature gives it the ability to see in the dark for 8 hours.

Rogues do a lot of fighting in dark or dimly lit areas as they try to sneak up on enemies and take them down without causing a scene.

The only problem with the dark is that it’s dark and poses a disadvantage to attacks if you can’t see your target well. Darkvision solves this and allows you to easily eliminate your enemies, even while in the dark.

15. Silent Image (1st-level Illusion)

Casting Time: 1 Action

Range: 60 feet

Components: V, S, M (one bit of fleece)

Duration: Concentration, up to 10 minutes

Create an image of a single object, creature, or other visible phenomena no larger than a 15-foot cube, appearing visual and not accompanied by any smell, sound, or sensory effects.

Silent Image may not be as powerful as other Illusion spells, but if you only need a visual effect or object, then Silent Image is all you need.

The spell’s usefulness is mainly determined by how creative you can be, but even if you aren’t, the 15-foot cube area Silent Image covers leaves room for a lot of quick thinking.

14. Misty Step (2nd-level Conjuration)

Misty Step 5e D&d

Casting Time: 1 Bonus action

Range: Self

Components: V

Duration: Instantaneous

You are briefly surrounded by silvery mist, then teleported to a visible, unoccupied space 30 feet away.

Rogues get many benefits from Misty Step, as they can use it to swiftly engage enemies and take them out without a squeak, or they can use it to teleport away from grapples or other restraints.

You can even use it to get out of spells that might do a lot of damage over time.

13. Shadow Blade (2nd-level Illusion)

Shadow Blade 5e D&d

Casting Time: 1 Bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

Weave shadows to great a sword of solidified darkness dealing 2d8 Psychic damage on hit and having thrown properties.

Shadow Blade deals some good Psychic damage, which isn’t resisted as often as other damage types.

It also has the finesse and thrown properties, leaving a lot of room for different styles and combat opportunities if they were to arise.

You can even upcast Shadow Blade to deal even more damage if you have a spell slot to save.

Another great ability is that the sword works in dim light and darkness, making it even easier to land Sneak Attacks!

12. Blur (2nd-level Illusion)

Casting Time: 1 Action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

Become physically blurred, disadvantaging attack rolls from any creature with blindsight or an ability similar to truesight.

If you’re in a pickle or you just want to not get hit by a lot of attacks, Blur makes it much easier for you to survive those confrontations.

The spell also makes it so that you can take on enemies that might give you a run for your money without Blur active, and that’s all thanks to the attack roll disadvantage!

11. Mirror Image (2nd-level Illusion)

Mirror Image 5e D&d

Casting Time: 1 Action

Range: Self

Components: V, S

Duration: 1 Minute

Spawn three illusory duplicates of yourself, each illusion mimicking your actions, constantly shifting positions and making it nearly impossible to track the real image.

Mirror Image is a lot like Blur, but it disadvantages the enemies in a different way.

The main use for Mirror Image would be to confuse enemies in order for you to land devastating blows or to burn an enemy’s attacks.

One of the reasons Mirror Image is so loved among Rogues is that it doesn’t require Concentration, so you can combine it with some pretty powerful spells.

10. Minor Illusion (Illusion Cantrip)

Minor Illusion 5e D&d

Casting Time: 1 Action

Range: 30 feet

Components: S, M (a bit of fleece)

Duration: 1 Minute

Create an image or sound of an object within 30 feet lasting 1 minute.

Minor Illusion puts a lot of power in your hand, given that you’re creative and know how to be deceptive.

One of the best uses would be to hide behind it before striking an enemy or lure an enemy in with an image that catches their eye.

There are a lot of ways Minor Illusion can be used, so the best would be to experiment with it and work out a plan that works best for you.

9. Fly (3rd-level Transmutation)

Fly 5e D&d

Casting Time: 1 Action

Range: Touch

Components: V, S, M (one wing feather from any bird)

Duration: Concentration, up to 10 minutes

The touched creature gains a flying speed of 60 feet until the spell ends.

Having flight when your enemies don’t already puts you at such a big advantage that it’s difficult to understate the value of the fly spell.

Your advantage is increased even further if you use Fly without the enemy having access to any ranged attacks.

Note: Fly doesn’t only have to be used in combat; in my opinion, Fly shows its strengths when used in everyday tasks and scouting missions.

8. Invisibility (2nd-level Illusion)

Invisibility 5e D&D

Casting Time: 1 Action

Range: Touch

Components: V, S, M (one eyelash encased in gum arabic)

Duration: Concentration, up to 1 hour

Touching a creature makes it become invisible, and anything it’s wearing or carrying becomes invisible if it’s on the creature.

Rogues are already stealthy adventurers, but when combined with Invisibility, that just increases.

Whether you use it in combination with your Sneak Attack or as a way to sneak past enemies, Invisibility just gives too many benefits to overlook.

7. Shape Water (Transmutation Cantrip)

Shape Water 5e D&d

Casting Time: 1 Action

Range: 30 feet

Components: S

Duration: Instantaneous or 1 hour

You choose an area of water that fits in a 5-foot cube visible to you, manipulating it in a few ways.

Shape Water is one of my favorite Cantrips out there, especially for a Rogue who can do so much with the ability to “water bend.”

Some obvious uses for Shape Water would be pouring water into a lock and freezing it, allowing ice expansion to crack the lock wide open. Other uses would be to freeze a door shut or even build a small bridge made of 5-foot segments.

If you’re a creative Rogue, there are no limits to how Shape Water can be used.

6. Prestidigitation (Transmutation Cantrip)

Prestidigitation 5e D&d

Casting Time: 1 Action

Range: 10 feet

Components: V, S

Duration: Up to 1 hour

You create one of a few magical effects within 10 feet of you.

Prestidigitation is a lot like Shape Water, just for a lot of minor spells that can be used in their own creative ways.

Much like Shape Water, how useful Prestidigitation is will be determined by how creative the Rogue using it is.

5. Major Image (3rd-level Illusion)

Casting Time: 1 Action

Range: 120 feet

Components: V, S, M (one bit of fleece)

Duration: Concentration, up to 10 minutes

Create an image or sound of an object, creature, or some other visible phenomena no larger than a 20-foot cube.

Major Image is much more versatile than Silent Image, as they have to either physically inspect the illusion (Intelligence [Investigation] check) or touch the illusion.

So, even if you’re illusion is being inspected, it still buys you a lot of time to escape, take out at least one of the inspectors before they realize what’s going on, or just play things off.

Like many Rogue spells, the overall rating of the spells is determined by how creative the Rogue can be.

4. Find Familiar (1st-level Conjuration [Ritual])

Find Familiar 5e D&d

Casting Time: 1 Hour

Range: 10 feet

Components: V, S, M (10 GP worth of herbs, charcoal, and incense that must be consumed by fire in a brass brazier)

Duration: Instantaneous

You gain the service of a spirit familiar in the form of an animal you choose.

Having a familiar like an Owl can be game-changing as a Rogue. The fact that familiars are so good at scouting, as well as assisting you in combat, makes them invaluable companions to have.

The best thing about Find Familiar is probably that it’s only a 1st-level spell and doesn’t cost anything to cast except 10 GP, so it’s worth it.

3. Stone Shape (4th-level Transmutation)

Casting Time: 1 Action

Range: Touch

Components: V, S, M (soft clay must modeled roughly into the desired shape of the object)

Duration: Instantaneous

You merely touch a stone object of medium size or smaller, and a section of 5 feet in any dimension can be formed into any shape you see fit.

Stone Shape is one of the most useful spells in D&D and is one of my favorites, as I always depict a Wizard carefully removing one pillar from a standing castle and having the whole thing come crumbling down.

Another use would just be the fact that you can reshape stone and have it molded into whatever shape you desire.

The only limitation of Stone Shape would be your creativity, as a 5-foot cube is enough space for someone who uses the spell correctly.

2. Silvery Barbs (1st-level Enchantment)

Silvery Barbs 5e D&d

Casting Time: 1 Reaction, taken when a visible creature within 60 feet of you succeeds on an attack roll, saving throw, or ability check

Range: 60 feet

Components: V

Duration: Instantaneous

Magically distract a creature, forcing it to reroll a d20 and use the lower roll. You also choose a visible creature within 60 feet and give it advantage on the next saving throw, ability check, or attack roll within 1 minute.

Silvery Barbs is a very complicated spell, but when used well, it can change the course of a battle.

The ability to have a creature reroll a d20, essentially mitigating their roll if they score lower than previously scored, and giving any other creature advantage on a saving throw, ability check, or attack roll is just insane.

Just keep in mind that you’ll eventually run out of spell slots, and you can only use it once per turn, as you only get one reaction. Even then, the spell remains exceptional and has the potential for some great moments in combat.

1. Greater Invisibility (4th-level)

Greater Invisibility 5e D&d

Casting Time: 1 Action

Range: Touch

Components: V, S

Duration: Concentration, up to 1 minute

Touch a creature (including yourself), turning it and anything it’s wearing invisible as long as it’s on the target’s person.

Greater Invisibility is so much better than its 2nd-level counterpart that it’s just a no-brainer for a Rogue to have or be affected by.

Now you don’t have to be shy when attacking targets, and you can sneak past targets with so much confidence that you’re wondering why you aren’t just slitting their throats instead.

Final Thoughts

The way I see it, Rogues are some of the most versatile adventurers out there, and when using the appropriate spells, they become more valuable.

Think about it: a Scout using Invisibility, an Assassin casting Silence, or a Face using Suggestion

There are endless possibilities for which spells Rogues can use, and the ones mentioned are but a few of the best.

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