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The 12 Best Weapons For Rogues in D&D 5e [Ranked]

The 12 Best Weapons For Rogues in D&D 5e [Ranked]

The world of D&D lets adventurers pick and choose between various ranged and melee weapons.

However, some weapons stand out above the rest, fitting an adventurer’s background, build, flavor and simply giving more useful stats to that character.

In the case of Rogues, their backstories and playstyles mainly include daggers, crossbows, swords, and sometimes, bows.

Rogues are the damage dealers of a party, and when choosing their weapons, it’s crucial to pinpoint what, exactly, your role in the party will be.

Rogue Weapon Proficiency

  • Simple weapons (hand crossbows, longswords, rapiers, and shortswords)

Best Weapons for the Rogue in 5e

12. Hand Crossbow

Cost: 75 GP

Damage: 1d6 Piercing

Weight: 3 lbs

Properties: Ammunition, Range (30/120), Light, Loading


Hand Crossbows are exactly like their Light Crossbow counterpart but with the ability to use a shield or fit into your character’s flavor.

Other than that, it doesn’t add any other value, so if you’re looking for an optimal ranged weapon, you’re better off taking the Light Crossbow.

11. Light Crossbow

Cost: 25 GP

Damage: 1d8 Piercing

Weight: 5 lbs

Properties: Ammunition, Range (80/320), Loading, Two-handed


Light Crossbows have the same range as a Shortbow but with a higher damage die.

If you want to go for a ranged Rogue, you’re best off taking a Light Crossbow unless you desperately want the range from a Longbow, but then you’ll need to get proficiency with Martial weapons.

10. Weapon of Warning

Rarity – Uncommon (requiring attunement)

Item Type – Weapon (any)


This weapon warns you of danger. While on your person, you have advantage on initiative rolls. You and any of your companions within 30 feet also can’t be surprised, except if incapacitated by something that’s not nonmagical sleep.

The weapon will magically awaken you and your companions within range if you’re sleeping naturally when combat begins.


Rogues are often described as having unparalleled perception, and with the Weapon of Warning, that becomes a reality.

The Weapon of Warning does a great job of allowing the Rogue to stay ever-vigilant, even when asleep. 

It also gives you advantage on initiative rolls, which can be crucial to getting that initial devastating Sneak Attack in.

9. Dagger

Cost: 2 GP

Damage: 1d4 Piercing

Weight: 1 lb

Properties: Finesse, Light, Thrown (20/60)


Daggers are ideal weapons for a Rogue, as they’re light and can easily be used for two-weapon fighting.

Their damage isn’t very high, but when you consider that they can be thrown, carrying around 4 daggers on your person turns out to be a great idea.

8. Shortsword

Cost: 10 GP

Damage: 1d6 Piercing

Weight: 2 lbs

Properties: Finesse, Light


Shortswords are similar to Daggers as they’re light and are exceptional two-weapon fighting candidates, but they have larger damage dice.

However, Shortswords don’t have the thrown property, which can be a deal-breaker for Rogues who want to have an option to throw their weapons.

7. Bookmark

Rarity – Legendary (requiring attunement)

Item Type – Weapon (dagger)


This dagger is a +3 that belongs to Artus Climber. Having the dagger drawn lets you use a bonus action to activate one of these properties:

  • The blue gem in the dagger’s pommel sheds bright light in a 20-foot radius and dim light for 20 feet or makes the gem go dark.
  • While resting in your palm, the dagger points north, turning into a makeshift compass.
  • Cast Dimension Door using the dagger. If used, this property cannot be used again until the next dawn.
  • Cast Compulsion (save DC 15) using the dagger. The range of the spell increases to 90, but it can only target spiders that are beasts. If used, this property cannot be used again until the next dawn.


Bookmark is an interesting +3 Dagger that perfectly fits a Rogue’s flavor. 

The +3 already makes it spectacular, but the fact that it can become a compass and be used to shed light can impact your party’s navigation and ambushes.

Not only that, but the additional spells give a Rogue a varied approach rather than always having to rely on their stealthy tactics.

6. Oathbow

Rarity – Very Rare (requiring attunement)

Item Type – Weapon (longbow)


Nocking an arrow makes the bow whisper, “Swift defeat to my enemies” in Elvish. Using it to make a ranged attack, use the command phrase, “Swift death to you who have wronged me.”

The target will become your sworn enemy until it dies or until dawn seven days later. You may only have one sworn enemy at a time. If your sworn enemy dies, you may choose a new one after the following dawn.

Making a ranged attack roll against your sworn enemy gives you advantage on the roll. The target cannot gain benefit from cover other than total cover, and you’ll suffer no disadvantage due to long range.

If your attack hits, your sworn enemy will take bonus 3d6 Piercing damage.

While your sworn enemy lives, your attack rolls with all other weapons will have disadvantage.


Rogues wishing to pick up a Longbow instead of a Crossbow need to get their hands on the Oathbow.

It allows them to put as much damage as possible on a single target, as it gives them increased damage and advantage on attack rolls against the target.

The Oathbow is an easy way for a Rogue to give a big old middle finger to whatever is terrorizing his party!

Note: Try combining the Oathbow with the Arrow of Slaying.

5. Rapier

Cost: 25 GP

Damage: 1d8 Piercing

Weight: 2 lbs

Properties: Finesse


Rogues often go for weapons they can easily use for two-handed fighting, but in the off-chance that you need a one-handed weapon, the Rapier will be your best bet.

It has a massive damage die and even has finesse, so you’ll still be able to perform your Sneak Attacks efficiently.

4. Dagger of Venom

Rarity – Rare

Item Type – Weapon (dagger)


Gain a +1 bonus to damage and attack rolls with this weapon.

Use an action to cause thick, black poison to coat the blade. The poison will remain for 1 minute or until an attack with this weapon were to hit a creature.

The creature must succeed on a DC 15 Constitution save or take 2d10 Poison damage, becoming poisoned for 1 minute. The dagger cannot be used in this way again until its next dawn.


A Dagger of Venom is the perfect starting Dagger for a Rogue, even being useful throughout most of the mid-game and only becoming much less effective afterward.

It works well with Sneak Attack and allows you to dish out insane amounts of damage for 1 minute, which will usually be enough for an entire battle.

3. Rakdos Riteknife

Rarity – Legendary (requiring attunement)

Item Type – Weapon (dagger)


Gain a +1 bonus to damage and attack rolls with this weapon. Slaying a creature with an attack using the dagger imprisons its soul within the dagger. 

The creature can only be brought back to life by the Wish spell, and the dagger can hold a maximum of five souls.

Each soul imprisoned in the dagger makes your attacks deal an extra 1d4 Necrotic damage on hit. While the dagger is within 5 feet of you, your dreams will be haunted by whispers from the souls you’ve trapped.

Siphon Vitality – Using a bonus action lets you release any number of stored souls from the dagger to regain 1d10 HP per released soul.

Annihilation – This property can be used if the dagger holds five souls.

Using a reaction immediately after hitting and damaging a creature, you may release the 5 souls.

If the target has fewer than 75 HP afterward, it must succeed on a DC 15 Constitution save or die. If it dies, you can’t use this property again until you’ve finished a long rest.


Rakdos Riteknife is a demonic +1 Dagger that has its wielder imprison the souls of those slayed with it, adding 1d4 bonus Necrotic damage for each soul.

It is an unusually cruel weapon that gives its wielder unprecedented healing capabilities and even allows for an instant kill if 5 souls are released after an attack.

The Riteknife greatly increases a Rogue’s Sneak Attack effectiveness, but it will most likely come at the cost of the Rogue turning to darkness and eventually becoming evil.

2. Sword of Wounding

Rarity – Rare (requiring attunement)

Item Type – Weapon (any sword)


HP lost to the damage of this weapon can only be regained through a long or short rest rather than magic, regeneration, or other means.

Once every turn, hitting a creature with this weapon’s attack lets you wound the target. At the start of each of the wounded creature’s turns, it will take 1d4 Necrotic damage for each time it’s been wounded.

It can also make a DC 15 Constitution save to end the effect of all wounds on itself on a success. The wounded creature or a creature within 5 feet of it can also use an action to make a DC 15 Wisdom (Medicine) check, which will end the effects of wounds on it on a success.


The Sword of Wounding has insane potential, especially when combined with a one-handed sword like the Rapier or Shortswords, which can be used for two-weapon fighting.

Its extra 1d4 Necrotic damage for each hit inflicted with the Sword is fanatics, and when you attack with it outside of your turn, like in opportunity attacks, the weapon truly shines.

Creatures like Slaad, Vampires, Trolls, Liches, and even Zariel will all have a terrible time fighting your party if you have a Sword of Wounding.

1. Blade of Broken Mirrors

Rarity – Artifact (requiring attunement by a humanoid)

Item Type – Weapon (dagger)


Sentience – Sentient Chaotic Evil weapon with Intelligence Wisdom of 24, Charisma of 24, and Intelligence of 21. It has darkvision and hearing to a range of 120 feet.

It also communicates telepathically with the one who wields it, understanding Abyssal and Common.

Personality – Ragazuu, an insane glabrezu, lives within the dagger, yearning for chaos, learning from the principles of its wielder and using it to its advantage.

Dormant – The dagger has abilities in its dormant state:

  • Can speak, read, and write Abyssal.
  • Gain +1 bonus to damage and attack rolls with this weapon, and making a ranged attack with this weapon immediately returns it to your hand.
  • Killing a humanoid with the dagger allows the blade to remember the creature’s appearance. Holding the dagger allows you to use an action and change your form to match any humanoid it remembers.

Only your size changes, no other statistics, and the equipment you’re carrying or wearing isn’t changed. Using an action lets you revert to your true form. You’ll automatically revert to your true form after dying.

  • If the dagger is attuned by a new wielder, all prior appearances are wiped.

Awakened – The dagger has abilities when its awakened state:

  • Bonus damage and attack rolls increase to +2.
  • Holding the dagger lets you use an action and cast spells from it (DC 15): Fabricate, Hallucinatory Terrain, Major Image, or Phantasmal Killer

A spell that has been cast like this cannot be cast again until the following dawn.

Exalted – The dagger has abilities when its Exalted state:

  • Bonus damage and attack rolls increase to +3.
  • Save DC for spells cast using the dagger increase to 17.
  • Holding the dagger lets you turn invisible by using an action. Anything you’re carrying or wearing is also invisible.

You’ll remain invisible until you stop holding the dagger, attack, cast a spell forcing a creature to make a saving throw, or use a bonus action to become visible again.


Rogues aren’t only feared assassins, but they are also known for their versatility, which can often confuse many of their enemies.

Wielding the Blade of Broken Mirrors grants a Rogue with even more intense versatility, allowing for multiple powerful illusion spells and even having attack/damage modifiers depending on its rarity.

While the Blade of Broken Mirrors might be incredibly difficult to find, if you do find it, you will become one of the most feared Rogues in the world.

Just be warned, its chaotic, evil nature might deter some Rogues who would easily fall to the temptations of power and divinity.

Final Thoughts

For the most part, each class in D&D has its most used or beloved weapon that is both iconic and functional.

Though some of these weapons might not be the best D&D weapon overall, they remain the best option for that character at the moment.

A good example would be choosing between a dagger or a sword, as both can be useful to you, but specific scenarios (like using a dagger in your off-hand) might be more appealing to you.

In the end, whether you decide to take a conventional or unconventional weapon, as long as you like it and it fits your playstyle, you should roll with it!