Baldur's Gate 3

Baldur's Gate 3

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Book of Flying Daggers.
By Tomliwag
Rogue's true power.
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Intro.
Rogues can be underwhelming without multiclassing in this game, but some optimization can make them powerful enough within 12 levels in their class. This guide will provide useful information about the rogue's fighting style and refresh your understanding, whether you are multiclassing or not.

Rogue, huh ?
Reliable Talent. What is it and how it works.
Reliable Talent is a passive feature gained by Rogues at level 11.
When you roll an Ability Check with a Skill you are proficient with, the lowest result you can roll on the die is 10.
If you roll, say, 9, it will count as 10. It also protects you from critical failures (a natural 1 on the dice will also count as 10) but ONLY if you have proficiency in the skill you roll.
If you roll 11 it will count as 11 and so on.
This can be used in dialog checks when you are trying to persuade somebody or trying to steal, disarm something or hiding.
Reliable Talent and Greater Invisibility.
Reliable Talent can help you remain hidden when you roll Stealth checks. This also combines well with Greater Invisibility spell. You can buy and find scrolls of this spell and cast it on yourself or cast it using your teammates spells.
Merchants will start selling these scrolls when you reach level 6.
Classes with Greater Invisibility: Bard, Sorcerer, The Archfey Warlock, Wizard, and Circle of the Land (Underdark) at level 7 in their class.
To remain invisible, you must roll Stealth checks after any attack, spell or most interactions.
Actions like Hide, casting Minor illusion, opening doors will not require rolling Stealth checks.
The first Stealth check DC is 15, then it increases to 17, increasing by 1 for each subsequent check until you fail a very high Stealth check or reach the end of 10 turns.
With the "Reliable Talent", minimum Stealth roll will be 10 plus all your bonuses.
These Stealth checks in Honor mode will be significantly higher.
For more details about it, read the "Changes in Honor mode" section of this guide.

But before you start using it i highly recommend to turn off "Karmic dice" option, because it has weird interactions with abilities that reroll your dice, not just with "Reliable talent" but with any other similar abilities of different classes. Just don't use that option, as it will cause your ability checks to roll below 10, even when you have "Reliable Talent".

Proper use:
Cast Greater Invisibility before a fight on your rogue and send him alone to attack your opponent using Melee Sneak Attack or Ranged Sneak Attack DIRECTLY, not from reactions, combining it with basic melee or ranged attacks because your Sneak Attack will be on cooldown for 6 seconds or just spam your Sneak Attacks without combining them with basic attacks.
If its Honor mode then use ONLY your Sneak Attacks, melee or ranged, because every attack under the effect of Greater Invisibility in Honor mode is very expensive in terms of Stealth checks.
Don't start your attacks in Turn-based mode. Other party members can wait not so close to enemies so they won't start a combat with them, or they can use invisible potion and be nearby so they can join at will.
The concept behind this idea is to remain invisible while attacking your enemies. If they cannot see anyone to confront, there will be no combat in the traditional sense; instead, the attacks will come seemingly out of nowhere.
Stealth checks becomes more harder in Greater Invisibility so its not overpowered at all.
Most of encounters can be done using this knowledge, it is up to you when and how to use that tactic.

Reaction Sneak Attack won't trigger while invisible for some reason, so you must use them manually by clicking on Sneak Attack. I don't know if this is a bug or a designed feature.
You can bind your Sneak Attacks and other actions to 1-9 for time management using custom panel by dragging your character actions onto it, then switch back to default panel.


Another pros:
  • This can be handy in Honour mode situations when all other 3 character in your party are dead and the one who is still invisible can easily run away and ressurect them.
  • You can kill multiple enemies without even starting a combat with a character under Greater invisibility.
  • This rogue doesn't require Risky ring for this strategy allowing another ring to be used in that slot and the Risky ring can be used by another teammate.
  • This can be done before level 11 only thanks to Dexterity, Items and Buffs below with ANY class, but with rogue's Reliable Talent you can maintain invisibility much longer and be sure it will not brake because of critical failure (reliable invisibility). Don't forget to turn off Karmic Dice option in your settings.
Be advised that you can manage your reactions by clicking on those icons and turning them to "ask mode", so you can trigger them when needed. This is important because Uncanny Dodge is also a reaction, and it will interfere with all of your reaction actions, such as opportunity attacks or the Arcane Trickster's "Shield" spell. Uncanny Dodge should be on your skill bar.
Armor.
1 act
Padded Armour +1:
12 Armour Class + Dexterity modifier.
You take 1 less Bludgeoning damage.
Location: Sold by traders starting at player level 2.


Padded Armour +2:
13 Armour Class + Dexterity modifier.
You take 2 less Bludgeoning damage.
Location: Sold by traders starting at player level 5.


In Act 1, simply use any +1/+2 armor available to you with damage reduction, and dont rely on stealth just yet.
Any armor with damage reduction will be better than any other armor with stealth bonuses due to the enemies' "Darkvision", which allows them to detect you more easily in the shadows.
Gnolls, goblins, bugbears, duergars, drow, and many others have the Darkvision ability.
As you reach higher levels and obtain better items in the future, your stealth will improve.
More about Darkvision:
When a hiding creature makes a stealth check against a creature with darkvision, and is within the range of darkvision:
  • Lightly Obscured counts as being under Clear Area instead.
  • Being Heavily Obscured counts as being Lightly Obscured instead.
The same applies to Superior Darkvision, just with a longer range.

2 act
Shadeclinger Armour:
12 Armour Class + Dexterity modifier.
Stealth +1, Advantage on Saving throws while Obscured.
Location: Sold by Quartermaster Talli, the Last Light Inn.


Yuan-Ti Scale Mail:
15 Armour Class + Dexterity modifier.
Add your full Dexterity Modifier to your Armour Class.
Additionally, this armour does not impose Disadvantage on Stealth Ability Checks.
Use it only if you have the Moderately Armoured feat, or if you are multiclassing into a class that has medium armor proficiency.
Location: Sold by Quartermaster Talli, the Last Light Inn.

Penumbral Armour:
12 Armour Class + Dexterity modifier.
Stealth +3.
Location: In a locked opulent chest in the abandoned house by the river east of the Last Light Inn.

Studded Leather Armour +2:
14 Armour Class + Dexterity modifier.
You take 1 less Bludgeoning damage.
Gain a +1 bonus to Initiative Rolls.
Location: Sold by traders starting at player level 9.

Gloomstrand Shield:
+2 Armour class.
Stealth +1.
Use it only if you have the Moderately Armoured feat or race proficiency, or if you are multiclassing into a class that has shield proficiency.
Location: In a locked traveller's chest south of the Reithwin Tollhouse, next to the warped bridge.

3 act
Bhaalist Armour:
14 Armour Class + Dexterity modifier.
Enemies within 3 m become Vulnerable to Piercing damage, unless they are Resistant or Immune to it.
Gain a +2 bonus to Initiative Rolls.
Best in slot armor for you in terms of damage.
Combine it with 6d6 Sneak Attack at level 11-12, Knife of the Undermountain King / Crimson Mischief in your Main hand and Rhapsody / Bloodthirst / Dolor Amarus or Ambusher in off-hand + Vicious Shortbow in ranged weapon slot + Killer's Sweetheart ring for a guaranteed critical hit + Shadow-Cloaked Ring or Strange Conduit Ring + Craterflesh Gloves / Helldusk Gloves or Stalker Gloves for damage boost.
Location: Murder Tribunal, sold by Echo of Abazigal. You must become an Unholy Assassin, after which you will have access to this armor and some other useful items.

Elegant Studded Leather:
14 Armour Class + Dexterity modifier.
Grants Advantage on Stealth Checks (!), reaction spell "Shield", recharge: Long rest.
And +2 bonus to initiative rolls.
Location: In the Counting House, high security vault 9, where you first encounter Minsc.

Armour of Agility:
17 Armour Class + Dexterity modifier.
Add your full Dexterity Modifier to your Armour Class.
Saving throws +2.
Additionally, this armour does not impose Disadvantage on Stealth Ability Checks.
Use it only if you have the Moderately Armoured feat or if you are multiclassing into a class that has medium armor proficiency.
Location: Sold by Gloomy Fentonson near the Lower City Central Wall waypoint.

Helldusk Armour:
21 Armour class.
You are considered Proficient with this armour while wearing it.
Fly spell, recharge: Long rest.
When you succeed a Saving throw, the caster receives Burning for 3 turns.
You have Resistance to Fire damage and cannot be Burned.
You take 3 less damage from all sources.
Location: House of Hope, Worn by Raphael.
Helmets.
1 act
Haste Helm:
At the start of combat, the wearer gains Momentum for 3 turns.
Momentum increases your Movement Speed by 1.5 m per remaining duration of this effect.
Location: Blighted Village, inside the Moss-Covered Chest.

Warped Headband of Intellect:
Intelligence score = 17.
The enchantment has no effect if their Intelligence score is higher without it.
That's a nice item for some ability checks in specific situations, like the Mirror of Loss.
Location: Blighted Village, carried by Lump the Enlightened.

Helmet of Autonomy:
proficiency in Wisdom Saving throws.
Good against Fear, Hold person, Confusion.
Location: Underdark, on a skeleton at the entrance to The Festering Cove.

Shadow of Menzoberranzan:
gives you Invisibility spell. Recharge: Short rest.
Location: Ebonlake Grotto, on the ground next to the Xargrim Pale Corpse,
in the secret area unlocked by completing the quest "Defeat the Duergar Intruders" or by using Misty Step to reach that area.

Diadem of Arcane Synergy:
when you inflict a condition, gain Arcane Synergy for 2 turns.
Location: Crèche Y'llek, carried by Ardent Jhe'rezath in the Inquisitor's Chamber.


2 act
Helmet of Arcane Acuity:
Dexterity saving throws +1.
Whenever you deal damage with a weapon attack, you gain Arcane Acuity for 2 turns.
Arcane Acuity is needed for spells/spell scrolls.
Use the Arrow of Many Targets in the first round and a spell or spell scroll in the second round.
This combination works well with the Band of the Mystic Scoundrel ring.
Location: Mason's Guild, in a locked (DC 14) and trapped (DC 21) gilded Chest in a secret basement area.

Covert Cowl:
Dexterity saving throws +1.
While obscured, the number you need to roll a Critical Hit while attacking is reduced by 1.
Location: Last Light Inn, cellar. Carried by a Meenlock.

Marksmanship Hat:
you gain a +1 bonus to Ranged Attack rolls and Thrown Attack Rolls.
Good for ranged attacks combined with Sharpshooter feat.
Location: Moonrise Towers, sold by Roah Moonglow on the main floor.

3 act
Helmet of Grit:
Dexterity saving throws +1.
When the wearer has 50% Hit Points or less, they have an additional Bonus Action.
Location: Szarr Palace, in a locked opulent chest in the room with the cursed corpse of Victoria.

Sarevok's Horned Helmet:
you gain Darkvision up to a range of 3 m, or 15 m if you already have it.
The number you need to roll a Critical Hit while attacking is reduced by 1.
You can't be Frightened, and cannot be afflicted with other emotion-altering conditions.
Use it only if you have the Moderately Armoured feat or if you are multiclassing into a class that has medium armor proficiency.
Location: Murder Tribunal, carried by Sarevok Anchev.

Helm of Balduran:
+1 bonus to Armor Class and Saving throws.
Attackers can't land Critical Hits on the wearer.
You can't be Stunned.
The helmet heals you 2 hit points at the beginning of every turn.
Use it only if you have the Moderately Armoured feat or if you are multiclassing into a class that has medium armor proficiency.
Location: the Dragon's Sanctum, on top of a stone altar next to Ansur.

Helldusk Helmet:
attackers can't land Critical Hits on the wearer.
Immolating Gaze spell that deal 2d8 Fire damage, and additional 2d8 Fire damage against Burning creatures.
You can see in magical and ordinary darkness up to a range of 12 m.
You cannot be Blinded.
The wielder has a +2 bonus to Saving throws against spells.
Location: House of Hope, in Raphael's Vault across from the entrance to the Boudoir.
To enter, you must first succeed in a DC 10 Perception check to spot the infernal gem, then interact with the infernal gem by passing a DC 10 Wisdom check, followed by a DC 20 Arcana check.
Use your utility items for these checks.
Gloves.
1 act
Gloves of Archery:
you gain Proficiency with Longbows and Shortbows.
Your ranged weapon attacks deal an additional 2 damage.
A thief rogue wielding two one-handed crossbows can make good use of these gloves by utilizing the Sharpshooter feat.
Location: Goblin Camp, sold by Grat the Trader.

Gloves of Thievery:
Advantage on Sleight of Hand Checks.
For lockpicking, stealing, disarming. Don't forget to switch back to combat option.
Location: Zhentarim Basement, sold by Brem after completing "Find the Missing Shipment" quest.

Gloves of Missile Snaring:
you can intercept missiles from ranged weapon attacks with a Reaction, reducing their damage by 1d10 + your Dexterity modifier.
If your rogue is an Arcane Trickster, you will want to use your reaction for the "Shield" spell rather than for the effect of these gloves. Other rogues can make good use of these gloves.
Use it until you reach level 5; at that point,
you will have access to your own reaction - "Uncanny Dodge".
After level 5 you should use another gloves.
Location: Emerald Grove, sold by Arron.

Wondrous Gloves:
+1 to Armour Class.
Location: Grymforge, carried by a Mimic near the harper cache.

2 act
Gloves of the Balanced Hands:
when you make an offhand attack, you can add your Ability Score Modifier to the damage of the attack.
Location: Last Light Inn, sold by Quartermaster Talli.

Cindersnap Gloves:
Protection from Missiles spell.
Ranged weapon attacks against you have Disadvantage, and their damage is halved.
Duration: 10 turns. Recharge: Short rest. Concentration spell.
Location: Last Light Inn, sold by Quartermaster Talli.

Gloves of Battlemage's Power:
Strength Saving throws +1.
When you hit a target with a spell or cantrip that uses a weapon, you gain Arcane Acuity.
Use it with Booming Blade and Shadow Blade.
Location: Reithwin Tollhouse, in an opulent chest on the second floor in the room with two locked doors.

Gloves of The Duellist:
while only holding one weapon in your main hand and nothing in your off-hand, gain a +2 bonus to melee weapon Attack rolls.
Actually, the bonus from these gloves is active even if you have a shield in your offhand, as long as you do not have a weapon in your offhand.
It is also deactivated if using a versatile weapon alone (in 2-hand mode), but is active if wielding a versatile weapon alongside a shield.
Location: Moonrise Towers, sold by Lann Tarv on the main floor.

3 act
Craterflesh Gloves:
Strength Saving throws +1.
Whenever you score a Critical Hit, deal an additional 1d6 Force damage.
Location: Murder Tribunal, sold by Echo of Abazigal.

Stalker Gloves:
+1 to Initiative.
Your Sneak Attack deals an additional 1d4 Force damage.
Location: Rivington General, sold by Exxvikyap in Rivington.

Helldusk gloves:
Strength saving throws +1.
You gain +1 bonus to Spell Attack Rolls and Spell Save DC.
Your weapon attacks deal an additional 1d6 Fire damage.
Your unarmed attacks deal an additional 1d6 Necrotic damage, and can possibly inflict Bleeding.
Grant Rays of Fire spell, that hurl 3 rays of fire.
Each ray deals 3d6 Fire damage.
Recharge: Short rest.
Location: House of Hope, worn by Haarlep in the Boudoir.
Boots.
1 act
Swiresy Shoes:
Acrobatics +1.
Jump distance is increased by 1.5 m.
Location: Goblin Camp, sold by Grat the Trader.

Springstep Boots:
when you use Dash or similar action during combat, you gain Momentum for 3 turns.
Location: Shattered Sanctum, in the treasure room behind Dror Ragzlin's throne.

Boots of Genial Striding:
the wearer's Movement Speed is unimpeded by Difficult Terrain.
Location: Ebonlake Grotto, sold by Blurg.

Mystra's Grace:
Feather Fall spell.
These are useful shoes for certain occasions.
Don't forget to swap back.
Location: Arcane Tower, in the Chest of the Mundane on the northern balcony of the tower's third floor, the same level as the arcane turrets.

Disintegrating Night Walkers:
Misty Step spell. Recharge: Short rest.
Can't be Enwebbed, Entangled, or Ensnared and can't slip on Grease or Ice.
Location: Grymforge, Worn by Nere.

2 act
Acrobat Shoes:
Acrobatics +1.
Advantage on Dexterity Saving throws.
Location: Last Light Inn, sold by Barcus Wroot.

Evasive Shoes:
Acrobatics +1, Armour Class +1.
Location: Last Light Inn, sold by Mattis.

3 act
Helldusk boots:
Teleport to an area and deal 2d8 Fire damage where you land.
The impact blast spreads in a 3 m zone. Recharge: Short rest.
You cannot be forcibly moved by a foe's spells or actions, and you ignore the effects of Difficult Terrain.
When you fail a Saving throw, you may use your Reaction to succeed instead.
Location: Wyrm's Rock Fortress, in a locked Gilded Chest on the top floor in the corner, Gortash's room.
You can take these boots before Gortash's coronation by using invisibility.

Boots of Persistence:
Dexterity Saving throws +1.
You gain Freedom of Movement and Longstrider.
Use it only if you have the Moderately Armoured feat or if you are multiclassing into a class that has medium armor proficiency.
Location: Forge of the Nine, sold by Dammon in the Lower City.
Rings.
1 act
Shapeshifter's Boon Ring:
while shapeshifting or disguising yourself, gain a +1d4 bonus to all Ability checks.
Stealth / utility setup.
Cast Disguise Self, then you can replace this ring with another, its effect will remain.
You can put this ring on your skill panel for the sake of convenience.
Location: Emerald Grove, carried by the Strange Ox.
But if you want to acquire the Hat of Fire Acuity, then you should deal with him in Act 2 at Last Light Inn to obtain both items.

Ring of Protection:
Armor Class +1, Saving throw +1.
Steal the Sacred Idol in the Emerald Grove for Mol.
You can do it subtly: expose Kagha first, then, when the ritual stops, go to the idol and shoot an Arrow of Darkness so that the Idol will be fully covered. Alternatively, you can cast Darkness on it. Use Hide and drink an invisibility potion just in case. Steal the Idol and return to Mol.

Smugglers ring:
Stealth +2, Sleight of Hand +2. Stealth / utility setup.
For stealing, disarming, and lock picking. Don't forget to switch to the combat ring.
Put this ring on your skill panel for a quick item swap.
Location: On a skeleton hidden in a bush on the lower path along the river, near the broken bridge section that is close to the toll house.

Crusher's Ring:
Movement speed increased by 3m.
Location: Goblin camp, worn by Crusher.
You can intimidate him, and when he goes to the bridge, you can freely kill him without anyone noticing.

Ring of Arcane Synergy:
When you deal damage with a Cantrip, you gain Arcane Synergy for 2 turns.
Use it with Booming blade.
Location: Crèche Y'llek, worn by Gish Far'aag.

Ring of Elemental Infusion:
When you deal Acid, Cold, Fire, Lightning, or Thunder damage using a Spell or a Cantrip, that element infuses your weapon.
Until the end of your next turn, you deal an additional 1d4 damage of that element on your first successful weapon attack.
Use it with Booming blade. If you don't have Booming blade then use another ring.
Location: Crèche Y'llek, worn by Gish Umr'a'ac.

Strange Conduit Ring:
when Concentrating on a spell, the wearer's weapon attacks deal an additional 1d4 Psychic damage.
Location: Crèche Y'llek, inside an elegant chest in the Inquisitor's Chamber.

2 act
Ring of Geniality:
Persuasion +1, Deception +1. Utility ring for receiving discounts and for dialogs.
Don't forget to swap.
Location: Last Light Inn, sold by Barcus Wroot.

Risky ring:
you gain Advantage on Attack rolls and receive Disadvantage on Saving throws.
Location: Moonrise Towers, sold by Araj Oblodra.

Ring of Free Action:
you ignore the effects of Difficult Terrain, and cannot be Paralysed or Restrained.
You need it against some enemies. Ethel, ghouls, meenlocks, spectators for example.
Research your enemies before stabbing.
Location: Moonrise Towers, sold by Araj Oblodra.

Ring of Shadows:
Path Without Trace spell. Recharge: Long rest.
Stealth setup for Greater Invisibility.
Location: House in Deep Shadows, reward by Oliver, for winning both rounds of hide and seek with him. North-east from Shadowed Battlefield waypoint.

Eversight Ring:
the wearer cannot be Blinded.
Good for a "Darkness" party composition and effective on its own in some cases.
Combines well with Cloak of Cunning Brume.
Location: House of Healing Morgue, in a locked opulent chest in the corner of the morgue lab west of the zombie crypt.

Shadow-Cloaked Ring:
the wearer's weapon and unarmed attacks deal an additional 1d4 damage against Lightly or Heavily Obscured creatures, and creatures made of shadow.
Location: Ruined Battlefield, carried by Shadow Mastiff Alpha in a cursed camp north of the ruined pottery.
You must destroy everburning torches before the Mastiff will appear.
Drop the Moon lantern or cast Daylight on the ground before a fight to prevent their invisibility and resistances.

Killer's Sweetheart ring:
when you kill a creature, your next Attack roll will be a Critical Hit.
Save your guaranteed crit for boss type enemies.
Recharge: Long rest.
Location: Gauntlet of Shar, on the ground where the shadowy copy of the player's character died in the Self-Same Trial.
If any member of the group has Cheater's Folly condition, the ring does not spawn.

3 act
Band of the Mystic scoundrel:
after hitting a creature with a weapon attack, you can cast illusion or enchantment spells as a Bonus Action.
Good ring; it works with scrolls as well.
You can combine it with Hold person scrolls, Greater Invisibility, Blur, Mirror image
and items like Shifting Corpus Ring or Fetish of Callarduran Smoothhands.
Location: Jungle area, in a backpack. It is accessible only through Akabi at the Circus of the Last Days in Rivington.
Steal his Djinni Ring before playing his game. Only the party member speaking to Akabi will be teleported.
It becomes easier to navigate the Jungle and avoid dinosaurs with characters able to fly.

Ring of Regeneration:
at the beginning of your turn, the ring activates and heals you 1d4 hit points.
Combine it with:
  • Broodmother's Revenge amulet for an additional 1d6 Poison damage on weapon attacks.
  • Periapt of Wound Closure amulet to always heal for the maximum amount.
  • The Whispering Promise ring for self-blessing if your cleric is using another pair of rings.
Location: Sorcerous Sundries, sold by Rolan,
or sold by Lorroakan's Projection if Rolan is dead,
or sold by Rolan in Ramazith's Tower shortly after Lorroakan is killed.
Amulets.
1 act
Silver pendant:
Guidance cantrip +1d4 to ability checks.
Needed for Pickpocketing, Disarming, Lockpicking and for Stealth checks.
Useful in dialog checks.
Stealth / utility setup.
You can activate this cantrip and switch to combat amulet.
Location: Ravaged Beach, on a skeleton on the Harper Outpost southwest of the Druid Grove. Not far from the Nautiloid crash site.

Broodmother's Revenge:
when you healed, your weapon deals an additional 1d6 Poison damage.
Duration: 3 turns. The effect does not trigger for an already coated weapon.
Location: Emerald grove, Inner Sanctum, carried by Kagha.
Additionally, the High Hall, on a table of goods owned by Koll.

Moondrop Pendant:
when the wearer has 50% hit points or less, they don't provoke Attacks of Opportunity.
Can be useful sometimes.
Location: Owlbear Nest, in a Selûnite gilded chest.
The party must read the Selûnite Prayer Sheet in front of the chest to unlock it.
The sheet can be spotted on the ground behind the statue of Selûne by passing a Perception check.

Amulet of Misty Step:
Misty Step spell. Recharge: Short rest.
Location: Defiled Temple, gilded chest next to the bed behind Polma, in the Priestess' chambers.

Periapt of Wound Closure:
when Downed, automatically stabilise at the start of the turn.
Whenever you are healed, you restore the maximum number of possible hit points.
Good defensive amulet.
Location: Rosymorn Monastery Trail, sold by Lady Esther.

Amulet of Branding:
gives you "Brand the Weak" spell as Bonus action, that makes your enemy vulnerable to Bludgeoning, Slashing, or Piercing damage.
Duration: 3 turns, or until the target takes damage. Recharge: Long rest.
Use it against bosses or strong enemies to maximize its effectiveness.
Location: Crèche Y'llek, carried by A'jak'nir Jeera.

Necklace of Elemental Augmentation:
when one of your cantrips deals Acid, Cold, Fire, Lightning, or Thunder damage, add your Spellcasting Modifier to the damage dealt.
For Booming blade users.
Location: Crèche Y'llek, inside a display case in the Inquisitor's Chamber.
Additionally Wyrm's Crossing, inside a Traveller's Chest on a shipwrecked ship Northwest of South Span Checkpoint.

2 act
Amulet of the Harpers:
Advantage with Wisdom Saving throws. Good defensive amulet.
Reaction spell "Shield". Recharge: Long rest.
Location: Last Light Inn, sold by Quartermaster Talli.

Surgeon's Subjugation Amulet:
when scoring a Critical Hit on a humanoid, the wearer can Paralyse the target for 2 turns.
Manage this effect in your reaction tab. Recharge: Long rest.
It works only against humanoids, so hold its effect for the fights against Orin, Gortash, Lorroakan, Sarevok, Vikonia, and any strong giths.
It combines well with the Killer's Sweetheart ring.
Location: House of Healing, worn by Malus Thorm.

3 act
Amulet of Bhaal:
on a hit, inflict Bleeding upon targets that have maximum Hit Points.
No saving throw.
Bleeding enemy has Disadvantage on Constitution Saving throws.
It affects Concentration, Blindness, Poisoning, and spells such as Thunderwave, Moonbeam, Destructive Wave, Circle of Death, Flesh to Stone, Otiluke's Freezing Sphere, Sunbeam, Cloudkill, Harm, Cone of Cold, Dethrone, and others.
So it can be used for that purpose.
Location: Murder Tribunal, worn by Sarevok Anchev or as reward from him for completing "Impress the Murder Tribunal" quest.

Fey Semblance Amulet:
You have Advantage on Intelligence, Wisdom, and Charisma Saving throws.
Location: Old Garlow's Place, reward from Mayrina for completing the quest "Avenge the Hag Survivors".

Amulet of Greater Health:
constitution score = 23.
Advantage on Constitution Saving throws.
Location: House of Hope, on the left-most pedestal in the Archive.
You can steal it without triggering the alarm:
First, you have to pass a Perception Check.
Then, use a Darkness Arrow near the pedestal, hide, disarm the mechanism, and place something heavier than 0.05 kg on the pedestal before stealing just in case.
After stealing the amulet, you can return to the portal and leave the House of Hope.
Come back when you are ready to face Raphael.
Cloaks.
1 act
The Deathstalker Mantle:
once per turn, when you kill an enemy, you become invisible for 2 turns.
Invisibility only triggers once per turn, and will only do so if you kill an enemy directly while in combat mode.
Indirect kills, such as attacking an incendiary barrel that subsequently burns a nearby enemy to death, will not grant you invisibility upon kill.
Location: campsite, given to The Dark Urge Origin by Sceleritas Fel.

2 act
Cloak of Cunning Brume:
When the wearer Disengages, they also create a foggy cloud with 2 m radius that lasts for 1 turn.
Rogue can use Disengage as a bonus action.
A ranged enemy cannot target you from inside or behind the cloud.
Use it to blind your enemies and then attack just outside the cloud, ensuring that you are not blinded.
You can also use it with the Oversight Ring for immunity to blindness.
Location: Last Light Inn, sold by Mattis.


Cloak of Protection:
Armour Class +1, Saving throw +1.
Helpful not just in combat, but in some dialog cheks and interractions.
Location: Last Light Inn, sold by Quartermaster Talli.

3 act
Cloak of Displacement:
at the beginning of the wearer's turn, the cloak activates, granting enemies Disadvantage on Attack rolls that target the wearer.
This effect lasts until the wearer takes damage.
Good defensive cloak.
Location: Wyrm's Crossing, Danthelon's Dancing Axe, sold by Entharl Danthelon.

Shade-Slayer Cloak:
while Hiding, the number you need to roll a Critical Hit while attacking is reduced by 1.
Use it with another "crit" items.
Location: Lower city, Guildhall, sold by Sticky Dondo.
Melee weapons.
Act 1
Hunter's Dagger:
+1 dagger.
On a hit, the target becomes Ruptured for 3 turns.
Ruptured enemy takes 1d4 Piercing damage for each 1 m movement.
Each time the damage is triggered, reduce the condition duration by 1.
The damage is only triggered by normal movement.
Teleporting, jumping, or being shoved will not activate the effect.
Location: Shattered sanctum, sold by Roah Moonglow.

Rupturing Blade:
+1 rapier, which has a Searing Blood action that deals an extra proficiency bonus and 1d6 fire damage to enemies, while you take 1d6 slashing damage.
The attack might cause the target to Bleed and Burn. Recharge: Short rest.
Location: Zhentarim basement, sold by Brem after completing the quest "Find the Missing Shipment".


Phalar Aluve:
+1 longsword, with a Finesse weapon attribute meaning that wielder can use it with Dex or Str modifier, whichever is higher.
Finesse weapon attribute also allow you to use your Sneak Attack.
This weapon has 2 active spells: "Sing" and "Shriek". Both recharge on Short Rest, even if only one was used.
Sing: All allies (not you) within 6m of range have 1d4 bonus to Attack rolls and Saving throws.
Shriek: All enemies within 6 m of range have 1d4 penalty to Saving throws and Attack rolls and take an additional 1d4 Thunder damage.
Both spells have a duration of 5 turns, so you can activate them before a fight.
If no one else is willing to wield this weapon, then you can use it perfectly well.
The active abilities of this sword will remain relevant throughout the game.
Location: the sword is embedded inside a rock in the Underdark, outside of Selûnite Outpost.

Knife of the Undermountain King:
+2 shortsword.
Can reroll not just its own weapon damage but also your Sneak Attack damage.
One of the best options.
Extra crit chance also works for ranged attacks, spells with attack rolls aswell.
Location: Sold by A'jak'nir Jeera in Crèche Y'llek.

Until you find a good weapon, just use any short swords +1 or rapier +1.

Act 2
Render of Mind and Body:
+1 shortsword that deals additional
1d8 (1-8) Psychic damage when the wielder attacks with Advantage.
Psychic damage doubles with Resonance Stone.
More about it in "Arcane Trickster" section.
Disciple Z'rell needs to be convinced to give additional aid in finding Ketheric's relic.
After that you can buy it from Lann Tarv in Moonrise Towers.

Sword of Life Stealing:
+2 shortsword. On a Critical Hit, the target takes an extra 10 necrotic damage as long as it isn't a construct or an undead.
You also gain 10 temporary hit points.
Location: Last Light Inn, sold by Dammon.



Assassin's Shortsword:
+1 shortsword. Advantage on Stealth Checks (!).
Stealth setup.
Advantage on Stealth Checks means that you will roll two d20 dice separately, and uses the higher of the two results.
Different sources of Advantage does not stack, so there is no reason to have Advantage on Stealth Checks and Enhance Ability Cat's Grace at the same time.
Location: On one of a pair of skeletons along the cliffs west of the House of Healing.

Note:
Assassin's blade + any stealth armor + Smuggler's Ring + Shapeshifter's Boon Ring buff effect + Guidance from 1 party member + Greater Invisibility spell / scroll from the second and Path Without Trace from Ring of Shadows on yourself + your current proficiency bonus will allow you to start melting your enemies using Greater Invisibility starting from Act 2.
You can cast Greater Invisibility on yourself, but Path Without Trace is an aura buff. So either cast on youself PWT and Greater Invisibility from your teammate, or cast Greater Invisibility on yourself and PWT from your teammate and stick him close to you. Your teammate with PWT must be also invisible by drinking Potion of Invisibility. As I said before, all your teammates can be under the effect of invisibility potions and just wait until your Greater Invisibility will end so they can join a fight instantly. It is up to you how to manage all buffs.

Remember though that you are not yet protected from critical failure.
Reliable Talent can fix this inconvenience at 11 level.


Act 3
Ambusher:
+1 shortsword that deal an additional 1d6 Necrotic damage against creatures that haven't taken a turn yet. Necrotic damage applies even to ranged attacks.
Gain a +1 bonus to Initiative rolls and Advantage on Perception Ability Checks.
Use it in your off-hand slot.
Location: sold by Exxvikyap in Rivington.

Duellist's Prerogative:
+3 rapier.
Extra 1d4 Necrotic damage.
While your off-hand is empty, you score a Critical Hit when rolling a 19.
You gain an additional Reaction per turn.
On a hit with this weapon, use a Reaction to deal additional Necrotic damage equal to your Proficiency Bonus.
While you are not dual-wielding and your off hand is empty, you can make an additional melee attack in cost of Bonus action. Recharge: per turn.
Location: Lora's House, reward from Lora Bergauz for completing the quest "Save Vanra".
Initially, she will be inside the Basilisk Gate Barracks in Lower City.


Crimson Mischief:
+2 shortsword.
Extra 1d4 Necrotic damage.
Extra 1d4 Piercing damage against targets with 50% of their hit points or fewer.
Main Hand only: when you make an attack with Advantage, the target takes an additional 7 Piercing damage.
Off-Hand only: when you make an attack with your off-hand weapon, you can add your Ability Modifier to the damage of the attack.
Use it in your main hand slot.
Location: carried by Orin in the Bhaal Temple.

Bloodthirst:
+2 dagger.
The number you need to roll a Critical Hit while attacking is reduced by 1. Works not only with this weapon attacks.
Main Hand only: Creatures hit with this weapon receive Vulnerability to Piercing damage for 1 turn.
Off-Hand only: Armor Class +1, when a creature misses you with a melee attack, you may retaliate and gain True Strike.
Use it in your off-hand slot.
Location: carried by Orin in the Bhaal Temple.

Rhapsody:
+1 dagger that grants better Attack Rolls, damage, and Spell Save DC for every enemy slain (up to 3) and possibly inflicts Bleeding while the wielder is Hiding or Invisible.
You kill 1 enemy = you gain 1 stack of Scarlet Remittance.
3 stacks = +3 to attack rolls, +3 damage, +3 spell DC until long rest (!).
At 3 stacks of Scarlet Remittance, use Scarlet Feast (Bonus action) for:
  • Scarlet Regeneration will recover 3d10 hit points.
  • Scarlet Saturation will make your next attack a Critical Hit.
  • Scarlet Stupor will give hostile creatures Disadvantage on Saving throws against your spells.
Use it in your off-hand slot.
Location: carried by Cazador Szarr, Szarr Palace.

Dolor Amarus:
+2 dagger that deals 7 additional damage on a critical hit even with another weapon attack.
Use it in your off-hand slot.
Location: Carried by Dolor at Highberry's Home.
Sold by Echo of Abazigal, Murder Tribunal.
Ranged weapons.
1 act
Hand Crossbow +1
Location: Sold by various traders at any player level.
If no one is selling it, take a long rest.
After that, the trader's assortment will be updated.




Titanstring Bow:
+1 Longbow that deals additional damage equal to your Strength Modifier. So you can add not just your Dex modifier to damage but also Strength coming from Elixir of Hill Giant Strength / Elixir of Cloud Giant Strength.
Use this weapon only if you are multiclassing with classes that have extra attack and longbow proficiency, such as fighter, ranger.
Otherwise, give it to another companion.
If its pure rogue, say Thief Rogue with Sharpshooter feat then a pair of +1+2 one-handed crossbows will be better, because you still can trigger Sneak Attack with off-hand and you have 2 bonus actions / attacks.
Location: Sold by Brem in Zhentarim Basement after completing the quest "Find the Missing Shipment" in act 1,
or sold by Lann Tarv on the ground floor of Moonrise Towers in Act 2 if the "Find the Missing Shipment" quest was not completed.

2 act
Ne'er Misser:
one-handed +1 crossbow that deals Force damage on its attacks and grants you the ability to cast Magic Missile once per short rest as a 3rd level Spell. Thief rogue with Sharpshooter feat should use it in Main Hand and any +2 one-handed crossbow in off-hand. Because of 2 bonus attacks.
Location: Sold by Roah Moonglow on the main floor of Moonrise towers.
As an alternative you can use any other +1 crossbow.

Hellfire Hand Crossbow:
+2 one-handed xbow that can inflict Burning status when attacking while Hiding or Invisible.
And grants you the ability to cast Scorching Ray once per short rest as a 3rd level Spell.
Best in off-hand slot for Thief rogue who uses Sharpshooter feat.
Location: Carried by Yurgir in the Gauntlet of Shar.

Darkfire Shortbow:
+2 Shortbow.
Resistance to Fire damage.
Resistance to Cold damage.
Level 3 spell "Haste". Recharge: Long rest.
This bow is used mainly for resistances.
Location: Last Light Inn, sold by Dammon.

3 act
Hand Crossbow +2:
just a +2 one-handed xbow that can only be found in a wall vault in an office on the second floor of Lady Jannath's Estate in act 3.

The Dead Shot:
+2 Longbow. The number you need to roll a Critical Hit while attacking is reduced by 1. Works not only with this weapon attack but also with melee attack and spells with attack roll like Scorching Ray, Ray of Frost, Eldritch Blast, etc.
The wielder doubles their Proficiency Bonus when rolling ranged attacks with this weapon, unless they have Disadvantage.
Use it when you multiclassing with classes with Extra attack if you planning to use it as a main weapon, otherwise it can be in you ranged slot just for extra crit.
Location: Lower City, sold by Fytz the Firecracker, near the Lower City Central Wall waypoint.

Gontr Mael:
+3 Longbow that can possibly inflict Guiding Bolt on its target and grants the wielder the Celestial Haste spell and Bolt of Celestial Light actions.
Celestial Haste allows the wielder to Hasten themselves for 5 turns without suffering the Lethargic condition when it ends.
Celestial Light is an extra 1d8 (1~8) Radiant damage attack with a Frighten effect, after attacking, ranged weapon attacks made by Gontr Mael deal an additional 1d4 Radiant damage.
Location: Steel Watch Foundry, carried by the Steel Watcher Titan in the Control Center.

Vicious Shortbow:
+2 Shortbow.
When you land a Critical Hit with a weapon or unarmed attack,
it deals an additional 7 damage.
Critical damage passive feature applies to all weapon attacks while this shortbow is equipped and it is able to stack with other sources of itself.
Meaning that if this bow and Dolor Amarus daggers are equipped together and either lands a critical hit, then +21 damage will be dealt instead of +7.
Location: Murder Tribunal, sold by Echo of Abazigal.
You must become an Unholy Assassin.
Coatings.
Toxins.
Toxins apply "Poisoned" status and poison damage at the end of the opponent's turn if he fails his Constitution saving throw.
Use them for damage boost:

Simple toxin:
DC 11 Constitution saving throw, 1d4 Poison damage.


Serpent Fang toxin:
DC 13 Constitution saving throw, 1d6 Poison damage.


Wyvern toxin:
DC 15 Constitution saving throw, 1d8 Poison damage.


Purple Worm toxin:
DC 19 Constitution saving throw, 1d10 Poison damage.

Poisons.
All poisons (except Basic Poison) apply "Poisoned" status and one additional effect:

Basic Poison:
DC 11 Constitution saving throw or become Poisoned.
Lasts until affected entity has made a successful Constitution saving throw.

Drow Poison:
DC 13 Constitution saving throw or become Poisoned and fall Asleep.
Lasts until affected entity has made a successful Constitution saving throw or takes damage.

Malice:
DC 15 Constitution saving throw or become Poisoned and Blinded.
Lasts until affected entity has made a successful Constitution saving throw.

Crawler Mucus:
DC 13 Constitution saving throw or become Poisoned and Paralysed.
Lasts until affected entity has made a successful Constitution saving throw.

On a successful save, targets receive the Inoculated status effect for 2 turns and can't be affected by resisted poison.

There is also Thisobald's Brewed-Up Bellyglummer:
Targets must succeed a DC 17 Constitution saving throw or become Poisoned.
Affected entity takes 1d6 Poison damage at the end of its next turn.
This coating does not grant the Inoculated condition on a successful save.
Thus, it is possible to attempt to apply this poison to the same target multiple times, even in the same turn.
Read Thisobald's research notes; they are behind a locked door in "The Waning Moon."
Pass a DC 14 Intelligence check to reveal the stash's location.
If you fail, allow another companion to read it.
Find his stash of Corpse Roses. It is located underneath a house situated between the House of Healing and the road to Baldur's Gate, just north of the githyanki ambush.
You can find Corpse Roses in the graveyard and purchase them from traders.

If your opponent has resistance or immunity to poison, use oils instead.

Oils.
Oil of Accuracy:
It grants a +2 bonus to attack rolls.
It is good to compensate for the loss of accuracy from the Sharpshooter feat and
the Greater Weapon Master feat, especially if your enemy has a high Armor Class.

Diluted Oil of Sharpness:
It grants a +1 bonus to attack rolls, +1 damage, weapon can ignore physical resistance (not magical + physical).
Good against enemies like Malus Thorm, Raphael, etc.
Not so good against enemies like Mimic (at least on Tactician+), which have both physical and magical resistances to piercing, slashing, and bludgeoning damage, so keep that in mind.

Wizardsbane Oil:
Targets receive a -3 penalty to spell Attack rolls and Spell Save DC, and Disadvantage on Saving throws for maintaining Concentration for 2 turns.
Their spells will have -3 to attack rolls and -3 to DC, meaning you have more chances to succeed in saving throw against their spells.
Situational choice.

Some enemies like Balthazar have Poison immunity and Physical + Magical resistances to slashing, piercing and bludgeoning damage, making Diluted Oil of Sharpness, Poisons and Toxins ineffective.
Against that kind of enemies use Oil of Accuracy or Wizardsbane Oil.


Oil of Diminution:
Targets must succeed a DC 11 Constitution saving throw or receive Disadvantage on Strength checks and Strength saving throws, as well as a -1d4 penalty to damage on melee attacks for 2 turns.
It's a very situational choice.
DC 11 is quite easy for bosses to succeed against.

Oil of Combustion:
On a hit, the target is doused in oil for 2 turns.
If it takes Fire damage, the oil immolates, dealing 3d6 Fire damage in 3 m area.
Oil of Combustion ends after taking fire damage.
Weapon attacks can apply and ignite Oil of Combustion if they also inflict Fire damage.
Pre-apply this oil to your long-ranged weapon before a fight,
make your enemies closer to each other by using Void bulb or Black Hole or Minor Illusion (not in combat).
Then shoot Arrow of many targets.
You must have source of fire damage. Helldusk gloves, for example.
Alternatively, after using arrow of many targets use a Fireball or Scorching Ray.
Bit of a hassle, but fun.

Oil of Freezing:
Targets receive Encrusted with Frost for 2 turns.
Affected entity has Disadvantage on Dexterity Saving throws.
When there are 7 or more turns remaining, the entity must succeed a DC 12 Constitution saving throw or take 1d4 Cold damage and become Frozen.
On a successful save, it only takes half damage. Afterward, the frost sloughs away.
Removed by Burning.
Disadvantage on Dexterity saving throws is good for spells like Disintegrate, Fireball, Wall of Fire, Chain Lightning, Call Lightning, Lightning Bolt, Ice Storm, Wall of Ice, etc.

Arsonist's Oil:
Oil that strips targets that are Resistant to Fire damage of their Resistance.
Targets that are Immune to Fire damage are unaffected.
Very situational choice.

Oil of Bane:
Targets become Baned for 2 turns unless they succeed a DC 11 Charisma saving throw.
An entity struck by this oil has a -1d4 penalty to attack rolls and saving throws.
Buffs.
These buffs can increase the duration of your Greater Invisibility.
In general, they are very useful for dialogues, stealth, stealing, disarming traps, and lockpicking.
If you have the Assassin's Shortsword, then you don't need Graceful Cloth or Enhance Ability for stealth.
If you have the Gloves of Thievery, then you don't need Graceful Cloth or Enhance Ability for stealing, disarming, or lockpicking.





Guidance
  • Cleric, Druid level 1, Warlock level 3 via Pact of the Tome
  • Silver Pendant from Act 1 near the Nautiloid crash site
Cosmic Omen: Ability Check
  • Circle of the Stars Druid at level 6
Cat's Grace
  • from Enhance Ability spell of Bard, Cleric, Druid, and Sorcerer at 3 lvl
  • or The Graceful Cloth from Rosymorn Monastery Trail
Pass Without Trace
  • Druid, Trickery Domain Cleric at level 3 , and Circle of the Land (Grassland)
  • Ranger at level 5
  • College of Lore Bard via Magical Secrets at level 6
  • Bard via Magical Secrets at level 10
  • Way of Shadow Monk at level 3
  • or Ring of Shadows from Oliver in Act 2
Mirror of Loss.
The Mirror of Loss is a large mirror found in both the Gauntlet of Shar in Act 2 and the House of Grief in Act 3.
However, only the latter is functional and can accept a memory from the user in exchange for a permanent +2 bonus to one ability of the party member interacting with the mirror, as well as a +1 bonus to Charisma, but it will also impose a temporary penalty.

Using the Mirror.
Step 1.
To access the benefits of the mirror, one party member must first pass either a DC 25 Arcana check or DC 20 Religion check to recognize the purpose of the mirror.
This check can be completely bypassed by reading the "Hastily Written Note", found in the Night Orchid Cave, behind a breakable wooden wall in the Cloister of Sombre Embrace's Armoury, by passing a DC 15 Perception check. If you fail, you can blast this wooden wall with smokepowder or runepowder.


Step 2.
You must offer a prayer to a mirror [Religion 25 DC].
To pass a DC 25 Religion check you need:
- Mage's Friend ring (Arcana +1, Religion +1)
- Shapeshifter's Boon ring (+1d4 to all Checks while Disguised. Use Disguise kit or Disguise Self.)
- Warped Headband of Intellect (Int = 17)
- Enhance Ability: Fox's Cunning (Advantage on Intelligence Checks) from a Bard, Cleric, Druid, or Sorcerer. Concentration spell.
- Bardic Inspiration (+1d10 to Ability checks) from a Bard.
- Guidance (+1d4 to Ability checks) from a Cleric, Druid, Arcane Archer, Warlock (via Pact of the Tome), or Silver Pendant. Concentration spell.
- Cosmic Omen: Ability Check (+1d6 to Ability checks, can stack with Guidance) from a Circle of the Stars druid. Concentration spell.


If you don't have a Bard in your party, then recruit a hireling bard by speaking to Withers.
That bard needs the Enhance Ability spell and, optionally, Remove Curse.
Only after casting all these buffs should you offer a prayer to a mirror and succeed on a DC 25 Religion check.
If you fail, then use Inspiration.
Offering the Forbidden Knowledge from the Necromancy of Thay will allow you to choose any +2 bonus without offering a prayer and getting a curse.
If the party member has learned the Danse Macabre spell, it is also surrendered. The Necromancy of Thay refuses to open; Danse Macabre cannot be reacquired.

Step 3.
After that, you must sacrifice a memory associated with either Ability.
Gaze into the mirror, intent on offering it one of your memories.
Choose any memory to offer.
This will give you a curse related to that Ability.
For example, if you sacrifice a memory associated with your Strength, a -2 Strength curse will apply.
No matter which stat you sacrifice, you will be able to restore it by using Remove Curse.
After sacrificing any Ability, you have a 60% chance of success, and this dialogue will appear:

You feel the presence of something, ancient and unknowable. It has taken notice of you.
It seems to be intrigued by you.
Where once the mirror showed nothing, there is now something. Memories, experiences, skills.
All prised from the minds of others, and now offered to you, to choose from.


If this dialogue does not appear, then sacrifice another Ability to the Mirror.

Step 4.
You are now able to select a permanent +2 bonus to any Ability (up to a maximum of 24):
  • General's Memory. Claim memories of strength from a long-dead general, who marched under the banner of a vanished kingdom. - You gain +2 Strength

  • Thief's Memory. Help yourself to the memories of a seasoned thief's most daring exploits. - You gain +2 Dexterity

  • Barbarian's Memory. Seize the memories of a barbarian, whose mind and body were tempered against hardship. - You gain +2 Constitution

  • Wizard's Memory. Glean the secrets of a wizard who once stalked the library of Candlekeep. - You gain +2 Intelligence

  • Mother-Superior's Memory. Turn to the wisdom of a drow. Once of Lolth, then of Shar. - You gain +2 Wisdom

  • Bard's Memory. Warm to the guile of a bard who could charm even a dragon. - You gain +2 Charisma

As a rogue, you need to choose Thief's Memory for a +2 bonus to Dexterity.
In some cases, you can also choose Bard's Memory, especially if you are multiclassing with Hexblade.
Remove the curse. When you are done, empower the other members of your group in a similar way.
Changes in Honor mode.
Starting from patch 8, Greater Invisibility Stealth checks have become significantly higher in Honor Mode.
Stealth DC for first and subsequent attacks is 15,16,19,24,31,40,51,64 and higher.
Reliable talent can guarantee 4 attacks with 22 dex + 8 Proficiency:
Minimum 10 stealth check thanks to RT is 10
22 dex = 6 dex modifier
and 8 from proficiency (character level + Expertise in stealth)
24 in total.
  • To bypass DC 24 you need 22 dex and 8 proficiency level, just one rogue alone without any buffs and stealth items.
  • To bypass DC 31 you need to add Pass Without trace aura from a teammate.
  • To bypass DC 40 you need to add PWT + Items (Smuggler's ring + Penumbral armor) + Guidance / Shapeshifter's Boon ring buff.
  • To bypass DC 51 you need to add PWT + Guidance (best roll = 4) + Shapeshifter (best roll = 4) + Items (Smuggler's ring + Penumbral armor + Gloomstrand Shield) and minimum 13 stealth roll or 14 roll without the shield.
Obviously, you need to roll stealth check higher than 13/14 if your Guidance and Shapeshifter roll was unlucky.
Use Gloomstrand Shield only if you have proficiency, otherwise all spells and cantrips will be blocked.
Or you can use it without shield proficiency, but in this case one of your teammates must cast Greater Invisibility on you.
Proficiency with shields can be granted by: Human or Half-elf race, Moderately armoured feat.
1 level dip in any class with shield proficiency will prevent you from taking an ASI feat at level 12, so it will not provide any benefit in terms of passing stealth checks.
Tests have shown that all subsequent checks seem to fail even when you roll nat 20.

This can be used for free attacks in some difficult fights. Rogue under Greater invisibility, other teammates under Invisibility potion / spell with Pass without trace aura for rogue must stand nearby.
When your rogue fails a high stealth check, their other teammates must start damaging the enemy.
Sources of Advantage.
You must have an advantage to use your Sneak Attack.
Advantage allows you to roll two d20 dice separately and use the higher of the two results.
Disadvantage forces you to roll two d20 dice separately and use the lower of the two results.

Here is how you can gain an advantage:
  • Your enemy can't see you. You may be hidden or invisible, or your opponent may be blinded, or both.
  • Enemy stands within 1.5 meters of your companion or neutral npc that considered enemy to your enemy. Any friendly summons like Elementals, Mage hand, Familiars, etc counts as well.
  • Enemy is prone. This can be caused by ice terrain, Battle master's Trip Attack, Command: Grovel, Reverberation, Paladin's Thunderous Smite, etc.
  • Your enemy is affected by Guiding Bolt, Otto's Irresistible Dance, Faerie Fire, Battle Master's Distracting strike, Eyebite: Asleep, etc.
  • Enemy affected by Hold person, Hold monster spell , paralysis will grant you advantage and guaranteed critical hit if you are within 3 meters.
  • By attacking your enemy from a higher position, you will gain an advantage.
  • The Risky Ring you purchased from Araj Oblodra in Act 2 at Moonrise Towers will always grant you advantage.
  • Knife of the Undermountain King gives you advantage against lightly or heavily obscured targets when using this blade. Additionally, this weapon allows you to reroll your Sneak Attack damage rolls.
  • Wild heart barbarian with Wolf Heart grants advantage to allies on melee attack rolls.
  • Enemy that Entangled, Enwebbed, Off balance, Restrained or Sleeping can be attacked with advantage.
  • There are more but these are more common.
Warning:
If you have both Advantage and Disadvantage at the same time, your Sneak Attack will not work.
A few words about rogue subclasses.
Each rogue subclass has its own ways to gain Advantage.
Advantage is necessary for your Sneak Attack.
Sneak Attack damage increases by 1d6 at every odd level of the rogue class: 3rd, 5th, 7th, 9th, and 11th levels.
When dual-wielding, the Sneak Attack from your off-hand uses the damage type of your main hand weapon.
For example: if your main hand weapon is a Practice Sword, the Sneak Attack from your off-hand will deal Bludgeoning damage, even if the weapon in your off-hand is a Piercing weapon.
The same applies to ranged Sneak Attack: when using a ranged attack with your off-hand, it's Sneak Attack uses the damage type of your equipped main hand ranged weapon.
For example: if you have Ne'er Misser in your main hand, your off-hand Sneak Attack will deal Force damage.
Dexterity is your main stat for damage, hit chance, armour class, Initiative, Stealth, Sleight of Hand, Acrobatics and for Evasion (7 lvl rogue feat).
Constitution mainly for HP pool and concentration maintaining sometimes.
Intelligence is your spellcasting ability, primarily used for spell scrolls when enemies are close to each other, allowing you to blast them.
Charisma is needed for Swashbuckler subclass. Instead of Intelligence.
Thief.
Second bonus attack works well with Sharpshooter feat + 2 one-handed crossbows and Helmet of Arcane Acuity + Band of the Mystic Scoundrel and Amulet of Branding. The ring allows you to use Illusion and Enchantment spells as a bonus action, while the amulet allows you to impose vulnerability to piercing, slashing, or bludgeoning damage as a bonus action. So you can, for example, attack with the main hand with Arrow of many targets, that will grant you stacks of Arcane Acuity (+1 to spell Attack rolls and spell save DC), cast Hold Person for control and crits, offhand attack. Remember that Greater Invisibility is aslo a concentration spell just like Hold Person and other useful spells from Illusion and Enchantment category.

Having two bonus actions provides you with greater flexibility in utilizing various options, including Hide, Disengage, Dash, making a weapon attack, drinking a healing potion, using a potion of invisibility, activating items that require a bonus action, and employing other methods that can grant you an advantage.

This rogue needs the following stats:
proficiency and expertise in stealth, 17 Dex (+2 bonus), 16 Con (+1 bonus), 14 Int (for spell scrolls paired with Arcane Acuity), 10 Wis. You will also need proficiency in Sleight of Hand and Acrobatics; another proficiency and expertise are up to you.
I advise to chose these feats: Sharpshooter, Alert, Moderately Armoured (+1 dex), +2 Dex. All in that order.
Why an ODD stat ? To make it 20 with Moderately Armoured and +2 ASI Dex feats.
You NEED high Dexterity and Constitution, along with mid-level Intelligence for using spell scrolls in some encounters.
Arcane Trickster.
There is no need for the Moderately Armoured feat because the Arcane Trickster has access to the Shield spell starting from level 3, which boosts your Armor Class by 5.
You need to pick Booming Blade at level 3; the other cantrips are up to you.
Notable spells: Mirror Image, Blur, Shadow blade (which no longer requires concentration), Hold person.

Shadow blade set up:
At level 7, you gain access to Shadow Blade. Its damage is higher than that of any short blades or rapiers. You should use the Superior Elixir of Arcane Cultivation or the Supreme Elixir of Arcane Cultivation to have 3rd or 4th level spell slots and upcast Shadow Blade to the 3rd or 4th level for increased damage.
After that, use one of the following elixirs: Elixir of Bloodlust, Elixir of Viciousness, Elixir of Battlemage's Power, Elixir of Heroism or Elixir of the Colossus.
In act 2 you can find Resonance Stone.
It is in a small area south-west of Necrotic Laboratory in the Mind Flayer Colony near the Mind-Archive Interface. Everyone within 9m has Advantage on physical (Str, Dex, Con) checks (not saves) and Disadvantage on mental (Int, Wis, Cha) Saving throws (not checks) and Vulnerability (!) to psychic damage.
Combine it with Shadow Blade, the Strange Conduit ring, the Render of Body and Mind, the Sword of Oppressed Souls, Gith weapons, and control-focused spells such as Confusion, Hold Person, Command, Vicious Mockery, Mind Blast, Banishment, etc.
Use Heroes' Feast to negate the Wisdom disadvantage.

Mage hand usage:
  • You can drop bombs, healing potions, and haste potions on the ground near your mage hand, even in the middle of a fight (which will not cost any action) so that the Mage Hand can throw them.
    This will provide you with the equivalent of an extra attack or additional healing and support for you and your team.

  • The Mage hand can also give you an Advantage by threatening your enemies in melee range, even outside of combat, by simply staying within a 1.5 meter radius of your target.

  • You can also enhance its Strength by using an Elixir of Hill Giant Strength on it, which will improve its shove and hit chance. Additionally, you can cast Mage Armor on it to increase its Armor Class and use Longstrider for enhanced movement.

  • Mage hand summoned by an Arcane Trickster is invisible and will last until long rest, so it can be used for scouting. It can also pull levers.

Example.
1 round: Booming blade + Sneak Attack through reactions, Cunning action Hide or use offhand attack.
2 round: use Cunning action Hide in the right place (press "Shift" to see line of sight), if you haven't already, and then cast an AoE scroll (Fireball, Lightning strike, Ice storm, etc), then use your bonus action for an offhand attack, triggering Sneak Attack if you have that bonus action and Advantage depending on what happened in the 1 round.
This is for the realization of Arcane Ambush; alternatively, you can simply continue to use Booming Blade and Sneak Attack.

Starting stats: proficiency and expertise in stealth, 17 Dex (+2 bonus), 16 Con (+1 bonus), 10 Wis, 15 Int for any spell scrolls paired with Arcane Acuity and Arcane Ambush (9 lvl feat) from Stealth when you can AoE your enemies at the right moment, so in that situations your damage will be higher then just Booming blade and Sneak Attack on 1 target.
You also need Sleight of Hand and Acrobatics.
Feats: +1 Dex +1 Int, Alert, +2 Dex, Mobile / Lucky or Savage attacker (works with Sneak Attack post 7 patch).
Why an ODD stat again? To achieve Intelligence 16 and Dexterity 18 at level 4, and Dexterity 20 at level 10, you need accuracy to hit your targets starting at level 4. If you miss, there won't be a Booming Blade + Sneak Attack combo, which means no damage.
Swashbuckler.
Dexterity and Charisma are the primary stats. Dirty tricks serve both offense and defense simultaneously, granting you an Advantage.

All Dirty tricks use a bonus action and have different Spell save DCs.

Dirty Trick: Flick o' the Wrist requires a Dexterity saving throw and disarms your enemy.
This is similar to an extra attack with an additional effect. You gain Advantage on your next attack.
Dirty Trick: Sand Toss requires a Constitution saving throw and blinds your enemy.
Attack rolls against blinded creatures have advantage.
Dirty Trick: Vicious Mockery requires a Wisdom saving throw, causing your enemy to have disadvantage on its next attack, while you gain advantage on your next attack.
Knowing this, you can decide which Dirty Trick is more effective in the current situation, depending on your enemy's stats.
This rogue can also be very valuable for dialogues, thanks to their high Charisma.

Starting stats: Proficiency and expertise in Stealth and Persuasion are mandatory, because your Dirty Trick: Vicious Mockery requires Charisma. And Panache at level 9 needs Persuasion and, therefore, high Charisma. 17 Dex (+2 bonus), 16 Con (+1 bonus), 15 Cha.
Feats: +1 Dex +1 Cha, Alert, +2 Dex, +2 Cha.
You can also create something more creative here by taking a 1 level dip in Hexblade for Booming Blade, Shield, and Hexblade's Curse. However, for this build, your Charisma should be higher than your Dexterity, and this is a completely different story. Or Savage Attacker, and Moderately Armoured at 12th level as a Rogue. It's up to you.
Assassin.
I'm not a big fan of going full Assassin Rogue because this subclass is very powerful for multiclassing with Gloom Stalker and Fighter, for example. In combat you have Advantage on Attack Rolls against creatures that haven't taken a turn yet.

The subclass can work well with the Greater Invisibility + Reliable Talent combo. Alacrity will restore your Action and Bonus Action after you break stealth.
To trigger a surprise round, you should attack your enemy from hiding or invisibility, preferably while all your teammates are also hiding or invisible.
However, most of the major bosses in Honor mode have the Alert feat, which makes them immune to "Surprised" condition, so it's not very effective in those situations. It also won't work in the final fight.
Starting stats: proficiency and expertise in stealth, 17 Dex (+2 bonus), 16 Con (+1 bonus), 14 Int, 10 Wis. You also need Sleight of Hand and Acrobatics.
Feats: Sharpshooter / Alert / Moderately armoured / +2 Dex / Savage attacker / Lucky / Mobile. Up to you.
Changelog.
19.04.2025 guide created.
20.04.2025 fixed typos.
22.04.2025 edited for clarity, rewording.
24.04.2025 Honor mode section added.
25.04.2025 Melee weapon and Ranged weapon sections added.
26.04.2025 Items and Buffs section updated. Clarification added for Reliable Talent and Greater Invisibility section. Icons added.
05.05.2025 Multiple sections updated. Fixed typos. Icons.
10.05.2025 Coatings section added.
20.05.2025 Mirror of Loss section added. Several sections have been slightly updated.
Afterword.
Thank you for reading this guide. I hope it will be useful for you.
I will update this guide if any changes occur in the future.
Add this guide to your favorites to stay updated.
6 Comments
Tomliwag  [author] 26 May @ 7:55pm 
You're welcome !
sulmitatharie 26 May @ 7:28pm 
Very comprehensive guide. Thank you for taking the time to make it! :galelove:
Vladz888 20 May @ 10:57am 
:steamthumbsup:
Tomliwag  [author] 14 May @ 6:55pm 
Thank you.
CommandNode1949 14 May @ 6:16pm 
Nice guide! :stalker_heart:
wine 18 Apr @ 2:58pm 
:HentaiGirlBetty_athlete: