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Fighter / RogueMulticlass Build Guide — D&D 5e

Sneak Attack on the fighter’s attack count, plus Cunning Action and Assassinate — a mobile, bursty skirmisher (great with Arcane Trickster).

Split
Fighter X / Rogue 3-5
Ability Priority
DEX → CON → WIS
Base Class
Fighter
Dip
Rogue

The synergy

Why Fighter / Rogue Works

Sneak Attack triggers once per turn, and a fighter’s multiple attacks give you more chances to land it. At fighter 5 you swing twice; if the first misses, the second still qualifies. Action Surge adds a whole extra action — if both normal attacks somehow miss, you get two more rolls. On the one turn that matters, this build almost never wastes its Sneak Attack.

Cunning Action (Rogue 2) adds Dash, Disengage or Hide as a bonus action every turn. For a fighter who normally has no meaningful bonus action outside Two-Weapon Fighting, this is a huge mobility upgrade — hit, disengage, reposition. At Rogue 3, an archetype arrives: Assassin gives Assassinate (advantage and auto-crit against surprised targets during round one), while Arcane Trickster adds Shield, Find Familiar and a Mage Hand that picks locks at range.

Rogue 5 is the deep version: 3d6 Sneak Attack plus Uncanny Dodge (halve one hit per round). You lose the fighter’s third attack at 11 until much later, so the decision is whether Sneak Attack dice and defensive reactions outweigh that third swing. For most campaigns that end around level 12–14, three rogue levels is the sweet spot.

Ability priority: DEX → CON → WISDexterity is your attack stat (finesse or ranged), armour class in medium armour, initiative and Stealth. Constitution keeps you standing. Wisdom guards the save that charms and frightens target.

When to take what

Level Breakpoints

Fighter 1Fighting Style (Archery or Dueling) and Second Wind. The combat base is set.
Fighter 5Extra Attack. Two chances per turn to land Sneak Attack.
Rogue 2 (char 7)Cunning Action — Dash, Disengage or Hide every turn. The fighter gains real mobility.
Rogue 3 (char 8)Roguish Archetype: Assassin for round-one crits, or Arcane Trickster for Shield and utility.
Fighter 11 (char 14+)Third attack (if you stayed shallow on rogue). Three shots at Sneak Attack plus Action Surge.

What makes it tick

Key Features & Spells

Sneak AttackExtra d6s once per turn on a finesse/ranged hit with advantage or an adjacent ally. More fighter attacks = more chances to land it.
Cunning ActionBonus-action Dash, Disengage or Hide every turn. Transforms the fighter from a stationary turret into a mobile skirmisher.
Action Surge + Sneak AttackIf your first two attacks miss, Action Surge gives you two more rolls. Almost guarantees the Sneak Attack lands on the critical turn.
Assassinate (if Assassin)Advantage on any creature that hasn’t acted yet, and auto-crit on surprised targets. With Sneak Attack dice doubled, round one is devastating.
Uncanny Dodge (Rogue 5)Reaction to halve one attack’s damage. Patches the fighter’s lack of damage mitigation.

Counsel

Frequently Asked

Finesse weapons or ranged?

Both work. A rapier with Dueling style is strong in melee; a hand crossbow with Crossbow Expert gives Sneak Attack at range with a bonus-action shot. Archery style + Sharpshooter is another powerful option, using Cunning Action to Hide for advantage.

Arcane Trickster or Assassin?

Arcane Trickster is more consistent — Shield, Find Familiar (for advantage on demand), and Booming Blade scale well. Assassin is higher burst on round one but does nothing special after surprise is gone. In most campaigns, Trickster wins.

How is this different from Rogue/Fighter?

Fighter-primary gets Extra Attack and Action Surge as the base, treating Sneak Attack as bonus damage. Rogue-primary gets Sneak Attack scaling as the base and uses fighter levels for armour and Action Surge. Fighter-primary does more damage per round; Rogue-primary has more skills and utility.

Forge This Build

Fighter, Rogue, Fighter X / Rogue 3-5 — everything arrives pre-filled. One click from here to finished character.

Forge a Fighter / Rogue