Sneak Attack 5e: Rules and Damage by Rogue Level
Sneak Attack lets a Rogue deal extra d6 damage once per turn when they hit with a finesse or ranged weapon and either have advantage or have an ally within 5 feet of the target. It starts at 1d6 at level 1 and grows by 1d6 every odd level, reaching 10d6 at level 19.
How does Sneak Attack work in 5e?
Sneak Attack is the Rogue's signature feature. Once per turn, when you hit a creature with an attack, you can add extra d6s to the damage if two things are true:
- The weapon: the attack uses a finesse weapon (dagger, rapier, shortsword, scimitar, whip) or a ranged weapon (shortbow, light crossbow, hand crossbow and so on).
- The opening: you have advantage on the attack roll, or another enemy of the target is within 5 feet of it, that ally isn't incapacitated, and you don't have disadvantage on the roll.
That's it. You don't need to be hidden, and you don't need to attack from behind. Most Sneak Attacks in play come from a Fighter or Barbarian standing next to the target. The core rule reads the same in the 2014 and 2024 Player's Handbooks.
To roll the extra damage, use the d6 roller and set the number of dice to match your level, or jump straight to a bigger pool on the 8d6 page.
How much Sneak Attack damage do you do at each level?
The dice go up by 1d6 at every odd Rogue level: half your level, rounded up. Averages use 3.5 per d6.
| Rogue level | Sneak Attack | Average | Max | On a crit (average) |
|---|---|---|---|---|
| 1 | 1d6 | 3.5 | 6 | 2d6 (7) |
| 2 | 1d6 | 3.5 | 6 | 2d6 (7) |
| 3 | 2d6 | 7 | 12 | 4d6 (14) |
| 4 | 2d6 | 7 | 12 | 4d6 (14) |
| 5 | 3d6 | 10.5 | 18 | 6d6 (21) |
| 6 | 3d6 | 10.5 | 18 | 6d6 (21) |
| 7 | 4d6 | 14 | 24 | 8d6 (28) |
| 8 | 4d6 | 14 | 24 | 8d6 (28) |
| 9 | 5d6 | 17.5 | 30 | 10d6 (35) |
| 10 | 5d6 | 17.5 | 30 | 10d6 (35) |
| 11 | 6d6 | 21 | 36 | 12d6 (42) |
| 12 | 6d6 | 21 | 36 | 12d6 (42) |
| 13 | 7d6 | 24.5 | 42 | 14d6 (49) |
| 14 | 7d6 | 24.5 | 42 | 14d6 (49) |
| 15 | 8d6 | 28 | 48 | 16d6 (56) |
| 16 | 8d6 | 28 | 48 | 16d6 (56) |
| 17 | 9d6 | 31.5 | 54 | 18d6 (63) |
| 18 | 9d6 | 31.5 | 54 | 18d6 (63) |
| 19 | 10d6 | 35 | 60 | 20d6 (70) |
| 20 | 10d6 | 35 | 60 | 20d6 (70) |
These numbers are on top of your weapon damage. A level 5 Rogue with a rapier and +4 Dexterity averages 4.5 + 4 + 10.5 = 19 damage on a Sneak Attack hit.
Is Sneak Attack once per turn or once per round?
Once per turn, not once per round. Every creature's turn is a separate turn, so if you can attack on someone else's turn, you can Sneak Attack again. Common ways to do this:
- Opportunity attacks: an enemy leaves your reach and you hit it with a dagger or rapier. See opportunity attacks.
- Readied attack: use your action to Ready an attack, which fires with your reaction on another creature's turn. It is handy when no ally is next to the target yet: ready the attack for when one arrives.
- Ally features: things like the Battle Master's Commander's Strike or the Sentinel feat's reaction attack give you extra chances.
You also only get it on one hit per turn. If you attack twice (for example with Two-Weapon Fighting or a Nick weapon in 2024), apply Sneak Attack to the first hit that qualifies.
Does Sneak Attack double on a crit?
Yes. On a critical hit you roll all of the attack's damage dice twice, and Sneak Attack dice count. A level 11 Rogue who crits rolls 12d6 Sneak Attack, averaging 42, plus doubled weapon dice. Getting advantage is the best way to fish for crits: it raises your chance of a natural 20 from 5% to 9.75%. More on that in critical hits in 5e.
How do you get advantage for Sneak Attack?
If no ally is next to your target, you need advantage. Reliable sources include:
- Being hidden: attacking while the target can't see you (2014: unseen attacker; 2024: you have the Invisible condition from the Hide action).
- Steady Aim: a bonus action that grants advantage on your next attack this turn if you haven't moved. It's in Tasha's Cauldron for 2014 and is a core level 3 feature in 2024.
- Conditions on the target: a blinded, paralyzed, restrained, stunned or unconscious target, or a prone target you attack from within 5 feet.
- Help from allies: the Help action or a spell like Faerie Fire.
See advantage and disadvantage for the full odds.
What is Cunning Strike in the 2024 rules?
The 2024 Rogue gets Cunning Strike at level 5. When you deal Sneak Attack damage, you can give up some of the Sneak Attack dice to add an effect. You remove the dice before rolling damage. If the effect calls for a save, the DC is 8 + your Dexterity modifier + your proficiency bonus.
| Effect | Dice cost | What it does |
|---|---|---|
| Poison | 1d6 | Constitution save or the target is poisoned for 1 minute (it repeats the save each turn). Needs a Poisoner's Kit. |
| Trip | 1d6 | A Large or smaller target makes a Dexterity save or falls prone. |
| Withdraw | 1d6 | Right after the attack, you move up to half your speed without provoking opportunity attacks. |
At level 11, Improved Cunning Strike lets you use two effects on the same hit, paying for both. At level 14, Devious Strikes adds stronger options: Daze (2d6), Obscure (3d6) and Knock Out (6d6). The 2014 Rogue has no Cunning Strike; it always rolls the full Sneak Attack.
When is trading dice worth it?
Each d6 you give up costs 3.5 average damage. Trip is usually worth it when allies will attack the target in melee afterward, since they get advantage against a prone foe. Withdraw saves your bonus action for Steady Aim or Hide instead of Disengage. If the fight is nearly over, keep the damage.
Which weapons work with Sneak Attack?
The weapon must have the finesse property or be a ranged weapon. In practice that means:
- Finesse melee weapons: dagger, rapier, scimitar, shortsword and whip.
- Ranged weapons: shortbow, hand crossbow, light crossbow, sling and dart.
- Doesn't work: a thrown handaxe or javelin, because those are melee weapons with the thrown property, not ranged weapons and not finesse. A thrown dagger does work, because it is finesse. Unarmed strikes and spells on their own don't qualify either.
Because Sneak Attack only needs one hit per turn, Rogues care more about landing that one hit than attacking often. A ranged Rogue who stays out of reach and uses Steady Aim or Hide each turn is one of the most reliable damage dealers at low levels.
FAQ
Is Sneak Attack once per turn or once per round?
Once per turn. Because other creatures' turns count too, a Rogue can land a second Sneak Attack in the same round with an opportunity attack or a readied attack on someone else's turn.
Does Sneak Attack double on a critical hit?
Yes. Sneak Attack dice are part of the attack's damage, so a crit doubles them. A level 5 Rogue rolls 6d6 Sneak Attack on a crit instead of 3d6.
Can you Sneak Attack with disadvantage?
Only if something else gives you advantage that cancels the disadvantage. The ally-within-5-feet route does not work while you have disadvantage on the attack.
Can you Sneak Attack with a spell?
No. Sneak Attack needs an attack with a finesse or ranged weapon. Spells such as Booming Blade or Green-Flame Blade that include a weapon attack can qualify if the weapon itself is finesse or ranged.
Does the ally need to be adjacent to me or to the target?
The ally must be within 5 feet of the target, not you. They also cannot be incapacitated, and you cannot have disadvantage on the attack.
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Contains content from the System Reference Document 5.1 and 5.2 by Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 International License.