Rogues fulfill the “stealthy backstabber” stereotype across any game with a class system, withDungeons & Dragonsbeing no exception. InD&D 5e, sneaky Rogues often become a party’s go-to damage specialist, especially when it comes to eliminating the most dangerous enemy threats. However, Rogues can’t meet their full potential without the right gear. And inD&D, the right weapons can transform a Rogue into a force to be reckoned with.
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Thankfully,D&D 5ehas a rich arsenal of iconic weaponry to help Rogues capitalize on their damage options. Moreover, some weapons offer compelling backstory potentials that give Rogues an element of mystery to attach to these fabled armaments.
Updated May 30, 2025 by Rhenn Taguiam:Rogues often get a bad rep inDungeons & Dragonsfor their penchant towards stealth - and the new “Strixhaven : A Curriculum of Chaos” adds the unpredictability of college into the mix. This time around, Rogues can wreak havoc in class as their magic-oriented counterparts, including the Arcane Trickster, the Phantom, or even the Soulknife to some degree. And while other Spellcasters indeed have the edge in terms of pure Spellcasting, the right weapon can have a Rogue turn the upper hand against any Fireball-whipping Wizard who’s out to get them.

13Dragontooth Dagger
As the name implies, the Dragontooth Dagger is fashioned out of the tooth of a dragon. Unlike other daggers, the Dragontooth Dagger has a primitive design - a wrapped root as the hilt and no crossguard. Given its special properties, the Dragontooth Dagger bestows +1 Bonus to both Attack Rolls and Damage Rolls. Moreover, striking hits with the Dragontooth Dagger will give additional 1d6 Acid Damage to the opponent.
However, perhaps where the Dragontooth Dagger shines isin its intended use. If players at some point have to face the Cult of Dragons, having a Dragontooth Dagger is a must-have. When fighting them, the Dagger’s Bonuses elevate to +2, with the additional Acid Damage becoming +2d6.

12Dagger Of Venom
True to the theme of the Rogue, a Dagger of Venom isa great starting weaponthey could invest in. Given its simple nature, a Dagger of Venom is easily craftable in most cities and even given as rewards after carefully-curated quests. When activated with an Action, the Dagger secretes a black liquid that coats the blade, triggering the poison.
As a Magic Item, itdeals magical damage, and it has a natural +1 Bonus to both Attack Rolls and Damage Rolls. If it hits an opponent, the target has to make a DC 15 Constitution Save or risk 2d10 Poison Damage and be Poisoned for a minute. However, this feature can only be used once per dawn.

11Weapon Of Certain Death
Despite the name, the Weapon of Certain Death doesn’t necessarily imply that the target will die instantly. Rather, as the name suggests, getting hit by the weapon boosts the certainty of death. At its core, a target hit by this weapon won’t be able to regain Hit Points until the attacker starts their next turn - renderingshields and other defensesuseless.
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Given the magical nature of the weapon, the Weapon of Certain Death can be crafted with the help of a Spellcaster or even obtained from a crew of dark magic users. A player using the Weapon of Certain Death fits the Rogue archetype, as a fast-paced burst attack can leave a target in critical condition and open for death.
10Weapon Of Warning
With the Weapon of Warning, Rogues fulfill their stereotypes as prepared assassins. When Attuned, this Uncommon Weapon gives Rogues an uncanny sense of perception, giving them Advantage to their Initiative Rolls. Moreover, the Rogue and all allies within a 30-feet radius cannot be surprised except when incapacitated magically.
Granted, the Weapon of Warning isn’t as strong as an ordinary +1 Weapon. However, stealth-oriented builds such as Assassins will enjoy the Initiative Advantage to score early hits. Its Uncommon property makes it easily attainable, possibly from a popular smith or a magician’s apprentice.

9Scimitar Of Speed
Despite its Very Rare status, the Scimitar of Speed has straightforward benefits. The Scimitar grants +2 Bonus to both Attack and Damage Rolls. Moreover, the user can make another attack with the Scimitar using a Bonus Action for every turn. This makes the Scimitar of Speed helpful for any Rogue build who want to focus less on utility Traits and more on straightforward combat.
Given itsemphasis on speed, a Scimitar of Speed likely has a light build, something uncommon to ordinary blades. Its Very Rare status might require the Rogue to seek an exotic merchant or have a smith use ancient methods (or rare materials) to forge the Scimitar.

8Dancing Sword
Rogues with a flair for the theatrics will appreciate the Dancing Sword. When Attuned, a Rogue can use a Bonus Action to speak the Sword’s command word and have it float up to 30 feet (or move if it’s already floating). If commanded this way, the Sword can attack any creature within five feet of it.
Given its novelty and rarity, it’s likely that Rogues can find a Dancing Sword within unexpected places. It may reside among the wares of a wizened Wizard, displayed in a museum, or even have a role as a novel “performer” in a traveling troupe.

7Sword Of Sharpness
The Sword of Sharpness is a Rogue’s answer to things that are hard to cut off – some items, certain materials, even body parts. When Attuned, the Sword maximizes its weapon damage against any object it hits. However, the Sword of Sharpness shines particularly in combat. Upon a Natural 20 on any attack roll, the Sword’s target gets a whopping extra 4d6 Slashing Damage. Players then get to roll another d20, wherein scoring yet another 20 will get them to lop off one of their target’s limbs.
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As an added bonus, the Rogue can use the Sword’s command word to have it shine light (10ft. bright, 10ft. dim). Given its properties, the Sword of Sharpness likely requires the assistance of either an ancient forging method or a renowned smith. Alegendary swordsmanmay also be associated with such a sword in mythical duels.
6Flame Tongue
Rogues can use their Bonus Action to speak Flame Tongue’s command word, and its blade will burst into flames. Not only does the blade shed light (40ft. bright, 40ft. dim) when on fire, but also receives a +2d6 Fire Damage boost to its attacks. Granted, an ordinary +2 Weapon can give more damage output when stacked with other Rogue Traits (e.g., Sneak Attack). However, Rogues with a penchant for criticals might appreciate the doubling damage of a Flame Tongue.
Ideally, Rogues can find Flame Tongue in the wares of an exotic shop or crafted by a smith. However, given its Rare property, a Rogue may also have their favorite blade imbued with the flammable property that transforms it into Flame Tongue.

5Sun Blade
Initially appearing as only a longsword hilt, using a Bonus Action can have a blade of pure light protrude from the Sun Blade. In this manner, the Sun Blade gains the Finesse property. When in combat, its attacks deal Radiant Damage and grants +2 Bonus to Attack and Damage Rolls. Undead hit by this weapon take +1d8 Radiant Damage as well.
Rogues always have the right tools at their disposal, and the Sun Blade is their perfect weapon against the Undead. Given its attachment to holiness, Rogues may find Sun Blades in locations associated with religious groups, particularlythose devoted to fighting the Undead.

4Sword Of Wounding
Wounds run deep for any Rogue, and the Sword of Wounding is terrible way for opponents to die. When it hits, the Sword will Wound its target. Afterward, the target starts their turn by taking in d4 Necrotic Damage for every time it has been Wounded. All HP lost to the Sword canonly be healedthrough resting. When used strategically, Rogues stack Wounds by attacking outside of their turns, such as during Opportunity Attacks.
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Due to its special property, Rogues may attain a Sword of Wounding from a mentor or another assassin. Likewise, they may have their favorite sword imbued with special poisons designed specifically to worsen wounds.