Sneak Attack in D&D 5e: Rules, Once per Turn, and Rogue Tips
16 May 2026
Sneak Attack is the Rogue’s signature damage spike: extra dice when the fight geometry or advantage lines up. It is not “any time you are sneaky”—it is a named rider on a qualifying weapon attack, once per turn.
Building the character behind it? Start with Dexterity placement and the Rogue guide.
When Sneak Attack applies
On your turn, you can deal Sneak Attack damage if all of this is true:
- You hit with a finesse or ranged weapon attack (or a weapon attack that counts as one for your build).
- You do not have disadvantage on the attack roll.
- Either you have advantage on the attack or an enemy of the target is within 5 feet of the target.
That third clause is why Rogues love flanking tables and why a front-liner buddy is worth more than a polite thank-you.
Once per turn (the rule everyone forgets)
You can use Sneak Attack once per turn, not once per round.
That means:
- Your Attack action on your turn can include Sneak Attack on a hit.
- An opportunity attack on someone else’s turn can include Sneak Attack if you have not used it yet on that turn.
Two turns in a round of combat? Two chances—one per turn.
What Sneak Attack is not
- Not on every DEX-based roll.
- Not on most spell attacks unless the effect is a weapon attack with a qualifying weapon.
- Not doubled separately on a crit—the extra Sneak Attack dice are part of the attack and double with the weapon’s crit dice. See critical hits.
Advantage, allies, and disadvantage
If you have disadvantage, Sneak Attack is off—even if an ally is in melee with the target.
If you have advantage from hiding, flanking (optional rule), or setup spells, you do not need the ally nearby.
For the advantage frame, see advantage and disadvantage. For staying hidden before the stab, see hiding and stealth.
Table speed
When you hit and qualify, say: “Plus Sneak Attack” and roll the extra dice listed on your class table. Do not roll weapon damage, forget the rider, and redo the math three rounds later.
Related guides
- Rogue guide — subclass and level-one choices
- Skills guide — Stealth, Acrobatics, expertise
- How combat works — actions and attack timing
Combat hub: How combat works · Action economy · All conditions
Recommended gear
The right bits at the table—dice, a grid, a quick reference—can quietly save a session from friction. If you’re stocking up or replacing something worn smooth, a single search is often enough to find what fits your group.
Search Dungeons & Dragons on Amazon — opens a category search; pick what your table actually uses.