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Deep Gnome Rogue Build Guide (MotM + 2024 Rules)

Mordenkainen Presents: Monsters of the Multiverse Deep Gnome species with the 2024 fifth-edition Rogue class.

From the Ceramic Dice editorial team. Rules references, corrections, and our use of assisted drafting are explained in our editorial standards.

A Deep Gnome Rogue pairs long-range darkvision, limited magical defenses, and a few focused stealth boosts with the Rogue’s Expertise and mobility. This guide uses the Deep Gnome from Mordenkainen Presents: Monsters of the Multiverse and the revised 2024 Rogue. Those options come from different books, so confirm that your table allows both.

Rules edition: This build uses the MotM Deep Gnome and 2024 Player’s Handbook Rogue. The 2014 Deep Gnome has different traits, including Stone Camouflage, and is not interchangeable with the MotM version. The 2024 Player’s Handbook has its own Gnome species and does not list Deep Gnome as a lineage. For the legacy 2014 species and Rogue rules, see our Deep Gnome Rogue Build Guide (2014 Rules).

MotM Deep Gnome traits

A MotM Deep Gnome is Small, has a 30-foot Speed, and has 120-foot Darkvision. Darkvision helps you see in darkness within its range, but it does not reveal invisible creatures, see through magical darkness, or remove the penalties for seeing in dim light.

Gnomish Magic Resistance gives you Advantage on Intelligence, Wisdom, and Charisma saving throws against spells. Its wording is narrower than broad resistance to all magical effects: it does not apply to every feature that happens to be magical.

Gift of the Svirfneblin lets you cast disguise self starting at character level 3 and nondetection starting at level 5. Each spell can be cast once with this trait, and you regain that spell’s use when you finish a Long Rest. The trait removes the material component requirement, and you can also cast either spell with an appropriate spell slot. Choose Intelligence, Wisdom, or Charisma as the spellcasting ability for these casts when you select the species.

Svirfneblin Camouflage lets you make a Dexterity (Stealth) check with Advantage. You can use it a number of times equal to your Proficiency Bonus, regaining all uses when you finish a Long Rest. Unlike the older Deep Gnome’s Stone Camouflage, this trait does not require rocky terrain. Advantage still does not make you hidden automatically: use the Hide action and follow the 2024 hiding rules.

Build around Dexterity and Expertise

Dexterity supports your attacks with Finesse and ranged weapons, initiative, Armor Class, and common Rogue skills. Constitution helps you survive when caught in melee. Choose other abilities for your character’s role: Wisdom for Perception or Insight, Intelligence for investigation, or Charisma for social skills.

Under 2024 character creation, your background—not your species—provides ability-score increases and an Origin feat. Pick a background whose listed abilities support your plan. At Rogue level 1, choose skills for your campaign and use Expertise to specialize in two proficient skills. Stealth is an obvious fit, but Perception, Investigation, Insight, or Thieves’ Tools may matter more to your group.

Use the revised Rogue features

The 2024 Rogue gains Expertise, Sneak Attack, and Weapon Mastery at level 1. Sneak Attack requires a hit with a Finesse or Ranged weapon and its qualifying condition, such as Advantage or an eligible ally near the target. It applies once per turn, so look for a reliable opening instead of assuming every attack qualifies. At level 2, Cunning Action lets you Dash, Disengage, or Hide as a Bonus Action. The Rogue subclass arrives at level 3.

The Player’s Handbook subclasses are Arcane Trickster, Assassin, Soulknife, and Thief. Arcane Trickster can make Intelligence useful, while the others can follow different ability priorities. Other-book subclasses require the DM’s approval. Check the current Rogue table and weapon mastery text rather than importing level timing or rules from a 2014 guide.

Practical stealth and spell use

Save Svirfneblin Camouflage for an important Stealth check, such as crossing a watched passage or concealing your position before an encounter. It can also help when you need to Hide, but it does not replace the action or the conditions required to do so. Coordinate with allies: a light source may help party members who lack darkvision while making the group easier to notice.

Disguise self changes your appearance, not your voice, mannerisms, or physical interaction with objects. Nondetection protects against specified divination effects; it does not make you generally undetectable. Both spells have limits, and using Gift of the Svirfneblin does not give a Rogue the Arcane Trickster’s Spellcasting feature.

Character concepts

A Deep Gnome Rogue might be a tunnel courier, archivist, former guard, surface-world investigator, or guide who memorized routes between hidden settlements. The species does not require an assassin or a life underground. Give the character a goal, a relationship with the party, and a reason to take risks beyond simply being stealthy.

Official Rules Sources