Rules edition: This build uses the 2014 Rogue and legacy Blue Dragonborn from the 2014 Player’s Handbook. The 2024 Dragonborn and Rogue have revised rules; do not combine their features with this guide. Tasha’s optional Customizing Your Origin rule can reassign the 2014 ability increases if your DM allows it.
Choose a Dexterity or Strength approach
The legacy Dragonborn increases Strength by 2 and Charisma by 1. A Rogue usually relies on Dexterity for attacks, Armor Class, initiative, and several skills, so the printed increases do not directly improve a typical Rogue. They do not prevent you from playing one. You can keep a Dexterity-focused character and use the Dragonborn traits as extra tools, or build a Strength-based Rogue around finesse weapons.
With point buy for a Dexterity build, consider Dexterity 15, Constitution 14, Wisdom 13, Charisma 12, Strength 10, and Intelligence 8 before the species increases. The Dragonborn bonuses raise Strength to 12 and Charisma to 13. If your DM permits Tasha’s optional rule, you may instead reassign the increases to abilities your build needs. For a Strength Rogue, put a high score in Strength but retain enough Dexterity for defense, initiative, and skills.
A finesse weapon lets you use either Strength or Dexterity for its attack and damage rolls. Sneak Attack requires a finesse or ranged weapon; it does not require that you use Dexterity for the attack. This makes a Strength-based rapier Rogue possible, although it still needs a reliable way to meet Sneak Attack’s advantage or nearby-ally condition.
What Blue Dragonborn traits provide
Blue ancestry gives the 2014 Dragonborn lightning resistance and a lightning breath weapon. The breath weapon is a 5-by-30-foot line, calls for a Dexterity saving throw, and deals damage that increases at the character levels listed by the trait. It recharges after a short or long rest. Its saving throw DC uses Constitution. The breath weapon takes an action and is not a weapon attack, so it cannot trigger Sneak Attack.
The 2014 Dragonborn has no darkvision. Do not plan as if you can see in darkness simply because your character has draconic ancestry. Lightning resistance is helpful when relevant, but it does not protect against other damage types.
Choose a Rogue archetype and skills
Your Rogue archetype arrives at Rogue level 3. Arcane Trickster uses Intelligence for its spells, while Swashbuckler rewards confident close-quarters movement and benefits from Charisma. Scout can add wilderness mobility and skills. These options come from different books, so check which sources the campaign permits. Your ancestry does not require you to choose a particular archetype.
At Rogue level 1, Expertise can make a chosen skill especially reliable. Stealth, Sleight of Hand, Perception, and a social skill can all support different campaign roles. Cunning Action at level 2 lets you Dash, Disengage, or Hide as a bonus action. Keep the breath weapon’s action cost in mind: using it means you are not making the Attack action that turn, so weigh its area damage against your chance to land Sneak Attack.
Play for position, not just damage
A Blue Dragonborn Rogue can scout, negotiate, use cover, and choose when to reveal their breath weapon. A line attack rewards careful positioning and can catch multiple enemies, but it can also include allies. Check the space and saving throw before exhaling. Use lightning resistance when it matters, and keep a ranged weapon or finesse weapon available for turns when Sneak Attack is the better choice.
The character need not be loud, reckless, or defined by a contradiction between species and class. Decide how they learned to scout, what they value, and when they choose to use a visibly draconic ability. Talk with the DM about how Dragonborn are regarded in the campaign’s setting.
For setting-specific character hooks and worldbuilding questions, see the separate Blue Dragonborn Rogue campaign-settings guide.