Redbadge
Explorer
This thread is part one of a potential multi-part series examining the mechanics of each class and how each ability or feature ties into the class’s overall flavor and lore. In instances where features are a little bit weak flavorfully, I’ll suggest an alternative and request that others do the same. My criteria are below, though you may have different ones. The first class I’ll be examining is the rogue.
Criteria: I’m looking for a collection of abilities and features that adequately capture the fun and flavor of a class. These abilities should be purposeful, recognizable, and inspired by history, genre, and media. Abilities should make sense taken on the whole, and within the context of the other features and abilities. Finally, abilities should be exciting, differentiating, and impactful, incorporating what I call a “material difference” compared to individuals without the feature. For example, a +2 bonus to recognize Dwarven stonework would be an immaterial difference, not worth the space it would take up on the character sheet nor the overhead required to track it. In my campaigns, if I want dwarven affinity for stonework to be a noteworthy and differentiating ability, I might write it as: “Stonecunning: You’re a badass when it comes to identifying, appraising, and working stone, gems, and metal. Your DM knows what this means.” More often than not, what this means is that any dwarven player insightful or inquisitive enough to ask about surrounding stone is going to automatically get some interesting information not normally available to everyone else. The players will feel this ability at work when I tell the table, “Alright, Tordek. Your quick examination of the cave walls reveals a normally unrecognizable chunk of un-worked amber imbedded in one of the walls. Without even having liberated it yet, you can tell that after you’ve worked your talents on it this evening, it’ll fetch no less than 18 gp and 8 silver from a fair dealer. More importantly, a closer examination of the amber’s location suggests several large veins spread within the rock. It’s obvious the magister lied to you; no dwarven mining company has ever prospected these tunnels.”
EXAMING THE ROGUE: TOP TO BOTTOM
Hit Dice: At 1d8, rogues are somewhat fragile combatants, only sturdier than the back-line casters. However, rogues in fiction aren’t necessarily portrayed as delicate. Individuals such as Batman and Han Solo are at least average. Indeed in D&D 5e, 1d8 is average for a medium sized humanoid. Many rogues just seem punier when put up next to a combatant like Conan or Fafhrd. However, having fewer average hit points than rangers, fighter, and barbarians encourages the rogue to use his or her much greater mobility. Thus, this trade off serves the expected fiction of the rogue that darts in and out of combat rather than standing and taking it. You’ll note that the 1d8 HD monk follows this same paradigm, while the 1d8 caster classes, such as bards and clerics, do not really have this advantage, making them relatively squishier combatants (depending on armor and statistics).
Proficiencies: The wide range of skills a rogue can master speaks to his or her versatility, an iconic trait of the class. Similarly, the armor and saving throw proficiencies helps differentiate rogues from fighters. Though some rogues may find ways to wear heavier armors, I would justifiably expect this line to involve multiclassing or feats for a unique concept, as the average rogue likely values mobility too much to compromise it in the slightest. Proficiency in Dex saves is undeniably required for the class, and of the 3 “off saves,” I can’t really see Strength as representative of a typical member of the class. I think Charisma is arguable as an archetypical choice, but I agree with WotC that Intelligence is the likeliest choice for default proficiency. The weapons list indicates the expected focus on martial finesse weapons, though the longsword sneaks in there. It’s clear from the rogue abilities that these individuals are unlikely to have a greater variety of weapon training in their past unless they are also fighters, etc, just based on the implied fighting style they’ve mastered. The only changes I’d make to the list is to allow the use of longswords as finesse weapons when used in one hand (or a similar 1d8 slashing weapon), to better reflect some iconic rogues in media. I considered adding the longbow, but that seems like its straying into multiclass fighter territory again, although I could be convinced of its use as a sniper/assassin weapon, firmly rooting it within the rogue concept. Not all iconic rogues use thieves’ tools, so I’d allow a substitute tool based on a player’s concept.
Expertise: In prior editions, rogues had either unique skills or a greater number of skills/skill points. Often, additional bonuses demonstrated a focus on the elite skills of rogues, from stealth to perception/investigation to acrobatics and beyond. From the varied expertises of Batman to the tailored mastery of each of the Ocean’s Eleven crew, rogues are without a doubt the quintessential “experts”, so this feature is a must. I find it well executed, because the rogue’s expertise grows in both depth (through proficiency) and breadth (at 6th level). With a truncated skill list, 4 expertise skills should be enough to cover most character concepts, from a world-class archaeologist (History, Religion, Arcana, Investigation) to a master burglar (Stealth, Acrobatics, Sleight of Hand, Thieves’ Tools). We’ve found the bonus itself to represent a “material difference” in play, especially given that it stacks with advantage. It’s what allows Bilbo Baggins a chance to sneak past the sleeping ancient red dragon when no one else would have a hope or allows a talented diplomat sway the belligerent king with an impressive Persuasion result of 25+. I’d make no changes.
Sneak Attack: As a great deal of a rogue’s entire flavor leans heavily on this feature, I’ll examine it in a bit more detail. Sneak attack, evolving from the original backstab ability, represents a rogue’s opportunistic combat style. In some prior editions, this maneuver was described as taking advantage of a creature’s vital spots, meaning creatures such as oozes, constructs, and ghosts were immune. In modern editions, sneak attack is better described as an overall finesse fighting style that heavily relies on having an advantageous position or distracted/surrounded enemy. Thus, although the gelatinous cube is a symmetrical creature with no true weak point, if a rogue approaches while the cube is preoccupied by an adjacent fighter, the rogue can get quicker, more confidant, more solid attacks in with less fear of reprisal, represented by increased damage. Unlike other classes’ damage scaling methods (increased attacks, additional static damage), a rogue has a greater number of restrictions, primarily the required use of finesse weapons and advantage/distraction. Although most rogues are Dex based, the wording of the finesses requirements leaves room for the Thug/Enforcer archetypes that use Strength, without opening up scenarios of greatswords or axes, which are hard to argue are finesse combat styles. However, these restrictions serve to enforce the fiction in the style of the Dread Pirate Roberts, Syrio Forel, and similar dashing bravos.
Happily, three consequences of sneak attack serve to reinforce the rogue’s opportunistic fighting style even further:
Sneak attack has one potential flavor fail. If a rogue encounters a same level, similar Dexterity foe alone on a wide street in broad daylight with no advantages, he is their combat equal, even if they are no more than a commoner. His only advantage against the theoretical equal-level, no feature commoner would be a rapier over a pitchfork and Uncanny Dodge if he is of high enough level. This is due to the rogue’s reliance on sneak attack for his entire combat effectiveness. However, this is mitigated by the actions a truly opportunistic player might take, such as weaving and hiding in and around the nearby buildings. I might also allow a creative player to feint as an action, getting one sneak attack every two rounds rather than one normal attack every round. A truly desperate player might say, “I throw sand in his eyes,” or “I drop down and stab his unarmored foot” (perhaps granting an attack with disadvantage with the chance to apply sneak attack on a hit, despite this going against the written mechanic). At any rate, this once again reflects the mechanic encouraging the fiction. A truly opportunistic player will learn to have his rogue fight opportunistically, unexpectedly, anything but trading blows in an empty street.
Cunning Action: Obviously, the mobility I mentioned the rogue having almost entirely comes from this ability. While tumble skills and shifting powers covered this niche in prior editions, Cunning Action is the best version yet. When a rogue feels like it, he or she just straight up ignores the tactical considerations of opportunity attacks, weaving amongst the fray at-will and as often as needed. Dash and hide round out the ability, allowing the rogue to escape those foes he no longer wishes to engage, bringing to mind freerunning skills such as in the Prince of Persia or Assassin's Creed games. Missing this in my first analysis was a huge oversight, as it defines the rogue's combat style even more so than sneak attack. Note that as written, the ability only works in combat, probably to prevent the rogue from theoretically covering greater distances while travelling, which isn't in keeping with the intended flavor. However, I obviously allow rogues to use a variation of their mobility in all kinds of non-combat situations as needed, but in that case action economy isn't really a factor anyways.
Thieves’ Cant: This is one of the rogue’s weakest features, not because it’s not flavorful, but because the flavor (and application) is so narrow. I can see where they were going with this, and this secret language is pretty cool, but it’s hard for me to imagine every campaign and every setting having one globally recognized crime code (known by all rogues none-the-less). In my campaigns, I’ve reworked this feature as Streetwise. Basically, it combines elements of Thieves’ Cant with elements of the ranger’s Natural Explorer only applied to urban or other appropriate settings as the campaign demands (e.g. pirate ship for a pirate, tombs as a delver, etc.). Of course, my version of Natural Explorer basically reads, “Pick a terrain type. While in that terrain type, you are in your absolute element. For the most part, you gain all of the benefits listed in the PHB. Your DM will apply any added benefits as appropriate.” Thus, a rogue with Streetwise [Urban] not only knows where the black market is and how to use it, he might know a secret passage out of the jail cell, and even in a foreign city, he gets the lay of the land much quicker than his allies. Basically, he knows, without any type of Intelligence check, that you can find smugglers in the Mos Eisley cantina.
Roguish Archetype: The three provided archetypes are quite classic and are recognizable representations of each. I’d probably also design the Thug/Enforcer and charming Blade Bravo next, as I feel Thief is already an adequate enough depiction of the delver/tomb raider/archaeologist/explorer archetype. As far as the overall concept of the subclass (i.e. roguish archetype versus bardic college or paladin oath, etc.), I think the subclass delineation is less flavorful than some of the other classes. A sorcerer’s bloodline is his essence, a cleric prays to a specific god and venerates her domains, a Warlock recognizes a patron, but the rogue doesn’t really have that in world connection to his subclass. At level three, when a player chooses between say thief and assassin, the rogue doesn’t necessarily know what has happened. In some campaigns, I might instead say that a (PC) rogue applies for a guild once their skills improve (they reach level 3). Thus, you might have the Thieves’ Guild, Assassins’ Guild, Mages’ Guild, Enforcers Guild, or Adventures’ Guild. The choice of subclass is then directly tied to the fiction of the world, like many of the other classes. This isn’t necessarily appropriate for all campaigns, which is why I’m fine with the designers simply calling them archetypes.
Ability Score Increase: Really good opportunities to further differentiate your concept from other, otherwise similar rogues. Note that rogues get one more increase/feat than everyone else, except for the fighter, which gets one more than the rogue. I think this is acceptable, because most other classes, even within the same subclass, have the ability to differentiate between each other by way of spell selection and application.
Uncanny Dodge: This appears to be a powerful defensive ability, but compare to the barbarian’s weapon resistance, the druid’s extra wildshape HP, the monk’s patient defense, or an abjurer’s varied defenses, amongst others. This ability is a panic button for when the rogue’s friends and mobility fails him, but due to its restrictions (must see the attacker, must have a reaction, can’t be incapacitated, only once per round), it means the rogue still won’t be doing any tanking. Note that it works against both physical and spell attacks, which isn’t always the case for these types of abilities, and I find that this makes sense for what is happening in the fiction. As I first began analyzing this ability, I considered whether it should logically work in all situations (think flat-footed in 3e or the example of being chained to a rock while subject to an attack), but the given RAW restrictions take care of most corner cases (it doesn’t work against invisible foes, a foe that surprises the rogue and beats his initiative ignores it, and incapacitated creatures can’t take reactions).
Evasion: An iconic rogue ability, working exactly as you’d expect it to. I’d consider not allowing evasion to apply in the same situations that uncanny dodge doesn’t work. I follow intent, not exact mechanics, and though I might allow evasion in 99% of cases, maybe even during those corner cases disallowed by uncanny dodge, I can’t see myself allowing a sleeping/unconscious rogue to take half damage from a fireball (he already automatically fails the save) for no discernable reason. Ostensibly, the flavor is his quick reflexes, which in the fiction might not always be available to him. In some campaigns I can see flavoring this as a magical ability and thus having it always apply. On one final note, I’m disappointed that the final version of ring of evasion no longer seems to just give evasion to the wearer, instead having charges of Dex save rerolls. I’ll probably go back to version we saw earlier in 5e if I ever use it as treasure.
Reliable Talent: In my group, Take 10 was always a popular rule, no more so than to my primary rogue player. Well, this feature is for him. I think this combines well with the rogue’s other skill features to emphasize his uniqueness even more. Without a doubt, this meets my “material difference” threshold. I like my players having competent, professional characters more likely to succeed than not, especially at this level, and unlike take 10, this still allows the rogue player the joy of rolling. In the fiction, this ensures a minimum level of competence that might not always apply to all mid to high level characters, but certainly should apply to the talented rogue. After all, we rarely read about great fantasy rogues that fall to their death while climbing the prison tower or snapping a twig while sneaking through a forest, and when they do fail, it’s because the task was difficult indeed.
Blindsense: First, I think I’d allow this to improve the functionality of uncanny dodge, as it makes sense to me in context of the fiction. Second, the requirement of sound makes it pretty clear that this isn’t a supernatural ability. It won’t work against silenced creatures usually, unless I'm convinced that a rogue would just sense that something was wrong. In general, it’s a interesting reworking of the 3e feat blind fight, though it wouldn't counteract the disadvantage. My only criticism is that this feature would be more appropriate to monks or rangers, perhaps, as I’m not sure it entirely fits the flavor of a rogue, excepting that many rogues are very perceptive. However, it’s close enough that I have no changes.
Slippery Mind: Adding Wisdom as the second strong save has the side effect of singling out Constitution as a rogue’s primary weakness, which I am okay with. Depending on character concept, I’d probably allow a player to pick a different save to train in, although Wisdom is likely the strongest option. Certainly, if somehow a character was already proficient in Wisdom, I’d let the player ostensibly spend his 15 levels of daily training on improving any other save of his choice.
Elusive: The capstone of the uncanny dodge, evasion, blindsense, elusive defenses line, this feature amusingly makes rogues somewhat resistant to other rogues, as often depicted in some other editions. Fortunately, it has the incapacitated line, so few, if any, moments of cognitive dissonance will creep up. It’s high enough up that I’ll rarely see it in play, but I wonder just how powerful it is. As far as the fiction, it makes sense, since a rogue of this longevity will probably have seen every trick in the book by now, if not having invented half of them.
Stroke of Luck: Disassociated abilities like this one aren’t for everybody, but it’s undeniable that characters such as Bilbo Baggins and Han Solo just seemed to have more luck than everybody else. “Never tell me the odds.” This is a powerful ability that comes up relatively often and has implications both for the rogue’s ultimate combat effectiveness and her undeniable status as queen of skills. The world’s best rogues, as they so often do, will find a way.
Thief: This archetype covers a good majority of rogue concepts, though as the PHB identifies, not every one of the thief subclass will identify as a thief.
Fast Hands: The best thieves work quick, and I agree that a feature encouraging this should included. However, I’d consider a player’s character concept carefully before deciding which actions could be taken as bonus actions. I could see occasionally quickly downing a potion and still getting an attack off, but I’d discourage activating a wand between every strike with your rapier, unless you’ve been drawn to this feature for that exact concept. In general, I won’t be so specific with this feature in my campaigns, just letting the player know that their thief is much quicker with their hands than they have any right to be and the DM knows what this means. In other words, it doesn’t always mean your “fast hands” leads to a bonus action, but it could turn “10 minutes” into “gone in 60 seconds.”
Second-Story Work: This feature well represents cat burglars, jewel thieves, and good-ol’ honest “field researchers” equally. Effectively, the rogue gains a climb speed equal to his or her normal speed, and in my campaigns, this is an impactful ability and quite in fitting with the personality of my rogue players. Unfortunately, the second part of this feature is way too fiddly. In other words, immaterial. I think I’ll just round it up to one extra square of jump when playing on the grid (regardless if their Dex is 20 or not), or I’ll just give the rogue the benefit of the doubt when playing in theater of the mind. After all, I want to encourage this sort of activity from my rogues. In essence, this part of the ability reads for me, “You can make jumps the others shouldn’t even think of attempting. Your DM knows what this means.”
Supreme Sneak: This stacks with all of a rogue’s other ways to improve Stealth, although it likely invalidates many similar magic items. I like that the wording envisions a rogue who is being very careful to be sneaky, perhaps even tip-toeing. At any rate, only the unluckiest of rogues will be detected when they don’t want to be, and depending if they have reliable talent yet, maybe not even then. Obviously not quite as useful in combat, as I imagine moving slowly and cautiously in combat might even make it harder to duck out of sight of an enemy, not easier. I’ll have to think about it, though I’m unlikely to nerf it. If anything, I’d probably let the advantage apply in combat even if moving at full speed, to really hammer home the flavor of “supreme sneak.”
Use Magic Device: Another iconic ability. So many of my rogues used wands of cure light wounds in 3e/Pathfinder that it does seem like an inherent class feature. This comes at a much later level than the skill in 3e, but I wouldn’t necessarily think it would be easy for non-spellcasters to quickly master the art of wands, staffs, and scrolls; otherwise, everyone would do it. This feature may entirely change the feeling of the class, depending on what magical items are available (maybe I’ll allow dual-wielding wands in conjunction with fast hands for a fun, memorable character). However, it comes late enough that the good majority of campaigns will never see it in play. For those that do, a clever DM will find a way to work it into the plot so that its flavor is apparent and relevant: “Only a creature attuned to this gate can open it, and only a daughter of Ssrasama can attune to it.” Rogue: “Stand back.”
Thief’s Reflexes: 17th level is supposed to be the start of the final tier (9th level spells, etc.), and this ability makes me believe it. It’s way better than the fighter’s action surge, both in what it accomplishes and how often it occurs. I feel it is a natural evolution of the fast hands concept, as now the thief can demonstrate fast feet and fast thinking as well. For the three levels you have it, you’ll not only feel like a world class thief, but a world class hero as well. I like it.
This has been pretty thorough and taken a good while to write, so I think I’ll stop here and gauge interest before continuing. I may continue with the other two subclasses if I get good feedback, or someone else can feel free to try analyzing them in the same style. In particular, I’d comment on the assassin’s ability to actually take out a sentry in one hit, or you know, actually assassinate someone.
Edited to Add:
Assassin: The assassin has worked its way into every edition, including as a prestige class in 3e. However, I always thoughts it should be a default option for the rogue. The 5e assassin has the combat flavor you might expect, but it really expounds on it in ways that hasn't always occurred in the past. The utility is appropriate for most assassin archetypes, and I really feel that this is the class of James Bond. Unfortunately, in a bit of potential flavor disconnect, a few of the abilities focus on one narrow niche of assassin that doesn't really represent the entire range of possible assassin concepts.
Bonus Proficiencies: Disguises and poison kits might not necessarily fall within the purview of all iconic assassins, but I feel that this feature is still a logical inclusion to ensure that those concepts that require it will have it. Others can comment on whether popular fictional assassins such as Artemis Entreri were masters of disguise, but as discussed under some later features, some assassin concepts would be better served using a different class or subclass.
Assassinate: This makes sense for assassins (duh). Attempts to match flavor and mechanics in the past have usually fallen short because giving a player the ability to kill a foe in one quick round (i.e. assassinate them) can be a bit unbalanced. However, this ability is a great compromise, as you are very likely to, say, eliminate a sentry before he can raise the alarm, and even if you don't the ability wasn't wasted. Creatures with large pools of hit points that you are unable to defeat in one round will still be heavily damaged, continuing to portray that sense of assassination when you or your allies are able to take it down within the first couple of combat rounds: "You quickly slice the thick throat of the drowsy ogre guard, and though it still struggles to its feet, swinging wildly, blood gurgling between its purple lips, the fighter's axe and wizard's magic missile send it back down before it causes any damage." Most players will constantly be trying to find ways to trigger this feature, which is fine, because once again it is a well designed mechanic enforcing the anticipated fiction. For those truly prepared assassin's that bring poison to bear, I'd consider also doubling the number of poison damage dice on a crit to really hit home their mastery of poison compared to their peers, a very subtle bit of synergy.
Infiltration Expertise: This is a very niche ability that doesn't necessarily properly reflect the wide range of potential assassins. This is just one type of assassin, though it is a recognizable one. In my campaigns, depending on what the player is going for, I'd keep the name Infilatration Expertise, but I'd apply it to any aspect of the planning and execution of an assassination, rather than just a false identity. Once again, the DM will know what this means in play. It might mean helping the player understand that being in the belltower at noon outside the Red Clock Cafe is something that would be obvious in executing their next mission.
Imposter: Very similiar to the prior ability in terms of niche criticism, as though I would expect the world's best for hire sniper to be an assassin (with the assassinate ability), I wouldn't necesarily expect said sniper to also be a master imposter. Depending on the character concept, I might consider replacing this ability wholesale, perhaps with the thief's fast hands, second-story, or supreme sneak abilities, features that would also be flavorfully appropriate for a master assassin to have in his repertoire. As is, it would take a good deal of effort from the DM to make this ability "material" during the campaign, as to honest I've probably allowed a number of PCs to pull off this trick faster and easier without even having this ability. In other words, I'd expect someone with this ability trying to differintiate himself to be able to capture the sovereign of a nation and replace him without missing a beat.
Death Strike: This final tier ability improves your assassinate even further, improving your chances to assassinate the much higher level sentries you'll no doubt be faced with by this point in your career. Though flavorful, its not nearly as potent as the thief's L17 ability, which will apply to every fight. I think this rendtion of the assassin's expected and traditional "instant-kill ability' is a good take on it, and even non-magical at that. The DC for this ability will almost assuredly by 19, which means only the hardiest of foes will likely make the save, ones with enough HP that you'd be unlikely to kill them in one hit anyways. Doing some quick napkin math, a level 17 assassin can be expected to deal an average of about 150 damage with death strike, without a magic weapon. This can be expected to reliably assassinate a wide range of creatures from frost giants (CR 8) to aboleths (CR 10). Enemies as high as CR 15 can be assassinated with a high enough damage roll. As for humanoids, the most likely assassination target with regards to the fiction, most have far fewer than 150 hp and the archmage, the highest level humanoid in the MM, only has 99. I'd say mission accomplised with the flavor of this ability.
By the way, thanks for the kind words. Next time, I'll finish with the arcane trickster analysis.
Criteria: I’m looking for a collection of abilities and features that adequately capture the fun and flavor of a class. These abilities should be purposeful, recognizable, and inspired by history, genre, and media. Abilities should make sense taken on the whole, and within the context of the other features and abilities. Finally, abilities should be exciting, differentiating, and impactful, incorporating what I call a “material difference” compared to individuals without the feature. For example, a +2 bonus to recognize Dwarven stonework would be an immaterial difference, not worth the space it would take up on the character sheet nor the overhead required to track it. In my campaigns, if I want dwarven affinity for stonework to be a noteworthy and differentiating ability, I might write it as: “Stonecunning: You’re a badass when it comes to identifying, appraising, and working stone, gems, and metal. Your DM knows what this means.” More often than not, what this means is that any dwarven player insightful or inquisitive enough to ask about surrounding stone is going to automatically get some interesting information not normally available to everyone else. The players will feel this ability at work when I tell the table, “Alright, Tordek. Your quick examination of the cave walls reveals a normally unrecognizable chunk of un-worked amber imbedded in one of the walls. Without even having liberated it yet, you can tell that after you’ve worked your talents on it this evening, it’ll fetch no less than 18 gp and 8 silver from a fair dealer. More importantly, a closer examination of the amber’s location suggests several large veins spread within the rock. It’s obvious the magister lied to you; no dwarven mining company has ever prospected these tunnels.”
EXAMING THE ROGUE: TOP TO BOTTOM
Hit Dice: At 1d8, rogues are somewhat fragile combatants, only sturdier than the back-line casters. However, rogues in fiction aren’t necessarily portrayed as delicate. Individuals such as Batman and Han Solo are at least average. Indeed in D&D 5e, 1d8 is average for a medium sized humanoid. Many rogues just seem punier when put up next to a combatant like Conan or Fafhrd. However, having fewer average hit points than rangers, fighter, and barbarians encourages the rogue to use his or her much greater mobility. Thus, this trade off serves the expected fiction of the rogue that darts in and out of combat rather than standing and taking it. You’ll note that the 1d8 HD monk follows this same paradigm, while the 1d8 caster classes, such as bards and clerics, do not really have this advantage, making them relatively squishier combatants (depending on armor and statistics).
Proficiencies: The wide range of skills a rogue can master speaks to his or her versatility, an iconic trait of the class. Similarly, the armor and saving throw proficiencies helps differentiate rogues from fighters. Though some rogues may find ways to wear heavier armors, I would justifiably expect this line to involve multiclassing or feats for a unique concept, as the average rogue likely values mobility too much to compromise it in the slightest. Proficiency in Dex saves is undeniably required for the class, and of the 3 “off saves,” I can’t really see Strength as representative of a typical member of the class. I think Charisma is arguable as an archetypical choice, but I agree with WotC that Intelligence is the likeliest choice for default proficiency. The weapons list indicates the expected focus on martial finesse weapons, though the longsword sneaks in there. It’s clear from the rogue abilities that these individuals are unlikely to have a greater variety of weapon training in their past unless they are also fighters, etc, just based on the implied fighting style they’ve mastered. The only changes I’d make to the list is to allow the use of longswords as finesse weapons when used in one hand (or a similar 1d8 slashing weapon), to better reflect some iconic rogues in media. I considered adding the longbow, but that seems like its straying into multiclass fighter territory again, although I could be convinced of its use as a sniper/assassin weapon, firmly rooting it within the rogue concept. Not all iconic rogues use thieves’ tools, so I’d allow a substitute tool based on a player’s concept.
Expertise: In prior editions, rogues had either unique skills or a greater number of skills/skill points. Often, additional bonuses demonstrated a focus on the elite skills of rogues, from stealth to perception/investigation to acrobatics and beyond. From the varied expertises of Batman to the tailored mastery of each of the Ocean’s Eleven crew, rogues are without a doubt the quintessential “experts”, so this feature is a must. I find it well executed, because the rogue’s expertise grows in both depth (through proficiency) and breadth (at 6th level). With a truncated skill list, 4 expertise skills should be enough to cover most character concepts, from a world-class archaeologist (History, Religion, Arcana, Investigation) to a master burglar (Stealth, Acrobatics, Sleight of Hand, Thieves’ Tools). We’ve found the bonus itself to represent a “material difference” in play, especially given that it stacks with advantage. It’s what allows Bilbo Baggins a chance to sneak past the sleeping ancient red dragon when no one else would have a hope or allows a talented diplomat sway the belligerent king with an impressive Persuasion result of 25+. I’d make no changes.
Sneak Attack: As a great deal of a rogue’s entire flavor leans heavily on this feature, I’ll examine it in a bit more detail. Sneak attack, evolving from the original backstab ability, represents a rogue’s opportunistic combat style. In some prior editions, this maneuver was described as taking advantage of a creature’s vital spots, meaning creatures such as oozes, constructs, and ghosts were immune. In modern editions, sneak attack is better described as an overall finesse fighting style that heavily relies on having an advantageous position or distracted/surrounded enemy. Thus, although the gelatinous cube is a symmetrical creature with no true weak point, if a rogue approaches while the cube is preoccupied by an adjacent fighter, the rogue can get quicker, more confidant, more solid attacks in with less fear of reprisal, represented by increased damage. Unlike other classes’ damage scaling methods (increased attacks, additional static damage), a rogue has a greater number of restrictions, primarily the required use of finesse weapons and advantage/distraction. Although most rogues are Dex based, the wording of the finesses requirements leaves room for the Thug/Enforcer archetypes that use Strength, without opening up scenarios of greatswords or axes, which are hard to argue are finesse combat styles. However, these restrictions serve to enforce the fiction in the style of the Dread Pirate Roberts, Syrio Forel, and similar dashing bravos.
Happily, three consequences of sneak attack serve to reinforce the rogue’s opportunistic fighting style even further:
- Rogue’s apply their sneak attack once per turn, rather than once per round. This means that while a sneak-attacking rogue’s damage is comparable to that of a multi-attacking fighter on each of their turns, the rogue has a much nastier opportunity attack. Each opportunity attack from a rogue will deal 2 to 3 times or more damage compared to any other class. In other words, if you turn your back on a rogue, you will be punished.
- Since a rogue’s individual attacks hurt so darn much, the DC when disrupting a concentrating spellcaster will be much higher than what a fighter or barbarian would generate. Although fighters will still get more opportunities to disrupt spellcasters, only a rogue can be expected to successfully distract those casters with advantage and/or very high Constitution saves.
- A rogue, master of attacking vital areas that he is, has the best critical hits available. Once again, whereas a fighter will have more criticals, if a rogue finds a weak spot, he really finds a weak spot. This combines well with the first two points, making critical opportunity attacks more likely to subdue foes trying to flee or making it near impossible for a spellcaster to maintain his or her concentration through the crit.
Sneak attack has one potential flavor fail. If a rogue encounters a same level, similar Dexterity foe alone on a wide street in broad daylight with no advantages, he is their combat equal, even if they are no more than a commoner. His only advantage against the theoretical equal-level, no feature commoner would be a rapier over a pitchfork and Uncanny Dodge if he is of high enough level. This is due to the rogue’s reliance on sneak attack for his entire combat effectiveness. However, this is mitigated by the actions a truly opportunistic player might take, such as weaving and hiding in and around the nearby buildings. I might also allow a creative player to feint as an action, getting one sneak attack every two rounds rather than one normal attack every round. A truly desperate player might say, “I throw sand in his eyes,” or “I drop down and stab his unarmored foot” (perhaps granting an attack with disadvantage with the chance to apply sneak attack on a hit, despite this going against the written mechanic). At any rate, this once again reflects the mechanic encouraging the fiction. A truly opportunistic player will learn to have his rogue fight opportunistically, unexpectedly, anything but trading blows in an empty street.
Cunning Action: Obviously, the mobility I mentioned the rogue having almost entirely comes from this ability. While tumble skills and shifting powers covered this niche in prior editions, Cunning Action is the best version yet. When a rogue feels like it, he or she just straight up ignores the tactical considerations of opportunity attacks, weaving amongst the fray at-will and as often as needed. Dash and hide round out the ability, allowing the rogue to escape those foes he no longer wishes to engage, bringing to mind freerunning skills such as in the Prince of Persia or Assassin's Creed games. Missing this in my first analysis was a huge oversight, as it defines the rogue's combat style even more so than sneak attack. Note that as written, the ability only works in combat, probably to prevent the rogue from theoretically covering greater distances while travelling, which isn't in keeping with the intended flavor. However, I obviously allow rogues to use a variation of their mobility in all kinds of non-combat situations as needed, but in that case action economy isn't really a factor anyways.
Thieves’ Cant: This is one of the rogue’s weakest features, not because it’s not flavorful, but because the flavor (and application) is so narrow. I can see where they were going with this, and this secret language is pretty cool, but it’s hard for me to imagine every campaign and every setting having one globally recognized crime code (known by all rogues none-the-less). In my campaigns, I’ve reworked this feature as Streetwise. Basically, it combines elements of Thieves’ Cant with elements of the ranger’s Natural Explorer only applied to urban or other appropriate settings as the campaign demands (e.g. pirate ship for a pirate, tombs as a delver, etc.). Of course, my version of Natural Explorer basically reads, “Pick a terrain type. While in that terrain type, you are in your absolute element. For the most part, you gain all of the benefits listed in the PHB. Your DM will apply any added benefits as appropriate.” Thus, a rogue with Streetwise [Urban] not only knows where the black market is and how to use it, he might know a secret passage out of the jail cell, and even in a foreign city, he gets the lay of the land much quicker than his allies. Basically, he knows, without any type of Intelligence check, that you can find smugglers in the Mos Eisley cantina.
Roguish Archetype: The three provided archetypes are quite classic and are recognizable representations of each. I’d probably also design the Thug/Enforcer and charming Blade Bravo next, as I feel Thief is already an adequate enough depiction of the delver/tomb raider/archaeologist/explorer archetype. As far as the overall concept of the subclass (i.e. roguish archetype versus bardic college or paladin oath, etc.), I think the subclass delineation is less flavorful than some of the other classes. A sorcerer’s bloodline is his essence, a cleric prays to a specific god and venerates her domains, a Warlock recognizes a patron, but the rogue doesn’t really have that in world connection to his subclass. At level three, when a player chooses between say thief and assassin, the rogue doesn’t necessarily know what has happened. In some campaigns, I might instead say that a (PC) rogue applies for a guild once their skills improve (they reach level 3). Thus, you might have the Thieves’ Guild, Assassins’ Guild, Mages’ Guild, Enforcers Guild, or Adventures’ Guild. The choice of subclass is then directly tied to the fiction of the world, like many of the other classes. This isn’t necessarily appropriate for all campaigns, which is why I’m fine with the designers simply calling them archetypes.
Ability Score Increase: Really good opportunities to further differentiate your concept from other, otherwise similar rogues. Note that rogues get one more increase/feat than everyone else, except for the fighter, which gets one more than the rogue. I think this is acceptable, because most other classes, even within the same subclass, have the ability to differentiate between each other by way of spell selection and application.
Uncanny Dodge: This appears to be a powerful defensive ability, but compare to the barbarian’s weapon resistance, the druid’s extra wildshape HP, the monk’s patient defense, or an abjurer’s varied defenses, amongst others. This ability is a panic button for when the rogue’s friends and mobility fails him, but due to its restrictions (must see the attacker, must have a reaction, can’t be incapacitated, only once per round), it means the rogue still won’t be doing any tanking. Note that it works against both physical and spell attacks, which isn’t always the case for these types of abilities, and I find that this makes sense for what is happening in the fiction. As I first began analyzing this ability, I considered whether it should logically work in all situations (think flat-footed in 3e or the example of being chained to a rock while subject to an attack), but the given RAW restrictions take care of most corner cases (it doesn’t work against invisible foes, a foe that surprises the rogue and beats his initiative ignores it, and incapacitated creatures can’t take reactions).
Evasion: An iconic rogue ability, working exactly as you’d expect it to. I’d consider not allowing evasion to apply in the same situations that uncanny dodge doesn’t work. I follow intent, not exact mechanics, and though I might allow evasion in 99% of cases, maybe even during those corner cases disallowed by uncanny dodge, I can’t see myself allowing a sleeping/unconscious rogue to take half damage from a fireball (he already automatically fails the save) for no discernable reason. Ostensibly, the flavor is his quick reflexes, which in the fiction might not always be available to him. In some campaigns I can see flavoring this as a magical ability and thus having it always apply. On one final note, I’m disappointed that the final version of ring of evasion no longer seems to just give evasion to the wearer, instead having charges of Dex save rerolls. I’ll probably go back to version we saw earlier in 5e if I ever use it as treasure.
Reliable Talent: In my group, Take 10 was always a popular rule, no more so than to my primary rogue player. Well, this feature is for him. I think this combines well with the rogue’s other skill features to emphasize his uniqueness even more. Without a doubt, this meets my “material difference” threshold. I like my players having competent, professional characters more likely to succeed than not, especially at this level, and unlike take 10, this still allows the rogue player the joy of rolling. In the fiction, this ensures a minimum level of competence that might not always apply to all mid to high level characters, but certainly should apply to the talented rogue. After all, we rarely read about great fantasy rogues that fall to their death while climbing the prison tower or snapping a twig while sneaking through a forest, and when they do fail, it’s because the task was difficult indeed.
Blindsense: First, I think I’d allow this to improve the functionality of uncanny dodge, as it makes sense to me in context of the fiction. Second, the requirement of sound makes it pretty clear that this isn’t a supernatural ability. It won’t work against silenced creatures usually, unless I'm convinced that a rogue would just sense that something was wrong. In general, it’s a interesting reworking of the 3e feat blind fight, though it wouldn't counteract the disadvantage. My only criticism is that this feature would be more appropriate to monks or rangers, perhaps, as I’m not sure it entirely fits the flavor of a rogue, excepting that many rogues are very perceptive. However, it’s close enough that I have no changes.
Slippery Mind: Adding Wisdom as the second strong save has the side effect of singling out Constitution as a rogue’s primary weakness, which I am okay with. Depending on character concept, I’d probably allow a player to pick a different save to train in, although Wisdom is likely the strongest option. Certainly, if somehow a character was already proficient in Wisdom, I’d let the player ostensibly spend his 15 levels of daily training on improving any other save of his choice.
Elusive: The capstone of the uncanny dodge, evasion, blindsense, elusive defenses line, this feature amusingly makes rogues somewhat resistant to other rogues, as often depicted in some other editions. Fortunately, it has the incapacitated line, so few, if any, moments of cognitive dissonance will creep up. It’s high enough up that I’ll rarely see it in play, but I wonder just how powerful it is. As far as the fiction, it makes sense, since a rogue of this longevity will probably have seen every trick in the book by now, if not having invented half of them.
Stroke of Luck: Disassociated abilities like this one aren’t for everybody, but it’s undeniable that characters such as Bilbo Baggins and Han Solo just seemed to have more luck than everybody else. “Never tell me the odds.” This is a powerful ability that comes up relatively often and has implications both for the rogue’s ultimate combat effectiveness and her undeniable status as queen of skills. The world’s best rogues, as they so often do, will find a way.
Thief: This archetype covers a good majority of rogue concepts, though as the PHB identifies, not every one of the thief subclass will identify as a thief.
Fast Hands: The best thieves work quick, and I agree that a feature encouraging this should included. However, I’d consider a player’s character concept carefully before deciding which actions could be taken as bonus actions. I could see occasionally quickly downing a potion and still getting an attack off, but I’d discourage activating a wand between every strike with your rapier, unless you’ve been drawn to this feature for that exact concept. In general, I won’t be so specific with this feature in my campaigns, just letting the player know that their thief is much quicker with their hands than they have any right to be and the DM knows what this means. In other words, it doesn’t always mean your “fast hands” leads to a bonus action, but it could turn “10 minutes” into “gone in 60 seconds.”
Second-Story Work: This feature well represents cat burglars, jewel thieves, and good-ol’ honest “field researchers” equally. Effectively, the rogue gains a climb speed equal to his or her normal speed, and in my campaigns, this is an impactful ability and quite in fitting with the personality of my rogue players. Unfortunately, the second part of this feature is way too fiddly. In other words, immaterial. I think I’ll just round it up to one extra square of jump when playing on the grid (regardless if their Dex is 20 or not), or I’ll just give the rogue the benefit of the doubt when playing in theater of the mind. After all, I want to encourage this sort of activity from my rogues. In essence, this part of the ability reads for me, “You can make jumps the others shouldn’t even think of attempting. Your DM knows what this means.”
Supreme Sneak: This stacks with all of a rogue’s other ways to improve Stealth, although it likely invalidates many similar magic items. I like that the wording envisions a rogue who is being very careful to be sneaky, perhaps even tip-toeing. At any rate, only the unluckiest of rogues will be detected when they don’t want to be, and depending if they have reliable talent yet, maybe not even then. Obviously not quite as useful in combat, as I imagine moving slowly and cautiously in combat might even make it harder to duck out of sight of an enemy, not easier. I’ll have to think about it, though I’m unlikely to nerf it. If anything, I’d probably let the advantage apply in combat even if moving at full speed, to really hammer home the flavor of “supreme sneak.”
Use Magic Device: Another iconic ability. So many of my rogues used wands of cure light wounds in 3e/Pathfinder that it does seem like an inherent class feature. This comes at a much later level than the skill in 3e, but I wouldn’t necessarily think it would be easy for non-spellcasters to quickly master the art of wands, staffs, and scrolls; otherwise, everyone would do it. This feature may entirely change the feeling of the class, depending on what magical items are available (maybe I’ll allow dual-wielding wands in conjunction with fast hands for a fun, memorable character). However, it comes late enough that the good majority of campaigns will never see it in play. For those that do, a clever DM will find a way to work it into the plot so that its flavor is apparent and relevant: “Only a creature attuned to this gate can open it, and only a daughter of Ssrasama can attune to it.” Rogue: “Stand back.”
Thief’s Reflexes: 17th level is supposed to be the start of the final tier (9th level spells, etc.), and this ability makes me believe it. It’s way better than the fighter’s action surge, both in what it accomplishes and how often it occurs. I feel it is a natural evolution of the fast hands concept, as now the thief can demonstrate fast feet and fast thinking as well. For the three levels you have it, you’ll not only feel like a world class thief, but a world class hero as well. I like it.
This has been pretty thorough and taken a good while to write, so I think I’ll stop here and gauge interest before continuing. I may continue with the other two subclasses if I get good feedback, or someone else can feel free to try analyzing them in the same style. In particular, I’d comment on the assassin’s ability to actually take out a sentry in one hit, or you know, actually assassinate someone.
Edited to Add:
Assassin: The assassin has worked its way into every edition, including as a prestige class in 3e. However, I always thoughts it should be a default option for the rogue. The 5e assassin has the combat flavor you might expect, but it really expounds on it in ways that hasn't always occurred in the past. The utility is appropriate for most assassin archetypes, and I really feel that this is the class of James Bond. Unfortunately, in a bit of potential flavor disconnect, a few of the abilities focus on one narrow niche of assassin that doesn't really represent the entire range of possible assassin concepts.
Bonus Proficiencies: Disguises and poison kits might not necessarily fall within the purview of all iconic assassins, but I feel that this feature is still a logical inclusion to ensure that those concepts that require it will have it. Others can comment on whether popular fictional assassins such as Artemis Entreri were masters of disguise, but as discussed under some later features, some assassin concepts would be better served using a different class or subclass.
Assassinate: This makes sense for assassins (duh). Attempts to match flavor and mechanics in the past have usually fallen short because giving a player the ability to kill a foe in one quick round (i.e. assassinate them) can be a bit unbalanced. However, this ability is a great compromise, as you are very likely to, say, eliminate a sentry before he can raise the alarm, and even if you don't the ability wasn't wasted. Creatures with large pools of hit points that you are unable to defeat in one round will still be heavily damaged, continuing to portray that sense of assassination when you or your allies are able to take it down within the first couple of combat rounds: "You quickly slice the thick throat of the drowsy ogre guard, and though it still struggles to its feet, swinging wildly, blood gurgling between its purple lips, the fighter's axe and wizard's magic missile send it back down before it causes any damage." Most players will constantly be trying to find ways to trigger this feature, which is fine, because once again it is a well designed mechanic enforcing the anticipated fiction. For those truly prepared assassin's that bring poison to bear, I'd consider also doubling the number of poison damage dice on a crit to really hit home their mastery of poison compared to their peers, a very subtle bit of synergy.
Infiltration Expertise: This is a very niche ability that doesn't necessarily properly reflect the wide range of potential assassins. This is just one type of assassin, though it is a recognizable one. In my campaigns, depending on what the player is going for, I'd keep the name Infilatration Expertise, but I'd apply it to any aspect of the planning and execution of an assassination, rather than just a false identity. Once again, the DM will know what this means in play. It might mean helping the player understand that being in the belltower at noon outside the Red Clock Cafe is something that would be obvious in executing their next mission.
Imposter: Very similiar to the prior ability in terms of niche criticism, as though I would expect the world's best for hire sniper to be an assassin (with the assassinate ability), I wouldn't necesarily expect said sniper to also be a master imposter. Depending on the character concept, I might consider replacing this ability wholesale, perhaps with the thief's fast hands, second-story, or supreme sneak abilities, features that would also be flavorfully appropriate for a master assassin to have in his repertoire. As is, it would take a good deal of effort from the DM to make this ability "material" during the campaign, as to honest I've probably allowed a number of PCs to pull off this trick faster and easier without even having this ability. In other words, I'd expect someone with this ability trying to differintiate himself to be able to capture the sovereign of a nation and replace him without missing a beat.
Death Strike: This final tier ability improves your assassinate even further, improving your chances to assassinate the much higher level sentries you'll no doubt be faced with by this point in your career. Though flavorful, its not nearly as potent as the thief's L17 ability, which will apply to every fight. I think this rendtion of the assassin's expected and traditional "instant-kill ability' is a good take on it, and even non-magical at that. The DC for this ability will almost assuredly by 19, which means only the hardiest of foes will likely make the save, ones with enough HP that you'd be unlikely to kill them in one hit anyways. Doing some quick napkin math, a level 17 assassin can be expected to deal an average of about 150 damage with death strike, without a magic weapon. This can be expected to reliably assassinate a wide range of creatures from frost giants (CR 8) to aboleths (CR 10). Enemies as high as CR 15 can be assassinated with a high enough damage roll. As for humanoids, the most likely assassination target with regards to the fiction, most have far fewer than 150 hp and the archmage, the highest level humanoid in the MM, only has 99. I'd say mission accomplised with the flavor of this ability.
By the way, thanks for the kind words. Next time, I'll finish with the arcane trickster analysis.
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