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Variants/Subclass for a DPR Rogue
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<blockquote data-quote="doctorbadwolf" data-source="post: 7564125" data-attributes="member: 6704184"><p>So, some folks are disappointed that the 5e rogue is not focused on DPR, while others are happy that the Rogue basically auto-wins at skill stuff, and are satisfied with moderate damage output. </p><p></p><p>I am in a third camp. I love the 5e Rogue as it is, but would also love to see a DPR focused subclass and perhaps some options for variant class features that support a more 4e style "kill stuff like a rad killing machine" rogue. </p><p></p><p>I'm not interested in <em>adding class features</em>, unless it's going to be a ribbon or something like that. In general, let's keep a similar total power level to the PHB. </p><p> [MENTION=12731]CapnZapp[/MENTION] I know you're more in the "the rogue just isn't good, overall" camp, but I'd love to hear any thoughts you have that are within the scope of the brief above. </p><p></p><p>My preliminary thoughts, in very rough draft, are: </p><p></p><p><strong>Subclass: </strong></p><p></p><p>There is room, here, for a strength rogue. </p><ul> <li data-xf-list-type="ul">Expanded weapon list that works with Sneak Attack, including glaive, longsword, any one handed weapon or versatile weapon.</li> <li data-xf-list-type="ul">Your attacks that qualify for Sneak Attack deal extra damage equal to your Strength mod.</li> <li data-xf-list-type="ul">Once per short rest, you can deal Sneak Attack damage a second time per turn.</li> <li data-xf-list-type="ul">Level 9, gain Extra Attack</li> <li data-xf-list-type="ul">13th, add Str mod as a bonus on all Dex checks and saves? too much for 13? 13 tends to be more utility, rather than power.</li> <li data-xf-list-type="ul">17th, gotta be big. SA on every attack for 1 minute, 1/rest? Auto-crit 1/rest? Max SA damage when you crit? Expanded Crit Range?</li> </ul><p></p><p>Alternatively, what about a swordsman subclass that is about ruthless efficacy rather than flair and panache? </p><ul> <li data-xf-list-type="ul">Maneuver dice, or expanded crit range and extra dice on crits?</li> <li data-xf-list-type="ul">Maneuver dice are pretty obvious in what they'd do, but also....meh. play a dex battlemaster with the skilled feat? We don't need <em>direct</em> overlap here, I don't think.</li> </ul><p></p><p></p><p><strong>Variant Features:</strong> </p><p></p><ul> <li data-xf-list-type="ul">Deadly Expertise (replace expertise): You gain 1 skill or tool expertise, and you add your proficiency bonus to all damage rolls with weapon attacks that would qualify for Sneak Attack. At level 6, you gain another skill or tool expertise, and you crit on a 19 or 20 when your attack would qualify for Sneak Attack.</li> <li data-xf-list-type="ul">Terrible Efficacy (replace reliable talent): When you roll a 5 or lower on an ability check that allows you to add your proficiency bonus, you instead treat it as having rolled a 6. Whenever you miss by 5 or less with an attack that would qualify for Sneak Attack, you deal half of your Sneak Attack damage, and cannot benefit from Sneak Attack again this turn.</li> </ul><p></p><p></p><p>So, thoughts?</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7564125, member: 6704184"] So, some folks are disappointed that the 5e rogue is not focused on DPR, while others are happy that the Rogue basically auto-wins at skill stuff, and are satisfied with moderate damage output. I am in a third camp. I love the 5e Rogue as it is, but would also love to see a DPR focused subclass and perhaps some options for variant class features that support a more 4e style "kill stuff like a rad killing machine" rogue. I'm not interested in [I]adding class features[/I], unless it's going to be a ribbon or something like that. In general, let's keep a similar total power level to the PHB. [MENTION=12731]CapnZapp[/MENTION] I know you're more in the "the rogue just isn't good, overall" camp, but I'd love to hear any thoughts you have that are within the scope of the brief above. My preliminary thoughts, in very rough draft, are: [B]Subclass: [/B] There is room, here, for a strength rogue. [LIST] [*]Expanded weapon list that works with Sneak Attack, including glaive, longsword, any one handed weapon or versatile weapon. [*]Your attacks that qualify for Sneak Attack deal extra damage equal to your Strength mod. [*]Once per short rest, you can deal Sneak Attack damage a second time per turn. [*]Level 9, gain Extra Attack [*]13th, add Str mod as a bonus on all Dex checks and saves? too much for 13? 13 tends to be more utility, rather than power. [*]17th, gotta be big. SA on every attack for 1 minute, 1/rest? Auto-crit 1/rest? Max SA damage when you crit? Expanded Crit Range? [/LIST] Alternatively, what about a swordsman subclass that is about ruthless efficacy rather than flair and panache? [LIST] [*]Maneuver dice, or expanded crit range and extra dice on crits? [*]Maneuver dice are pretty obvious in what they'd do, but also....meh. play a dex battlemaster with the skilled feat? We don't need [I]direct[/I] overlap here, I don't think. [/LIST] [B]Variant Features:[/B] [LIST] [*]Deadly Expertise (replace expertise): You gain 1 skill or tool expertise, and you add your proficiency bonus to all damage rolls with weapon attacks that would qualify for Sneak Attack. At level 6, you gain another skill or tool expertise, and you crit on a 19 or 20 when your attack would qualify for Sneak Attack. [*]Terrible Efficacy (replace reliable talent): When you roll a 5 or lower on an ability check that allows you to add your proficiency bonus, you instead treat it as having rolled a 6. Whenever you miss by 5 or less with an attack that would qualify for Sneak Attack, you deal half of your Sneak Attack damage, and cannot benefit from Sneak Attack again this turn. [/LIST] So, thoughts? [/QUOTE]
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