Variants/Subclass for a DPR Rogue

There would be no harm in doing a strength based rogue, except maybe grappling. On the other hand, i'd like a thug-like rogue.

I'd allow medium armor
I'd allow all simple weapons
I would add some abilility do subdue an enemy using grapple.
There currently is a rogue in design right at this forum on the front page which would qualify.
If you want to do a damagr based rogue I'd also suggest starting with the fighter base class and build a subclass like the scout which used something like battle master dice. I still would have taken that scout over the one in xanathar's guide. Not everything needs to be a rogue. Sometimes it is better to add rogue features as a subclass.
 

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aco175

Legend
If by "similar total power level to the PHB" you mean PHB classes in general, I'm game.

But if you mean "similar total power level to the PHB Rogue" then I'm afraid I have little to say, since my every concern about the rogue can be boiled down to "it doesn't do enough damage, at least not in games with feats".

That said, I do understand that with the "Brutish Scoundrel" archetype you can approach this from the other angle - by reducing the squishiness. That is, a Rogue that is considerably more sturdy as a front-line combatant makes more sense as a character with PHB levels of damage output.

However, in this scenario I do see the "doesn't that sound like a Dex Fighter?" angle. To be frightfully honest, I believe the time for the Strength Rogue has more or less passed, now that 5th Edition has taken six or seven measures to boost Dexterity-based martials (compared to 3E). About the only passable concept for the Strength martial is the brawny greataxe wielder - every other concept is already a Dex fighter.

Except... the squishy character that plays rocket tag! Point is: I like the Rogue's squishiness :)

That is IMO the defining feature that distinguishes it from its two non-magical brethren, the Fighter and Barbarian.

So I am personally much more interested in making the Rogue the martial class with the worst defense and the best offense. :)

But that is not worth my while if I have to stick to a similar total power level to the PHB Rogue. Frankly, that is akin to trying to design an attractive Beastmaster Ranger that can't abolish the PHB restrictions on the beast, I'm afraid. Quite the mission impossible, or rather mission hopeless.

I find that playing with the flanking rules solves most of this. It allows the thief to SA more often and engage in melee better since he can move through the battlefield using the other powers. If you think flanking makes the fighter too powerful by allowing them to gain advantage to attacks, just give it to the thief. The main problem with a more melee thief is their HP, but being able to disengage and take half damage at 5th level helps.
 

I find that playing with the flanking rules solves most of this. It allows the thief to SA more often and engage in melee better since he can move through the battlefield using the other powers. If you think flanking makes the fighter too powerful by allowing them to gain advantage to attacks, just give it to the thief. The main problem with a more melee thief is their HP, but being able to disengage and take half damage at 5th level helps.

another idea could be just adding the feint action which is using a bonus action on your turn to get advantage. Something everyone can do. It is just a few lines in the DMG as option.
 

doctorbadwolf

Heretic of The Seventh Circle
[MENTION=12731]CapnZapp[/MENTION] thanks for the comments. The issue I have is, I’m not convinced of the severity of damage output gap that you’re referencing. I do see a gap in combat optimized feat heavy games, but not one that merits doubling SA damage per round.

I also don’t have much trouble in such games keeping my rogue alive in melee. My level 12 thief isn’t DPR king, because I chose to make him an untouchably slippery eel of a skirmisher. The rogue is better at using skillful movement than anyone else. I’ve got expertise in acrobatics, athletics, stealth, and deception, and use them all in nearly every fight. Frequency descends from “every fight” to “many fights”, in roughly the listed order. As a Lightfoot halfling, I can hide in plain sight, though, which helps.

Anyway, I think that increasing crit frequency, or adding a flat damage bonus to all attacks that qualify for SA (so, you’re nearly always getting 2-5 extra damage, even when you’ve already used your SA as a dual wielded)

A thrown weapons specialist rogue would be a great compromise too, I think. “You treat all thrown weapons as having the Light and Finesse properties, they do not qualify for feature that require a two handed weapon, even if you are using them two handed, and they are a ranged weapon when you throw them.” Or something worded better, would do the trick. Maybe also just add 20 feet to both range increments for thrown weapons, and get rid of disadvantage for throwing while in melee.

My main goal with an enforcer is to provide a rogue that gets a reliable damage bonus, and can take a hit, while still being very much a rogue. So, they’d have some kind of intimidation feature, that like the swashbuckler can be used in and out of combat, at level 9, but not the compelled duel shtick. Like, frighten people, and gain advantage on attacks and XYZ checks against frightened creatures at level 3, which gets better at level 9 when you get real good at frightening people?

It feels right to make it tougher, but I wouldn’t mess with better armor or anything like that.

I’d also be here for a phantom subclass, a “no one ever sneaked as good as you’re gonna sneak, ya sneaky sneaker” subclass, that can...idk, turn invisible after getting a Sneak Attack, or something.

There would be no harm in doing a strength based rogue, except maybe grappling. On the other hand, i'd like a thug-like rogue.

I'd allow medium armor
I'd allow all simple weapons
I would add some abilility do subdue an enemy using grapple.
There currently is a rogue in design right at this forum on the front page which would qualify.
If you want to do a damagr based rogue I'd also suggest starting with the fighter base class and build a subclass like the scout which used something like battle master dice. I still would have taken that scout over the one in xanathar's guide. Not everything needs to be a rogue. Sometimes it is better to add rogue features as a subclass.

I’d rather not add to the fighter, bc I find the base class painfully boring, and I think the base rogue covers more of what is needed, while all that is needed in a subclass is a few feature to round it out into something a little scarier in a fight.
 

Blue

Ravenous Bugblatter Beast of Traal
I'm having trouble understanding what you are looking for, because this seems to be already buildable using the various classes and multiclassing rules. If you want a character with rogue-like skills and a greater focus on DPR that's easily done. Much of what you are looking for seems to be "play a fighter" (or other class). As these already exist, to my limited understanding it seems we're already done. I'm not saying I don't want to help - I'm saying help me understand where the existing options lets you down besides just the common wish from all players to do more damage.

Can you describe the archetype that, not using any mechanics, you want to build but don't think you can with the existing rules?

So "I want to be a rogue who uses a STR weapon and sneak attack" is mechanical. "I want to be a lightly armored martial skirmisher who floats around the battlefield with a polearm" isn't.
 
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Dessert Nomad

Adventurer
Do fighters do more damage by getting the upper hand, have more skills than most characters, more reliably, with greater mobility, ability to avoid damage rather than soaking it up, and great versatility with their action economy?

Did you mention any of that when you described what the 'thug' archetype does? No, you said that he hits harder and avoids jumping out the dark or putting on disguises.

without any BS with jumping out the dark or putting on disguises.
Also, who said it doesn’t use stealth? It’s still a bloody rogue. And it’s tougher than other rogues, not tougher than other weapon based classes.

Uhhh... you did? 'Without any BS with jumping out of the dark or putting on disguises" sounds like not using stealth to me. I'm not really sure what it was supposed to mean if not avoiding using stealth. What exactly DOES that mean?

Seriosly did you just skim the OP?

Seriously, did you read your own post about the supposedly missing 'thug' that I was responding to? I quoted it directly when I asked the question so even if you forgot what you said it was right there for reference. No idea why you're so absurdly hostile at someone asking you a simple question about something you posted, but good luck getting useful answers if you're going to go doucheomatic at people who try to understand what you're saying.
 

I keep struggling to find ways of offering useful suggestions, but the ideas just aren't meshing. The idea of making a rogue just to boost it's already formidable damage is just a weak source of inspiration.

A Strength rogue is interesting, but does run afoul into barbarian multiclassing territory.
And, really, there's very little stopping you from making a Strength rogue already. You can take rapier and hit with it off strength. The problem is Dex is just better than Strength, boosting AC, the most useful save in the game, initiative, and a robust skill list. Especially while limited to light armour.
A Str focused rogue is always going to be MAD as heck, and thus inoptimal.

When considering a Str rogue, it feels less like it should be about extra damage and more about being tough and intimidating. The thug or brute.
Using Str instead of Charisma for Intimidation. Being able to frighten foes. Demoralize on a hit. Being able to take a hit and resist some damage. That said, being able to sneak attack with clubs and maces (possibly adding it's Str bonus as extra damage with those weapons), might also be nice; this last bit would give a small spike of damage, but it'd almost be offset by the smaller damage dice of the d6 mace vs a couple d8 rapiers and the fact the class needs another decent Ability Score.

Still musing on the idea of a "Master Thrower" rogue build, that focuses on hurlling lots of daggers. Or stones for halflings, or axes for dwarves. Just lots of projectiles.
Again, likely as simple as allowing them to draw a weapon with the action used to throw it, and throwing an extra off-hand dagger whenever they take the Attack action. This could/should work with the existing two-weapon fighting rules where you can make a bonus off-hand attack, so the rogue can huck three daggers or two and disengage or do another stupid rogue trick. Maybe also knocking up the range of thrown weapons.
(But this likely wouldn't bring the rogue up above the maximum DPR of a greatweapon fighter with feats. But would make the rogues average damage higher by reducing the chances of misses).
However, higher level features for a "master thrower" subclass feel like they should be focused around trick shots more than damage.

This is an exaggeration, particularly in terms of the comparisons. Instead of, “gotta be careful about how far such a concept goes in execution”, you seem to jump straight to “the extremes are bad so the whole type of concept can’t work”.
Kinda. But right in the OP you talk about dropping Expertise for more damage.
I can't support that design where you get to pick-and-choose what pillar your options support.
It'd be equally terrible if you could drop all your combat powers for social and exploratory options.

if I’d suggested trading thieves cant for fighting styles, this would be an excellent point. Ribbons are abilities that have no impact on the balance analysis. Expertise has a huge impact on the balance analysis.
Expertise is a great ability in the social and/ or exploration pillars. And depending on the skill (Acrobatics) it can be somewhat useful in combat. But dropping it for more damage is the kind of design I really, really don't want to see in 5e.

the idea is to let rogues use staves, Spears, some polearms, longsword, etc. Sneak Attack is a silly name for the ability that only sticks around because of tradition, anyway. It never requires sneaking. It’s just as sensible with a greataxe as with a crossbow. The reason to not allow any given weapon is tradition, expectation hang ups, and balance.
Sneak attack was backstab before 3e, which did require sneaking.
I remember having massive minotaur rogue barbarians "sneak attacking" with greataxes in 3e, and it was always silly. I'd rather avoid that returning.
There's also not a lot of flavour behind the "rogue" with a giant two-handed glaive. What's the story there?

Plus, what's the benefit of granting rogues longswords? They can already use rapiers, which are comparable in damage.

“it needs to exclude polearms” or “this needs to not allow GWM or PAM” are great suggestions I can take away from this. Thanks. I’ll probably try to draft out soemthing that allows the weapons but not the feats, or restrict the weapons more than I’d like for balance sake if I can’t get a good draft that way.
I can't think of a way to phrase it without explicitly calling out the feats, which would be awkward.

I genuinely don’t understand this comment. I’d love it if you could elaborate. I specifically suggested a subclass that is focused on being an excellent swordsman, with nothing of flair or panache. I assumed it was obvious that I meant no mechanical support in the subclass for any greater charm, flourishy stuff, etc, than exists in the base class. This could easily be a tougher more athletic subclass, more like a melee focused scout than a relfavored swashbuckler.
I meant that, like 4e, some of the flavour of names hangs very loose on the bones of class features.
You can easily take the swashbuckler and rename its abilities and play it very differently. There's nothing that says you have to maintain the flavour of the subclass for your character.

So I don't see much need for a brand new subclass that is the swashbuckler only it's "about ruthless efficacy rather than flair and panache" when it takes 10 seconds to just tweak the swashbuckler.
Fancy Footwork becomes Quick Retreat and Rakish Audacity becomes Cruel Confidence. Elegant Maneuver becomes Maximum Effort.
The only real problem is Panache. But it's a 5-second fix to swap Persuasion for Intimidation and have charmed creatures not regard you as a "friendly acquaintance" but are instead "cowed into servility".

Maybe I was unclear in the OP, though, about an important thing. The ideas in the OP aren’t a draft of a subclass. They’re a set of lists of concepts for potential features to give to one or more subclasses focused on concepts that want for brutal, visceral, top shelf, damage output, in order for their mechanics to meet their story, and for players that want the rogue class as a whole to be more a little bit more combat focused.
Which feels more like it should just be an optimization guide. "Here's how you build a kickass rogue".

I guess I don't see the point, really.
The rogue is good at damage. Really good. It's not number #1, but there has to be a second place. There's no way to get perfect parity between all the classes, and designing something explicitly to slip it into the #1 slot is just pure unfiltered power creep.
Because if you do that for the rogue, why not also then do it for the ranger or the warlock or the barbarian. But then the rogue's not #1 anymore so you need to boost it as well.
 

CapnZapp

Legend
[MENTION=12731]CapnZapp[/MENTION] thanks for the comments. The issue I have is, I’m not convinced of the severity of damage output gap that you’re referencing. I do see a gap in combat optimized feat heavy games, but not one that merits doubling SA damage per round.

I also don’t have much trouble in such games keeping my rogue alive in melee. My level 12 thief isn’t DPR king, because I chose to make him an untouchably slippery eel of a skirmisher. The rogue is better at using skillful movement than anyone else. I’ve got expertise in acrobatics, athletics, stealth, and deception, and use them all in nearly every fight. Frequency descends from “every fight” to “many fights”, in roughly the listed order. As a Lightfoot halfling, I can hide in plain sight, though, which helps.
Unfortunately your reply comes across as "I'm not seeing it since I'm playing so well" which implies things about my position I'd rather not focus on. Basically, you come across as arguing why I'm wrong.

Since you invited me to your thread, let's leave it at that. I'm sure you didn't invite me only to pick a fight.

Have a nice day
 

doctorbadwolf

Heretic of The Seventh Circle
Isn't that just a fighter? When you talk about a melee combatant with no magic or rage who doesn't use stealth or disguise and is stronger and more brutal than a regular rogue, I'm not really sure why you think that's not covered by a fighter.

Did you mention any of that when you described what the 'thug' archetype does? No, you said that he hits harder and avoids jumping out the dark or putting on disguises.
Right, a subclass that doesn’t rely on stealth for doing more damage than non-damage-focused subclasses of the class. That isn’t the same thing as not using stealth.


Seriously, did you read your own post about the supposedly missing 'thug' that I was responding to? I quoted it directly when I asked the question so even if you forgot what you said it was right there for reference. No idea why you're so absurdly hostile at someone asking you a simple question about something you posted, but good luck getting useful answers if you're going to go doucheomatic at people who try to understand what you're saying.

Seriously? Personal attacks? That’s unnecessary. Setting that aside, you didn’t indicate any desire to understand what the OP was about, but instead indicated nothing more than a desire to thread crap.

I find that playing with the flanking rules solves most of this. It allows the thief to SA more often and engage in melee better since he can move through the battlefield using the other powers. If you think flanking makes the fighter too powerful by allowing them to gain advantage to attacks, just give it to the thief. The main problem with a more melee thief is their HP, but being able to disengage and take half damage at 5th level helps.
I do find that the swashbuckler does melee really well by not even needing to disengage most turns, but most melee rogue concepts IME just don’t feel right with high charisma and a focus on one-on-one dueling. I want a skull cracking leg breaker. Not a charming Errol Flynn.

I’d mostly want to see some rogue subs that focus differently on the rogue’s competencies, and encourage different tactics and character concepts.

another idea could be just adding the feint action which is using a bonus action on your turn to get advantage. Something everyone can do. It is just a few lines in the DMG as option.
That’s definitely available, sure.

I'm having trouble understanding what you are looking for, because this seems to be already buildable using the various classes and multiclassing rules. If you want a character with rogue-like skills and a greater focus on DPR that's easily done. Much of what you are looking for seems to be "play a fighter" (or other class). As these already exist, to my limited understanding it seems we're already done. I'm not saying I don't want to help - I'm saying help me understand where the existing options lets you down besides just the common wish from all players to do more damage.
I don’t understand what is mysterious about it, though.
Why on earth would I play a fighter when I want to play a rogue? A dex fighter still ain’t a rogue. I’m sorry, but the above quoted text makes not the first bit of sense to me.

Can you describe the archetype that, not using any mechanics, you want to build but don't think you can with the existing rules?

So "I want to be a rogue who uses a STR weapon and sneak attack" is mechanical. "I want to be a lightly armored martial skirmisher who floats around the battlefield with a polearm" isn't.
you just said the same thing twice. I’m not going to go around in circles to avoid the convenient mechanical shorthand that we all already know.

I also already did the thing that you’re asking, I just didn’t bother to eliminate all reference to mechanics from it, because there is no reason to do so. In the OP, I described a brutal enforcer or thug, and then talked about what sort of mechanics one expects from that archetype. It’s the same thing.

You’re also ignoring the part where this thread was explicitly started to create rogue options for people who want a rogue that works well in a combat heavy game, without losing its rogueish identity, and explicitly isn’t about me trying to build a specific character for a specific game.

Sorry if all that is a bit snarky, but it’s frustrating when things I explicitly said in the OP are being ignored.
 

Suggestion

Create a feat
« killer instinct. »
You can use your sneak attack with any kind of weapon including unarmed attack or improvised weapon.
You can sneak more than once per turn but after the first use you deal only half your usual number of dice.

May need some tuning. Maybe limit the number of dice at higher level.
can fit for actual rogue, rogue-monk, str fighter-rogue.
 
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