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D&D 5E Rogues are Awesome. Is it the Tasha's Effect?

there's no reason to think that you can't peep out and whip a dagger at someone. If they've failed their perception check vs your hide, that's sufficient reason to believe they've lost track of you. The attack's going to reveal you, but by then it's too late - the dagger (or arrow, bolt, whatever) is on its way.
Except that you are no longer heavily obscured and can be seen. Sticking your head out is going to reveal you.

I could see doing it in some specific circumstances if you purposely "peep out" somwhere which is outside the enemies field of vision but the conditions would have to be right.
 

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Requires a house rule, or a very lucky initiative roll from your familiar.
Any familiar can do help on their turn to give advantage to someone else. No house rule required, here is the rule:

"Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally’s attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage."

The only thing that is up to interpretation is what the "within 5 feet of you" - does the familiar still have to be within 5 feet of the enemy when you attack? In my games the answer is yes and this has three complications. First an owl has flyby and can leave the enemies reach without causing an OA. One thing you will see people talking about online is an owl doing help and then leaving to keep from getting killed. If he has to be within 5' when you make the attack the familiar can't do that. Second if the enemy goes between the familiar and you he can either kill the familiar or move away from it, either scenario ending "help".
 

"Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally’s attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage."

The only thing that is up to interpretation is what the "within 5 feet of you" - does the familiar still have to be within 5 feet of the enemy when you attack? In my games the answer is yes
In my games it's No.

You only have to be within 5' when the action is taken. You can then freely move afterwards if you want (likely drawing an AoO) and the benefit remains (for the ally you designated) until the start of your next turn.
 

But, it's just that it's so easy for a traditional rogue to do a ton of damage, without using limited resources. I don't have to be "very optimized" to do this. Dex is obvious. A rapier or ranged weapon is obvious. Steady aim is obvious. A familiar is pretty common I think for an arcane trickster, and I suspect now with Tasha's that green flame blade or booming blade (or both) is also pretty obvious. All of this combination is pretty "normal" for a Tasha's-built rogue. It doesn't require a lot of deep game knowledge or tinkering to find this "good" combination.
I'm wondering, though, is it only the Arcane Trickster who's this easy/crazy good?

I've played a Thief rogue up to level 9 and have also tried out an Inquisitive. I enjoy the characters very much and feel like I keep up with the group, but I'm not dazzled by my own damage or anything like that.
 

I'm wondering, though, is it only the Arcane Trickster who's this easy/crazy good?

I've played a Thief rogue up to level 9 and have also tried out an Inquisitive. I enjoy the characters very much and feel like I keep up with the group, but I'm not dazzled by my own damage or anything like that.

Rogues are average damage. Green Flame Blade/booming blade drag it up a bit.
 

I'm wondering, though, is it only the Arcane Trickster who's this easy/crazy good?

I've played a Thief rogue up to level 9 and have also tried out an Inquisitive. I enjoy the characters very much and feel like I keep up with the group, but I'm not dazzled by my own damage or anything like that.
They're quite handy in non-combat situations, do they need to be better than most at combat as well?
 

In my games it's No.

You only have to be within 5' when the action is taken. You can then freely move afterwards if you want (likely drawing an AoO) and the benefit remains (for the ally you designated) until the start of your next turn.
Well owls don't trigger AOOs so I guess that is what my familiar would be, which means I could keep him relatively safe.
 

The thing often overlooked with the help action is you are supposed to explain what is actually being done in order to help, and the DM adjudicates if that action would actually be helpful or not. That might have implications as to where the helper must be located.
 

Well owls don't trigger AOOs so I guess that is what my familiar would be, which means I could keep him relatively safe.
Which I'm OK with.

Again, I do smack Casters with a level of exhaustion if the Familiar dies.

Makes them a lot more careful with sending them on constant suicide missions and so forth.
 

The thing often overlooked with the help action is you are supposed to explain what is actually being done in order to help, and the DM adjudicates if that action would actually be helpful or not. That might have implications as to where the helper must be located.
This is not technically true of the Help action, which is used in combats. It is true of "working together" (PHB, p. 175) though, which is for outside of combat. It's one of the quirks of the rules as written.
 

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