5e rogue importance?


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Well, they can heal as many as they want once each. But Rogue as battlefield medic is definitely an interesting role.

You can stabilize and restore 1 hit point as a bonus action as often as you want, but yes you can only restore 1d6+4+HD once per their short rests.
 

Knock has the disadvantage of telling the whole dungeon you're there, though.

Yes, Knock is really only for those impossible locks. I wouldn't waste the slot or risk the noise for just any old lock.

The point was that Rogues are far from the best at opening locks. Honestly, in most campaigns, you won't need Knock or a Rogue to open any lock you need to.
 

Any 1st level character with +2 proficiency and +3 ability bonus can spend 10x normal time to succeed on DC25 locks. Barring that vials of acid might be expensive at low levels but they are still quiet. It only really matters if time is an issue.

A DM throwing around locks with DC's getting higher than that is being excessive as well.

A rogue does have an advantage during rushed times because of reliable talent but other than that I agree locks definitely does not create a rogue need.
 

Any 1st level character with +2 proficiency and +3 ability bonus can spend 10x normal time to succeed on DC25 locks. Barring that vials of acid might be expensive at low levels but they are still quiet. It only really matters if time is an issue.

A DM throwing around locks with DC's getting higher than that is being excessive as well.

A rogue does have an advantage during rushed times because of reliable talent but other than that I agree locks definitely does not create a rogue need.
This is a 3rd edition rule, but I don't think it's in 5e.
Some DMs might let you make a second attempt, but you can't just take 20.

(or have I missed something?)
 


This is a 3rd edition rule, but I don't think it's in 5e.
Some DMs might let you make a second attempt, but you can't just take 20.

(or have I missed something?)

yes. The referenced rule is in the DMG and reads:

Sometimes a character fails an ability check and wants to try again. In some cases, a character is free to do so; the only real cost is the time it takes. With enough attempts and enough time, a character should eventually succeed at the task. To speed things up, assume that a character spending ten times the normal amount of time needed to complete a task automatically succeeds at that task. However, no amount of repeating the check allows a character to turn an impossible task into a successful one.

Edit: I should also add that if you don't have proficiency in Thieves tools and have a +1 ability score, you can still succeed at DC 25 locks using 10x time as long as a guidance cantrip is available.

Locks are so easy...
 

Everyone keeps talking about modifiers to skills, and while all of that is true, and why you don’t NEED a rogue, Ive found one of their most potent abilities is something not mentioned yet, cunning action. That comes in handy often and is great. Especially if you’ve failed said skill check and need to exfil the area ASAP
 

Rogues really quite helpful for a variety of things. They're not NEEDED for locks but they do them quite well in addition to so many other things. Bards as well.
 

/signed on cunning action

Rogues have attractive abilities and are worth playing and including in a party. They are no longer railroaded in as a trap-finder / lock picker because that is no longer class specific.
 

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