Homebrew D&D 5.5e Rogue Subclass - Smuggler

Milli Rabbit

Explorer
EDIT: This is the second draft! Feedback welcome always!

Feedback Requested: Continuing from my Ranger subclass, the Rescuer Ranger, I want to expand subclass options to improve social and exploration encounters, not just combat, but still support combat as that is the major way most players play D&D. My goal with this subclass is to create a Charisma Rogue with benefits towards working with people at the borders of society and smuggling items and people. Additionally, in this subclass I wanted to experiment with giving martials encounter ending abilities. The level 17 feature is meant to match a level 8 or 9 spell and as a result is a once per Long Rest feature. Please give me any feedback you have on meeting the goal of improving social encounter options but also combat options and whether the level 17 feature actually matches a level 8+ spell. Do you like the uses for Cunning Actions and Cunning Strikes?

SMUGGLER
Hide Your Goods From Prying Eyes.

A Smuggler spends their days, but more often their nights, finding ways into places they shouldn't be to make deals they shouldn't be. Through a network of shady dealers and fences as well as connections in different parts of society, this subclass opens doors for themselves first and foremost. As a Smuggler, you will use social aptitude and smart use of gear to get things, and sometimes people, where they need to be.

LEVEL 3: SMUGGLER'S PURVIEW
After spending time at the borders of society for long enough, you learn a set of skills that allows you to make friends in low places, hide people you don't want caught, and hold your own through acts of cunning. You gain the following benefits.

Deceptive Strikes. You have learned to hide your intentions behind a smile or endearing facial expression before you strike. Add your Charisma modifier, if you aren't already, to your damage rolls.

Friends In Hidden Places. When you take the Hide action, you can attempt to hide additional creatures within 15 feet of yourself. The creatures roll for the Dexterity (Stealth) check. Add your Charisma Modifier to their roll.

Practical Broker. When you take an Influence action against members of the lower class (Examples are described in Xanathar's Guide to Everything), the creature's Attitude toward you starts at Friendly if they were Indifferent and Indifferent if they were Hostile. Additionally, when you earn Renown with factions or individuals of this group, you gain an additional Renown.

Scandalous Retreat. When you are attacked by a creature after using your Cunning Action Disengage Feature before the start of your next turn, you can take a Reaction to add +3 to your AC until the start of your next turn. You can use this feature a number of times equal to your Charisma Modifier. You regain all uses after a Long Rest.

Unassuming Pocket. In addition, you always automatically succeed in concealing 10 lb. of Equipment.

LEVEL 3: TOOL PROFICIENCIES
You gain Proficiency with the Disguise Kit and Forgery Kit.

LEVEL 9: CUNNING GEAR
You gain the following Cunning Strike options.

Ball Bearings (Cost: 2d6 and Ball Bearings that can be recovered as normal). A bag of Ball Bearings bursts open and cover a level, 10-foot-square area within 10 feet of the target. A creature that enters this area for the first time on a turn must succeed on a Dexterity saving throw or have the Prone condition.

Oil Slick (Cost: 1d6 and Oil that is consumed). The target must make a Dexterity Saving Throw or be doused with Oil. If they succeed, the Oil covers a 5-foot-square area below the target.

Smoke Screen (Cost: 2d6 and a component pouch that is not consumed). A cloud of smoke fills a 20-foot-radius Sphere centered on the target. The clouds area is considered Heavily Obscured. It lasts until the start of your next turn or until a strong wind disperses it.

LEVEL 13: EFFICIENT CUNNING STRIKES
You gain Blindsight with a range of 15 feet. If you already have Blindsight, increase the range by 10 feet.

Gear used as part of Cunning Strikes is no longer consumed and takes 1 minute to recover when necessary.

LEVEL 17: SMUGGLING BUDDIES
When you hit with your Sneak Attack, you can whistle for assistance. Suddenly, a cloud of smoke fills a 20-foot-radius Sphere centered on the target. Any creature of your choice in the cloud must make a Wisdom Saving Throw or take 12d6 Bludgeoning, Piercing or Slashing damage (your choice) and gain the Blinded Condition until the end of your next turn, taking only half damage if they succeed. The smoke clears immediately after the assault.

Once you have used this feature, you can’t use this feature again until you finish a Long Rest.
 
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The gap is on purpose because the rogues get a lot in their base class. The subclasses are designed to get a lot at level 3 which then continues to improve as they improve.

The abilities look completely divorced from the theme to me.

Some of the abilities are very bad and some of the them are too good. This is far and away the best rogue subclass.

Most rogue subclasses get an identity defining feature. This one gets a 2nd sneak attack/rd, extra damage, and improved darkvision.

I appreciate a lot of effort went into this. I would look at how you could make it look more like an existing rogue subclass. Pick something that is character defining that grows naturally as the character grows.
 

The gap is on purpose because the rogues get a lot in their base class. The subclasses are designed to get a lot at level 3 which then continues to improve as they improve.

The abilities look completely divorced from the theme to me.

Some of the abilities are very bad and some of the them are too good. This is far and away the best rogue subclass.

Most rogue subclasses get an identity defining feature. This one gets a 2nd sneak attack/rd, extra damage, and improved darkvision.

I appreciate a lot of effort went into this. I would look at how you could make it look more like an existing rogue subclass. Pick something that is character defining that grows naturally as the character grows.

This is good feedback! This time I wanted to overbuild the subclass because I know its easier to take away power. I will probably scrap the choices and pick a few to keep and then save the others for other ideas. Which of the abilities seem bad to you?
 

I read this and, for our games, the only two options I am considering at level 3 are Nonsense Defense, Scandalous Retreat. Nonsense Defense is basically always-on +3AC, which is extremely powerful. Scandalous Retreat allows for regular second sneak attack in a round. Both are very powerful, in a sea of underpowered mostly out-of-combat minor bonuses.
 

I read this and, for our games, the only two options I am considering at level 3 are Nonsense Defense, Scandalous Retreat. Nonsense Defense is basically always-on +3AC, which is extremely powerful. Scandalous Retreat allows for regular second sneak attack in a round. Both are very powerful, in a sea of underpowered mostly out-of-combat minor bonuses.
I read this and, for our games, the only two options I am considering at level 3 are Nonsense Defense, Scandalous Retreat. Nonsense Defense is basically always-on +3AC, which is extremely powerful. Scandalous Retreat allows for regular second sneak attack in a round. Both are very powerful, in a sea of underpowered mostly out-of-combat minor bonuses.

Hi, I have edited the original post with myself second draft. I hope it works better and is also less dense! Let me know what you think!
 

Level 3 gives you a crap load of stuff. I think scandalous retreat is maybe too strong, and you should think about removing it. Deceptive strikes is a min-maxers dream, and I would change it to once per turn. the level 17 ability... doesn't make sense. It has no synergy with the class or subclass theme wise.
 

Level 3 gives you a crap load of stuff. I think scandalous retreat is maybe too strong, and you should think about removing it. Deceptive strikes is a min-maxers dream, and I would change it to once per turn. the level 17 ability... doesn't make sense. It has no synergy with the class or subclass theme wise.
Im fine with Scandalous Retreat. Its higher cost than Shield for less benefit.

I can see your concern with Deceptive Strikes. I think I'm okay with it due to not being able to stack with other features that add your Charisma Modifier and its a level 3 feature requiring significant investment into a specific Rogue subclass. That said, I'd ideally want it as a level 6 feature but Rogues aren't built that way so I chose to buff them sooner than later due to the Rogue being so weak as a class in general.
 

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