I love playing rouges, and my problems with the design of the rogue class focus around the limited choices of builds and basic combat options. I make no pretense that anyone other than myself sees these as issues needing a fix.
The changes that I would like are all (I believe) minor, and implementing them would make for a much wider range of rouge builds. They are things that a DM might allow in any case. But pooling them together in a feat demonstrates the importance I would place on them when designing a character. So here is a homebrew feat, which offers three benefits that would be of conceivable interest to rogues, spellcasters, monks, bards, and tavern brawlers.
I’d welcome your thoughts and comments – what am I missing? is this too strong? Are there synergies that I’ve not thought of that make these overpowered? Do you have a better name for the combination of effects described?
Thanks!
The changes that I would like are all (I believe) minor, and implementing them would make for a much wider range of rouge builds. They are things that a DM might allow in any case. But pooling them together in a feat demonstrates the importance I would place on them when designing a character. So here is a homebrew feat, which offers three benefits that would be of conceivable interest to rogues, spellcasters, monks, bards, and tavern brawlers.
The first benefit is different from the monk ability because it allows unarmed strikes to be used with Sneak Attack. For the second I’ve deliberately only chosen weapons that do d4 damage. For the third, Dexterity remains important for defense, but a greater range of options become possible for builds.FOUND WEAPONS
You have mastered techniques that allow you to use ordinary objects as deadly weapons. You gain the following benefits.
- Your unarmed strike counts as an attack with a finesse weapon.
- Clubs, light hammers, and sickles have the finesse property when you use them to make a melee attack.
- You may use Intelligence (anatomical knowledge), Wisdom (precision strikes), or Charisma (deft feints) instead of Strength or Dexterity for the attack and damage rolls of melee attacks when using a dagger, club, light hammer, or sickle.
I’d welcome your thoughts and comments – what am I missing? is this too strong? Are there synergies that I’ve not thought of that make these overpowered? Do you have a better name for the combination of effects described?
Thanks!