D&D 5E Flavor and Mechanics: Examining the Rogue


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The rogue is fun to play. First time I tested a new game system with a rogue as my second concept. I went wizard first character, rogue second. Rogue has never been so good. About the only thing they're missing is a second attack at some point in time.
 

I think Quick Hands, especially in conjunction with Use Magic Device, has to be considered one of the most important mechanical aspects of the thief archetype. The ability to use potions, caltrops, nets, flasks of oil, topple carts and suits of armor, etc. as a bonus action is already quite good; using a wand of fireball as a bonus action is downright crazy.

And with the Healer feat, you can use a healing kit as a bonus action to heal your allies in combat.
 

Nice analysis.

The only thing that makes me sad about the Rogue in 5e was how the earliest of the playtests finally gave me the one thing that I've been searching for since 2000 before stealing it away from me (no pun intended) a rogue option without Sneak Attack. The Assassin archetype looks really neat for a spy/agent, like you describe, but I can't bring myself to play a skill-monkey character as a "striker" – most of my characters spend their entire turns (depending on the class) buffing, healing, manipulating the battlefield, gathering intell, or tripping up enemy to offer advantages without actually causing damage* to anyone when. Having a potent damage-dealing ability as the core of the class makes it seem irresponsible NOT to use that ability as much as possible. Ergo, I've never played a d20 rogue despite having had numerous character concepts that would have built off of such a chassis.

*In a 3.5 campaign, I once had a dwarven cleric/bard (a buffer described as "more magic item than man" by the party members he enchanted each round) go 15 levels without having to even draw out my axe – he finally did so when a party member needed an Aid Another check from a substitute flanker when the 'regular' was out sick!
 

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