Homebrew Homebrew: Fixing the Rogue

If you’re looking for a “simple” way to fix Rogues, just give them Extra Attack at 5th level and then allow SA to work for their second attack as well.
 

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My Rogue fix is to give them two features with upgrades.

1. At level 5, instead of Uncanny Dodge they get Disruptive Strike.
At level 10 this improves.

2. At level 3, they get "Uncanny Accuracy".

3. At level 11 and 17 they gain Lightning Reflexes. (this is basically a DS upgrade).

Disruptive Strike: Starting at level 5, you can expend a reaction when an attack hits within the reach or range of your weapons, and you can identify the attacker. Make a weapon attack on the attacker. If this weapon attack hits, the triggering attack must be rerolled with disadvantage.

Starting at level 10, you can use this ability in response to the magic action being taken. If this weapon attack hits, the target must make a concentration save against the damage you do, or the action fails.

Uncanny Accuracy: Starting at level 3, when you make an attack that would qualify for adding sneak attack damage, you can consume sneak attack damage to increase the d20 roll by 1 for every sneak attack dice you consume. These consumed sneak attack dice cannot be rolled for damage or used for anything else until the end of the current turn, and you can only consume up to half (rounded down) of your sneak attack dice this way.

Lightning Reflexes: Starting at level 11, you can take a second reaction, but no more than once per turn. At level 17 you can take a 3rd reaction, still no more than once per turn.

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These all fit the Rogue at-will pattern. Disruptive Strike rewards putting yourself into a position where you can make an attack with advantage or with an ally adjacent to an enemy on your off-turn, and it massively encourages paying attention when it isn't your turn. The Lighting Reflexes upgrade gives you more uses against more targets (or against a legendary foe).
 

I think the only change rogue needs is relatively minor. Give them a bump to sneak attack progression at levels 5, 11 and 17 (just like a cantrip). That's it. Do that, and I think their damage keeps up.
 

1. Extra attack at level 6.
2. Sneak attack works with every attack that deals damage.
3. Assassin deals +1 damage with sneak attack per level. This bonus is doubled on the 1st round.

Optional for people that do not like to roll too much dice, and a little buff to sneak attack:
Sneak attack: add +2 damage per rogue level
 

I've been playing where you crit on a 20 or by hitting by 10 or more, and feel that takes care of Rogue's pretty well as they have consistent sources of advantage so crit a ton. Formerly I had given them extra attack at 6th but I am not sure if that is needed anymore.
 

Currently the rogue has more utility than any warrior, even arguably the ranger. Expertise, 4 skills + thieves tools (which in the current rules means that taking slieght of hand give the rogue advantage on every check to pick a lock or disarm a trap) cunning action, level 5 cunning strike makes cunning action more versatile, level 6 expertise, and level 7 reliable talent, is a crazy package.
Well, that's also part of the problem with Rogues. They have great skills. What those skills do is almost entirely undefined. And every GM is going to have a different idea of what they should be able to do, particularly at higher levels. So you're a19th level Rogue, everything you can do with your Thieves' Tools is at maximum, and... What? Can you unlock the side-door to the Hells and sneak in? Ask your GM, plenty of whom will default to being cautious about what exactly they allow those skills to do.
If you want to "fix" the premiere skill-monkey class, defining what skills can do at more than the lower levels seems like it'd be a good place to start.
 

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