[/sblock]ROGUE
- Rogues rely chiefly on two features for both the class’s feel and its strength in combat: Sneak Attack and Cunning Action. These are fundamental to the rogue, and Uncanny Dodge at 5th level is almost their equal in importance to the class. Leave these features as is, unless you have a powerful reason for changing anything.
- The class features granted by the roguish archetypes at 3rd level should fundamentally alter the way the class plays, just as the cleric’s Divine Domain features do.
- Rogues are the masters of skills, and the class already pushes the boundaries of what we (and our playtesters) consider to be acceptable in terms of game balance. Giving them more skill potency could push rogues over the line.
Leatherhead said:So lets start with Sneak Attack.
It's meant to go with Dex weapons and ranged weapons. The quick fix is to extend that bonus damage out to all one handed melee weapons. A damage bump from 1d6 to 1d8 isn't much (it's like 1 damage average), but it "feels" more visceral to wail on someone with a warhammer or battleaxe.
Cunning Action is essential to the Roguish play style. To intertwine it with the STR rogue, let the STR Rogue make STR checks with Cunning Action. Which is basically just Athletics checks and bashing or lifting stuff. If you want to get dangerous, allow this bonus action to shove/grapple/trip, but only after level 3.
There are two level 3 features: One for combat and one for interaction.
That's covered by letting sneak attack work on one-handed weapons, and using cunning action for STR checks. Adding in medium armor proficiency covers a bit for the AC loss due to lack of Dex. But now you are "Combat heavy." That's mostly ok, because Dex is really that good.
The level 9 feature basically gives advantage in some situations. This is for a non-combat pillar of play unless you didn't get a combat feature at level 3.
If you really want to lay on the muscle work, give them some bonus carrying capacity. Call it "Hoarder" maybe. Or you could give some bonuses to Intimidate.
I'd go with archetype along the "enforcer" lines mentioned above. Medium armor proficiency, ability to use sneak attack with any proficient weapon (instead of only finesse weapons) to start. Later on give an ability that subs Strength for Charisma on all Intimidate-type checks (maybe any Charisma check/save, muscle over mind). At mid-high level, I like the idea of an ability that would allow him to do sneak attack damage (but not normal weapon damage) on a successful trip/push/disarm attempt.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.