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PHB Roguish Archetypes
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<blockquote data-quote="Tales and Chronicles" data-source="post: 7308968" data-attributes="member: 6871653"><p>Thief is my favorite archetype. Use your Fast Hand to throw caltrops/ballbearing or alchemical fire and acid vials. You can also use a Healer's Kit as a bonus action which is really powerful in terms of healing. If you use theater of the mind, the extra climb speed needs to be seen as a narrative boost. You know the places where the average character needs a rope or ladder to event attempt climbing? Well the thief can make the climb even without material, think Assassins Creed. When someone plays a rogue at my table, I always remind them to think in 3D: they need to remind me to describe how high is the ceilings, if there's any balcony or curtain they can climb to etc. It makes for a very dynamic rogue.</p><p></p><p>Assassins are really cool, but if used only for the combat skills, they'll feel like an empty archetype. The most interesting features are the infiltration ones, but they are so campaign dependent. Its one of the archetype that benefits the most from long downtime periods. </p><p></p><p>Arcane trickster sounds cool on paper but also feels like you did not choose an archetype after a time. All your features boost your mage hand but, after a time, pickpocketing or disabling traps from a distance gets repetitive as a features. The spells can be good utility, but I would a preferred to have transmutation as a spell school to have access to spells that complement my thieving activities: Message, Jump, Feather Fall, Expeditious Retreat, Knock, Darkvision, Levitate, Longstrider, Alter Self, Spider Climb, Rope Trick, Pyrotechnics, Gaseous Form, Fabricate, Animate Objects, Passwalls etc. The most interesting features, IMO, is the spell pilfering, but comes really late and, while flavorful, isnt quite what it was in previous editions.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 7308968, member: 6871653"] Thief is my favorite archetype. Use your Fast Hand to throw caltrops/ballbearing or alchemical fire and acid vials. You can also use a Healer's Kit as a bonus action which is really powerful in terms of healing. If you use theater of the mind, the extra climb speed needs to be seen as a narrative boost. You know the places where the average character needs a rope or ladder to event attempt climbing? Well the thief can make the climb even without material, think Assassins Creed. When someone plays a rogue at my table, I always remind them to think in 3D: they need to remind me to describe how high is the ceilings, if there's any balcony or curtain they can climb to etc. It makes for a very dynamic rogue. Assassins are really cool, but if used only for the combat skills, they'll feel like an empty archetype. The most interesting features are the infiltration ones, but they are so campaign dependent. Its one of the archetype that benefits the most from long downtime periods. Arcane trickster sounds cool on paper but also feels like you did not choose an archetype after a time. All your features boost your mage hand but, after a time, pickpocketing or disabling traps from a distance gets repetitive as a features. The spells can be good utility, but I would a preferred to have transmutation as a spell school to have access to spells that complement my thieving activities: Message, Jump, Feather Fall, Expeditious Retreat, Knock, Darkvision, Levitate, Longstrider, Alter Self, Spider Climb, Rope Trick, Pyrotechnics, Gaseous Form, Fabricate, Animate Objects, Passwalls etc. The most interesting features, IMO, is the spell pilfering, but comes really late and, while flavorful, isnt quite what it was in previous editions. [/QUOTE]
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