Homebrew Rickon's Rogue: A Resourceful Class (5.5 homebrew)

RickonMcMillen

Villager
Rickon's Rogue: A Resourceful Class

Hi everyone! I am embarking on a quest to revisit most of the 2024 PHB for One D&D, D&D Next, 5.5, or whatever we are calling it now.

- What's the point?

I have two main problems with D&D Next, and with 5e for the most part. First, most classes without spells don't give you enough reasons to keep taking levels in them after tier 2, more or less. Second, there are too many spells that encroach on other classes' territory. That's not all: I also have some personal gripes with how certain classes are written, but the main focus of this project is trying to create a more satisfying progression for the classes that lack it.

Also, it is possible that my revisions will add some complexity to the classes. That is intentional.

- What's the point, specifically, with the Rogue?

In my experience, the Rogue is a class that somewhat lacks in the damage department, but most of all, to me and my friends, it feels like an "auto-pilot" class. You have few to no decisions to make during your turns, no resource to manage, and at high levels you even stop rolling dice in some cases.

I'm trying to change most of this while keeping the Rogue's fantasy and role within the system intact. Another goal of this revision is to make the Rogue the standard for ranged weapon damage. In One D&D, with the changes to Sharpshooter, ranged weapon damage has fallen behind. This is not something that concerns me in general, but it is a design space that someone could fill. In my revision, that role belongs to the Rogue.

I don't think ranged damage should be on par with melee damage, i don't want this rogue to become a fighter that throws things in term of damage per turn.

I'm not trying to impose ranged weapons over melee weapons, but a ranged Rogue should be capable of filling the role of primary ranged damage dealer.

Last Disclaimer before starting:

These revisions have seen little to no playtesting. Most of my games are too deep into the narrative to start radically changing what characters can do. I'm here to get blasted to the moon and back with feedback, so thank you to anyone who spends their time reading this!

Rogue Core Traits

  • Primary Ability: Dexterity
  • Hit Die: d8 per Rogue level
  • Hit Points at Level 1: 8 + your Constitution modifier
  • Hit Points per Additional Rogue Level: d8 + your Constitution modifier, or 5 + your Constitution modifier
  • Saving Throw Proficiencies: Dexterity, Intelligence
  • Skill Proficiencies: Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth.
  • Weapon Proficiencies: Simple weapons and martial weapons that have the Finesse or Light property
  • Tool Proficiencies: Thieves' Tools
  • Armor Training: Light Armor
  • Starting Equipment: Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves' Tools, Burglar's Pack, and 8 GP; or (B) 100 GP

Yes, there is nothing new in the core traits, but I felt I needed to include them nonetheless. My brain would hurt if future revisions changed something in the core traits and I had not included them in this post. I need simmetry.

Rogue LevelProficiency BonusSneak AttackEdge PointsFeatures
1+21d6-Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery
2+21d62Cunning Action, Rogue's Edge
3+22d62Rogue Subclass
4+22d63Ability Score Improvement
5+33d63Cunning Strike, Uncanny Dodge
6+33d63Expertise, Evasion
7+34d63Subclass Feature
8+34d63Ability Score Improvement
9+45d63Quick Mind
10+45d64Ability Score Improvement
11+46d64Improved Cunning Strike
12+46d64Ability Score Improvement
13+57d64Subclass Feature
14+57d64Devious Strikes
15+58d64Slippery Mind
16+58d64Ability Score Improvement
17+69d65Subclass Feature
18+69d65Elusive
19+610d65Epic Boon
20+610d65Perfect Opportunist

Level 1: Expertise

You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.

At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.

No changes here.

Level 1: Sneak Attack

You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.

You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.

The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.

No changes here.

Level 1: Thieves' Cant

You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.

No changes here.

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.

No changes here.

Level 2: Cunning Action

Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.

No changes here.

Level 2: Rogue's Edge

You gain a number of Edge Points that represents your ability to capitalize on even the smallest advantage in combat, as shown in the Edge Points column of the Rogue Features table. You can expend Edge Points to fuel special Rogue features.

You can expend only one Edge Point per turn.

You regain all expended Edge Points when you finish a Long Rest. When you finish a Short Rest, you regain 1 expended Edge Point.

Follow-Through:

After you deal Sneak Attack damage to a creature on your turn, you can expend 1 Edge Point to make one attack with a Finesse or Ranged weapon against a different creature as a Bonus Action.

If the attack qualifies for your Sneak Attack, you can deal your Sneak Attack damage to the target again, despite having already used Sneak Attack this turn.

If the attack misses, or if it hits but doesn't qualify for Sneak Attack, the Edge Point is still expended.

This is the "resourceful" part. I think the Rogue needs some kind of resource management to stop being an "auto-pilot" class. I didn't want something that shifted the focus too much away from Sneak Attack, which is why the uses are fairly limited. In one of the first drafts of this Rogue, it was capable of targeting the same enemy for the second Sneak Attack, but after running some calc, it felt like it might have been a little too much in tier 3 and 4.

Level 3: Rogue Subclass

You gain a Rogue subclass of your choice. A subclass is a specialization that grants you features at certain Rogue levels: 3, 7, 13, and 17.

No changes right here.

No Steady Aim?

No, no Steady Aim. Between Cunning Action, Follow-Through, and Quick Mind, a new feature at level 9, I think the Rogue's Bonus Action is already crowded. Steady Aim is expendable, there are already many ways to give Advantage to your attacks, and I would prefer the Rogue to make more tactically meaningful decisions than "stay still, get Advantage."

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.

No changes here.

Level 5: Cunning Strike

Using your ability to read the battlefield, you can turn a precise hit into a debilitating strike. You gain the following Cunning Strike options.

When you hit a creature with an attack roll and deal Sneak Attack damage to it, you can expend 1 Edge Point to use one Cunning Strike option available to you.

When you use a Cunning Strike option, the target takes extra damage equal to a number of d6s equal to half the number of your Sneak Attack dice, rounded up. This extra damage has the same damage type as the weapon.

If a Cunning Strike option requires a saving throw, the save DC equals 8 + your Dexterity modifier + your Proficiency Bonus.

Trip

The target must succeed on a Dexterity saving throw or have the Prone condition.

Distract

The target must succeed on an Intelligence saving throw or be unable to take Reactions until the start of your next turn.

Awareness

Until the start of your next turn, attack rolls made by the target against you have Disadvantage.

This is where the Edge Points really kick in. I never really understood the original Cunning Strike; I don't think you need to lower the Rogue's damage. I wanted options that hit different saving throws. In the original PHB 2024, martial characters tend to force saving throws only on physical stats, or at least they rarely target mental stats. I also think this creates a neat parallel between the Rogue's saving throw proficiencies and the saving throws it forces with this feature.

Level 5: Uncanny Dodge

When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you.

No changes here.

Level 6: Expertise

You gain Expertise in two of your Skill Proficiencies of your choice.

No changes here.

Level 6: Evasion

You can nimbly dodge out of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the save and only half damage if you fail.

You can't use this feature while you have the Incapacitated condition.

No changes to the feature itself, but it has been moved from level 7 to level 6. I needed to free up level 7.

Level 7: Subclass Feature

You gain a feature from your Rogue subclass.

This is why Evasion was moved to level 6. The original progression leaves too many levels without anything from your subclass, so I wanted this feature to come a little sooner. I have not yet begun working on the subclasses, but as a rule of thumb, the idea here is to expand the Cunning Strike options with subclass-themed Cunning Strikes. The rest of the subclass progression is unchanged, so I won't call out each subclass feature separately from here on. For later levels, just refer to the class table.

No Reliable Talent?

I really hate Reliable Talent. I don't understand a feature that practically tells you to stop rolling dice in a game where you are supposed to roll dice. It has been replaced with a new feature at level 9 that should be more proactive in nature while maintaining the "skill monkey" fantasy of the Rogue.

Level 9: Quick Mind

Your mind moves as quickly as your hands. You can take the Study, Search, or Influence action as a Bonus Action. When you do so, the action follows its normal rules, and you can use the following skills with each action:

  • Study: Arcana, History, Investigation, Nature, or Religion.
  • Search: Insight, Medicine, Perception, or Survival.
  • Influence: Deception, Intimidation, Performance, or Persuasion.

Here it is, the replacement for Reliable Talent. It came to mind after seeing the Keen Mind and Observant feats played at the table. I know it will crowd the Rogue's Bonus Action, but this feature is not meant to be used every other round. The idea is that when something non-combat-related must be done during combat, the Rogue is the one who can do it without losing its whole turn.

Level 11: Improved Cunning Strike

Your ability to capitalize on an opening has improved. You are less likely to lose your advantage and better at exploiting being unseen.

Edge Reclaimed

When you expend an Edge Point to use Follow-Through and the attack misses, you regain the expended Edge Point immediately after the attack.

Unseen Strike

When you use a Cunning Strike option against a target that can't see you, the target has Disadvantage on its saving throw against that option.

I thought that, at level 11, Follow-Through would have been too punishing if you lost an Edge Point when the attack missed. Unseen Strike is there because I wanted something that interacted directly with hiding.

Level 14: Devious Strikes

Your ability to turn the tables on your enemies has reached scarier and stronger heights. You gain the following additional Cunning Strike options.

Debilitate

The target must succeed on a Constitution saving throw or gain 1 Exhaustion level.

Disorient

The target must succeed on a Wisdom saving throw or, until the end of its next turn, it can either move, take an Action, or take a Bonus Action, choosing only one of the three. During that time, it also has Disadvantage on Constitution saving throws to maintain Concentration, including the save triggered by this attack.

Here I tried to strike a difficult balance. I wanted Cunning Strike options that felt stronger, but I didn't want the old ones to become obsolete. I tried giving every option different saving throws, also keeping the philosophy I talked about in Cunning Strike at level 5. I know Debilitate can be strong, but I don't think it is too dangerous. In my opinion, the Constitution saving throw holds it back enough.

Level 15: Slippery Mind

Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.

No changes here.

Level 18: Elusive

You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.

No changes here.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.

No changes here.

Level 20: Perfect Opportunist

You exploit every opening with unmatched speed and precision.

At the start of each of your turns, if you have expended any Edge Points, you regain 1 expended Edge Point.

Finally, once per short rest, when you fail an ability check that uses a skill or tool proficiency you have, you can expend 1 Edge Point to succeed instead.

Maybe it's too much? I am a bit dubious about this one, but I also don't really believe in balance at level 20. I think the "1 Edge Point per turn" restriction holds this feature back enough.

------------------------------------------

For the future, aside from the feedback i hope to get, i am already thinking about something for thieves' cant that i feel is too much DM dependent and maybe needs something that make it shine more, even as a ribbon feature
 

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Bit 'o a rant...
As one of the things I realized when I started my homebrew rewrite of D&D, I'll never play to 15th level - maybe 12th or so. The levels above 12th for me, were there mostly for higher level NPCs as a measurement for what should be possible. That meant that any ability I actually wanted players to get would need to be obtained by 12th. Its something you may want to consider - how high do you actually expect play to get?

Also, I see that a lot of the class is loaded into combat abilities. That's one thing I detest. There should be a mix of abilities that are useful IN combat as well as OUT of combat, IMHO. Sure a player (and the DM) can choose to focus on only the combat pillar, but its nice to have the option to devote abilities to things other than combat.

When it comes to subclasses, I agree some of the classes get the shaft for how much influence subclass gets. If I were starting over, I think I'd want to have all classes have subclass abilities at 3rd, 6th, 9th, 12th, 15th & 18th. Race options at 1st, 3rd & 5th (and maybe 7th). Feat options at 4, 8, 12, 16 - that gives a lot of options for making characters unique.

This is my feedback on the individual items:

Edge Points are a great idea that gives the rogue a little bit of oomph when they really need it, but as above I'd consider a few options for uses that help outside of combat. There's no issue with making some stronger at later levels - spells are certainly proof of that, and giving some options that only kick in at later levels gives a reason NOT to multiclass. It might be a good idea to create a "bank" of edge abilities (like Battlemaster Maneuvers) and let the player pick the ones they want to gain; making some have level requirements is fine. For those that don't want to fiddle with all the choices you could make a subclass that has them already chosen (the rogue equivalent of Champion).

Awareness - this could be tied to PB for the number of attacks it works against, or give it one use per PB possibly with an enhanced effect (on opponent miss, recharge reaction? - this "gamble" aspect might appeal to rogue players, "use this ability and if you're on a hot/lucky streak, it keeps going" - you're sort of already doing this with Follow Through - "Aha, I hit with SA; let's see if I can do that again!")
 

Some comments:

  • Why does the Edge point progression not follow the one of Second wind, wild shape uses and channel divinity? Its only slightly different, and I am not sure this is needed.
  • Steady Aim, or some replacement, needs to be there. The design goal of 2024 is to have higher power floor for all classes and the Steady Aim is there for it. Its not something you really want to use, however, its great to have for bad situations to have them not feel that bad. I think you could use the Edge Points for it. Use an Edge Point to give you advantage on a single attack (like steady aim), but with no action. I think that would be a lot better than the level 2 feature for edge points.
    • Because the Level 2 feature just feels like "win more", if it goes well, do even better. It lowers the power ceiling of the class not the floor.
  • Quick Mind: I think the problem here is that too many people ignore these rules. I can see why one does not want to make dice rolls unneeded, but having a really high skill and then still failing is something which can feel bad, so I can see why people want that.
  • Then the big problem with the subclasses of the rogue is that the rogue has too much power in the main class. And because of that subclasses cant be powerful and have many features. And your changes make the rogue main class even stronger with the edge points.
  • In general I like the idea of some ressources, and think having the ressource be able to be used for making the sneak attack have secondary effects is good. Rogue feel 1 dimensional in 5E
 

Bit 'o a rant...
As one of the things I realized when I started my homebrew rewrite of D&D, I'll never play to 15th level - maybe 12th or so. The levels above 12th for me, were there mostly for higher level NPCs as a measurement for what should be possible. That meant that any ability I actually wanted players to get would need to be obtained by 12th. Its something you may want to consider - how high do you actually expect play to get?

Also, I see that a lot of the class is loaded into combat abilities. That's one thing I detest. There should be a mix of abilities that are useful IN combat as well as OUT of combat, IMHO. Sure a player (and the DM) can choose to focus on only the combat pillar, but its nice to have the option to devote abilities to things other than combat.

When it comes to subclasses, I agree some of the classes get the shaft for how much influence subclass gets. If I were starting over, I think I'd want to have all classes have subclass abilities at 3rd, 6th, 9th, 12th, 15th & 18th. Race options at 1st, 3rd & 5th (and maybe 7th). Feat options at 4, 8, 12, 16 - that gives a lot of options for making characters unique.

This is my feedback on the individual items:

Edge Points are a great idea that gives the rogue a little bit of oomph when they really need it, but as above I'd consider a few options for uses that help outside of combat. There's no issue with making some stronger at later levels - spells are certainly proof of that, and giving some options that only kick in at later levels gives a reason NOT to multiclass. It might be a good idea to create a "bank" of edge abilities (like Battlemaster Maneuvers) and let the player pick the ones they want to gain; making some have level requirements is fine. For those that don't want to fiddle with all the choices you could make a subclass that has them already chosen (the rogue equivalent of Champion).

Awareness - this could be tied to PB for the number of attacks it works against, or give it one use per PB possibly with an enhanced effect (on opponent miss, recharge reaction? - this "gamble" aspect might appeal to rogue players, "use this ability and if you're on a hot/lucky streak, it keeps going" - you're sort of already doing this with Follow Through - "Aha, I hit with SA; let's see if I can do that again!")
First of all thank you for the feedback! I'll try to answer all of it.
Regarding the spoiler section; surely my style of play has influenced this revision, My tables often prefer long campaigns (50+ sections) and we often arrive in tier 3 and 4 (we rarely reach level 20 but often 17), often maybe it's a bit generous considering one campaign can last multiple years. That said i think this version of the rogue is pretty solid into level 12th, I know most players stops around that level, do you think there's something on later levels that would be cool to be seen earlier in the class?

Also, i have to rant myself:
I get the argument about most player never reaching level 15+ but why create 20 levels at this point? My philosophy is to build something not expecting but hoping the people will experience all 20 levels, also I think it's ok if not anyone experience everything about a class, like in a videogame, there are secrets, legendary loot or obscure mechanincs that only a small percentage of the player base sees and it's fine.

Returning to the spoiler section of your post... I think the Rogue already has a good role out of combat thanks to be the default skill monkey, but I can see what you say, I should or could probably add 2-3 out of combat features spreaded in the progression.

I agree with you on using Edge points for out of combat effects, but i don't want to go the "battlemaster maneuvers" road, i said in my post that i'm ok with adding complexity but the rogue is meant to be a simpler class, I like it that way and I'm afraid that adding maneuvers to the existing core + whatever can get out of subclasses suprasses a limit for me in term of complexity. I'd probably add some feature that make use of edge point out of combat but without the possibility of choosing from a list. Something like "level 3 Rogue Feature: spend 1 edge point do X".

On Awareness I don't know if i have understood your idea to reworking it so I'm not gonna comment on it but on the gambling thing you are totally right, I'm pretty sure most Rogue players (or DnD players in general) like gambling in their dice game and the rogue is surely one of the classes that can implent that fantasy
 

Some comments:

  • Why does the Edge point progression not follow the one of Second wind, wild shape uses and channel divinity? Its only slightly different, and I am not sure this is needed.
  • Steady Aim, or some replacement, needs to be there. The design goal of 2024 is to have higher power floor for all classes and the Steady Aim is there for it. Its not something you really want to use, however, its great to have for bad situations to have them not feel that bad. I think you could use the Edge Points for it. Use an Edge Point to give you advantage on a single attack (like steady aim), but with no action. I think that would be a lot better than the level 2 feature for edge points.
    • Because the Level 2 feature just feels like "win more", if it goes well, do even better. It lowers the power ceiling of the class not the floor.
  • Quick Mind: I think the problem here is that too many people ignore these rules. I can see why one does not want to make dice rolls unneeded, but having a really high skill and then still failing is something which can feel bad, so I can see why people want that.
  • Then the big problem with the subclasses of the rogue is that the rogue has too much power in the main class. And because of that subclasses cant be powerful and have many features. And your changes make the rogue main class even stronger with the edge points.
  • In general I like the idea of some ressources, and think having the ressource be able to be used for making the sneak attack have secondary effects is good. Rogue feel 1 dimensional in 5E
i'm sorry but i'm pretty sure Second Wind, Wild Shape and Channel Divinity don't follow the same progression; regardless the actual Edge point table is merely a suggestion, i think it will be adjusted when i will be able to playtest the class, at this moment is everything in my head and nothing at the table so the math will surely change.

Also i'm a little bit confused, i don't think the Rogue has too much power, on the opposite i think it's really underwhelming, it is outdamaged by practically any other class and it doesn't have any high value feature that changes the fight like an high level spell. I see my revision has a way to fix that, not as a way to make an already strong class stronger
 

i'm sorry but i'm pretty sure Second Wind, Wild Shape and Channel Divinity don't follow the same progression;
You are right second wind gets its 3rd and 4th use a bit earlier. But all of them start at 2 and end at 4. So for the martial the second wind progression would fit.
regardless the actual Edge point table is merely a suggestion, i think it will be adjusted when i will be able to playtest the class, at this moment is everything in my head and nothing at the table so the math will surely change.
The thing should not be needed to tested at the table, but one should do the math and compare to existing classes when starting to design.

Also i'm a little bit confused, i don't think the Rogue has too much power, on the opposite i think it's really underwhelming, it is outdamaged by practically any other class and it doesn't have any high value feature that changes the fight like an high level spell. I see my revision has a way to fix that, not as a way to make an already strong class stronger
The rogue has one of the smallest power budgets in the subclass from all martials. The subclasses really do not grant much power which is part of the problem of why rogues feel so linear since there is not a big shift you can have with the subclasses.


Rogues have really reliable damage, they need to hit once and do high damage. And also pretty much double their damage if they can use a reaction to attack (which with some other classes can happen). Thats why the UA for 2024 rogues limited sneak attack to once per round, but that was undone again.


I do overall agree that they are overall too weak most likely, but they are not that weak that they can get good improvements to the class and also stronger subclasses, and I would prefer to see more power in the subclasses.
 

You are right second wind gets its 3rd and 4th use a bit earlier. But all of them start at 2 and end at 4. So for the martial the second wind progression would fit.

The thing should not be needed to tested at the table, but one should do the math and compare to existing classes when starting to design.


The rogue has one of the smallest power budgets in the subclass from all martials. The subclasses really do not grant much power which is part of the problem of why rogues feel so linear since there is not a big shift you can have with the subclasses.


Rogues have really reliable damage, they need to hit once and do high damage. And also pretty much double their damage if they can use a reaction to attack (which with some other classes can happen). Thats why the UA for 2024 rogues limited sneak attack to once per round, but that was undone again.


I do overall agree that they are overall too weak most likely, but they are not that weak that they can get good improvements to the class and also stronger subclasses, and I would prefer to see more power in the subclasses.
I agree that some preliminary math has to be done regarding the Edge points progression and I didn't want to imply I didn't do that, the number were not chosen randomly. But the Edge points are not a straightforward feature to do math with, they influence most of the class and are not merely damage, so a white-room setup is not optimal to calculate the right number of uses per day. I started with the Second Wind progression, but Second Wind is less important to the Fighter than Edge points for this Rogue so i accelerated it a little bit. My idea is that starting Tier 2 the rogue should be capable to spend an edge point once every other turn (imagining a setting with 2 encounters, 8 turns total, 1 short rest as a starting point. I know the original PHB talks about 2 short rest and 4-5 encounters in one day but i have rarely seen that, if not in heavy dungeon crawling or combat sessions).
I don't understand the worry around a Rogue with a stronger base class and stronger subclasses, I am going to buff other classes as well and while Wizards, Druids and Clerics remains in the game I don't think the rogue will ever be the problematic class. I generally agree with you on the necessity for the Rogue subclasses to be more trasformativa and more powerful, I hope you will read the revisioned versions when i'm gonna post them.
That said I think you are right about the level 2 feature being a "win more", it doesn't get the power floor higher, I'm thinking of some fix for it already.

Also English is not my first language and it's the first time for me interacting on a forum only in english, so if there is a bit of miscommunication i'm sorry.
 
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You are doing fine.
Thank you!

I've been trying to fix the "win more" nature of follow-through; the change I'm thinking of is going from "after you deal sneak attack damage" to "after you take the attack action" in this way the Rogue could use the option to try again after it fails its first attack of the turn.
 

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