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Rogue, Thug. Homebrew subclass
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<blockquote data-quote="Mirrorrorrim" data-source="post: 9518322" data-attributes="member: 7040132"><p>Even then, it's too powerful compared to other subclasses. Even if given Medium Armor training, it's not worth using, so it is not a limiting factor. It will be ignored in favor of light armor and shield. Rogues are still never going to use Medium armor because Dex is a super ability, and so many other class abilities hinge on Dexterity for competence. Why would a rogue use a longsword when a rapier is the same damage for their Dex super ability?</p><p></p><p>To be constructive, how about this?</p><p></p><p>Level 3. No extra proficiencies. But every Simple weapon (they are already proficient) counts as a Finesse weapon for them (allowing them to even use clubs, greatclubs, and quarterstaves with Dexterity)</p><p>Level 3. No Extra Attack, but let them use both their Strength and Dexterity modifiers for weapon damage, as well as Acrobatics and Athletics checks.</p><p>Level 3. +1 HP per level.</p><p>Level 9: Let them use Cunning action to make another attack.</p><p>Level 13: A Fear effect of some sort. </p><p>Level 17: Daze and Knockout cost 2 less Sneak Attack Dice to use. (Daze costs 0 and Knockout costs 4).</p></blockquote><p></p>
[QUOTE="Mirrorrorrim, post: 9518322, member: 7040132"] Even then, it's too powerful compared to other subclasses. Even if given Medium Armor training, it's not worth using, so it is not a limiting factor. It will be ignored in favor of light armor and shield. Rogues are still never going to use Medium armor because Dex is a super ability, and so many other class abilities hinge on Dexterity for competence. Why would a rogue use a longsword when a rapier is the same damage for their Dex super ability? To be constructive, how about this? Level 3. No extra proficiencies. But every Simple weapon (they are already proficient) counts as a Finesse weapon for them (allowing them to even use clubs, greatclubs, and quarterstaves with Dexterity) Level 3. No Extra Attack, but let them use both their Strength and Dexterity modifiers for weapon damage, as well as Acrobatics and Athletics checks. Level 3. +1 HP per level. Level 9: Let them use Cunning action to make another attack. Level 13: A Fear effect of some sort. Level 17: Daze and Knockout cost 2 less Sneak Attack Dice to use. (Daze costs 0 and Knockout costs 4). [/QUOTE]
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