D&D 5E (2014) The Revised Fighter, Barbarian & Rogue (Please help with the Rogue!)

Ah, I see.

I think you've misunderstood what I'm asking for help with: brainstorming AoE, area control, and support-oriented Rogue subclasses with four design constraints:
  1. Focus on alternatives uses of the Rogue's action instead of bonuses on top of it
  2. Offer at-will features of moderate power rather than resource-limited features of high power
  3. No magic whatsoever
  4. Features should create or capitalize on unfair advantages, such that the Rogue must fight underhandedly.

Well youre the one that ultimately wants to write it up.

I linked some items for the bomber.

Poisoner would probably be poison condition inflicted with sneak attack save to avoid. Lvl 3 probably. Extra poison damage lvl 9.

Gadgets harder you have to figure that out.

Balance wise design some equipment and look what thief can do with bonus action. Gives you an idea. Thief is hilarious with a lvl 11 artificer or various wands and enspelled items.

Your subclasses could essentially guarantee those effects.
 

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You came here asking for help.
Yes. I asked for help brainstorming Rogue subclasses that would offer AoE, area control and support without relying too much on expendable resources, such that they have options every single turn.

I did not ask for help brainstorming Rogue subclasses that offer AoE, area control and support without relying on items or equipment.

Do you see how those are two different things, and why I asked the other user to read more carefully?
 
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Well youre the one that ultimately wants to write it up.

I linked some items for the bomber.
Right! And their effects are all basically the same. XdX+X damage of X type filling a X ft radius. DC X Dexterity saving throw to halve the damage.

These items provide a great outline of how to design explosive area effects in general. I can take that outline and plug in whatever damage dice, damage types and radii I like to balance my Saboteur's bombs as a resource-free action (rather than a consumable item or a feature with limited uses per rest).

And if that's all I wanted—a balanced AoE action—I'd be done. The Speedshooter subclass in the Revised Fighter I linked in the original post already has exactly that, in the form of its Volley Fire action.

The hard part is putting a uniquely Roguish spin on this: making a subclass that can't just look you in the eyes and throw an AoE at you (like a Fighter might), but who has to be sneaky or otherwise underhanded to make the AoE effective: to make the AoE equivalent of Sneak Attack rather than the AoE equivalent of Extra Attack, if that makes sense.

I've written a rough draft for the Saboteur since your last message. It has an AoE roughly on par with the Speedshooter's in terms of damage and radius, with three twists:
  1. It takes 1 full round to take effect (giving enemies time to flee)
  2. It does not allow the target to make a saving throw. If you are in the area and you don't have full cover, you take full damage.
  3. The bomb is hidden if the Rogue is hidden when they threw it.
The idea is encourage the Rogue to hide and throw the bomb into unsuspecting crowds or towards immobilized creatures, and to encourage enemies to use their actions to Search for the Rogue/bomb or use their movement to get out of the bomb's way. But I worry about verisimilitude (how do I justify an infinite supply of bombs? how do I prevent enemies from just hurling the bombs back at the party?) and I don't have ideas for 11th or 15th level features.
Poisoner would probably be poison condition inflicted with sneak attack save to avoid. Lvl 3 probably. Extra poison damage lvl 9.
Sorta! The Poisoner should definitely be able to inflict the poisoned condition, as well as other status conditions. But it ideally shouldn't be on top of Sneak Attack damage, since goal #1 is to provide alternatives to Sneak Attack rather than bonuses on top of it.

And similarly, dealing poison damage makes perfect sense thematically. But then, the choice between two damage types is hardly a choice at all: you'll just pick whichever hits hardest every turn.

The Revised Rogue I linked in the original post has an unfinished Poisoner subclass, which basically gains the following:
  • At 1st level, the power to craft poison during rests.
  • At 1st level, advantage on attacks against poisoned creatures (and hence the incentive to use poison to set up Sneak Attacks)
  • At 3rd level, the power to give up Sneak Attack damage in order to make multiple uses of one vial of poison: my way of turning poison into an at-will alternative to Sneak Attack instead of a resource-limited bonus on top of it
  • At 11th level, the power to craft non-magical potions in the same way that it crafted poisons: my way of keeping the subclass useful in encounters against poison-immune enemies.
Still, there are a few issues that I could use help with:
  • The list of poisons is quite small, but it's hard to brainstorm additions that would be balanced as at-will options.
  • The list of potions is even smaller, for the same reason.
  • I have no 7th or 15th level features
  • The 3rd level feature strongly favors melee builds (who can attack repeatedly with the same poisoned weapon and expose grappled targets to inhaled poisons). This is sorta by design, since 5e's poison rules favor ranged weapons (e.g. one vial can poison one weapon or three pieces of ammunition), but it's unfortunate for ranged builds to get nothing at 3rd level.
Gadgets harder you have to figure that out.
They're definitely much harder!

I have a very loose idea for the Trapmaker subclass: basically a 1st level feature that lets you set traps consisting of (a) a trigger mechanism of your choice and (b) a weapon or hazardous object of yours that the trap wields on your behalf. It's a versatile mechanic, but also terribly wordy, and it hardly scales at all as you gain levels, meaning that a 20th level Rogue would basically be setting trip wires and unleashing crossbow bolts and caltrops, same as a 1st level Rogue.

And maybe the biggest issue is that very poor incentives for setting traps rather than using items outright in most encounters. It's great to have traps already set and already hidden to tilt the odds in your favor, but there isn't much use to setting them in plain sight and hoping that enemies run into them, rather than just shooting at the enemy or whatever. I wrote a 3rd level feature that gives the Trapmaker a little bit of a head start, and a 7th level feature that helps the Trapmaker sneak around in plain sight, but I'm not confident that that's enough to make the Trapmaker a truly effective area controller.
 

To get ideas for the rogue, you may want to think about ideal builds. One problem with the Rogue in 5.5 is it really needs to key off of Dexterity. It's possible to build a Strength Rogue (with a low AC) or an Intelligence Rogue (Arcane Trickster using True Strike), but it is no longer a truly versatile class.

So for ideas, I would think in terms of ways to build different kinds of Rogue, so that they all do not have the same mean and hungry look.

Strength. Make a Thug. SA damage to creatures you are grappling. A way to avoid damage that is not dependent on Dexterity. (Proficiency with Med armor or shields would be one way). Something that fights differently than a Monk or a Fighter, but can get in there and hold his own. Using Strength for Intimidation as a default. Sneak attack not needing finesse weapons (or even just able to use clubs) -- again, you have this already.
Happy to hear we came to the same conclusion! Ideally I'd like all subclasses to work well with either Dex or Strength, but the Kidnapper certainly stands out as my "thug" subclass with the greatest incentives for Strength.
Intelligence. We've got the Arcane Trickster for a magical build. What would a non-magical build look like? Maybe a Mastermind. Someone with tactical acumen that enhances other characters in combat (Help action at a range of 30', affecting more creatures as you level up, say).
My Revised Rogue already has a take on the Mastermind that includes a 60' Help action, but allowing it to affect more creatures at higher levels is an interesting idea.

As it is, the subclass grants the target of its Help action a bonus to damage identical to Sneak Attack. This is great in terms of making the Help action viable, but basically leaves you with two different ways to single target damage: doing it yourself or delegating to someone else. Would it make sense for multi-target Help action to divide Sneak Attack dice between the targets, and in that way offer a sort of AoE-by-proxy? Or would it make more sense to offer some other sort of bonus.

I have a rough draft of an Int-based, status-inflicting Mastermind, but wasn't able to work the Help action into it, and the 11th/17th level features are frankly uninspired. Any suggestions?
Charisma. Rogues used to be a go-to for party face, but even that is largely eroded now. What would a Con-man be? Heavy on Deception, obviously, perhaps with lingering effects (maybe not technically charm, though? It has to be possible to con an elf). Your Hustler talent does some of this already.

Wisdom. This is less obvious, but it could go in many ways. If there were a pet subclass, this could be it. Dodge as a bonus action. Utilize as a bonus action. A wisdom rogue somehow always gets the drop.

Al three of these last could be made combat effective with the True Strike Spell, but perhaps a mundane equivalent could be introduced.
Ideally, combat effectiveness should be coming from alternatives to Sneak Attack rather than bonuses on top of it (like True Strike). I don't really expect any subclass (other than the Assassin) to deal impressive damage. I expect them each to excel in a different role!

For instance, if someone wants to play a Charisma Rogue, there are two ways I'd like it to shake out:
  • The Charisma features hardly apply to combat, but come from your Roguish Talent (i.e. the Hustler) Your Roguish Archetype provides you with a separate set of combat features. You're an Assassin-Hustler, or a Thief-Hustler, or a Mastermind-Hustler, etc
  • The Charisma features apply readily to combat, through your Roguish Archetype. Your Roguish Talent provides you with a separate set of non-combat features. You're a [Charisma Archetype]-Hustler, or a [Charisma Archetype]-Snoop, etc.
I think it would be hard to create a Con-man archetype, since that theme seems to focused on how the Rogue behaves outside of combat. But maybe a fear-based Charisma archetype could work: an archetype that can jump out of hiding to frighten crowds, or return to hiding after attacking to inspire dread in their target. It would be a matter of brainstorming a set of Roguish, fear-inducing actions.

Likewise for Wisdom, a pet subclass could be cool! I'd avoid powerful bonus actions (since those would just end up being used on top of Sneak Attack rather than instead of it), but there must be some way for a Rogue to use their pet to support allies or mess with enemies. So thank you for that idea!

Finally, you might want to consider giving a second background to all Rogues at level 1. This is something they toyed with in an early iteration before the 2014 rules were published, but they dropped. It was a great idea. But only a rogue should be able to be a Noble Criminal, or an Acolyte Wayfarer, or a Soldier Sage. Working with 2024 rules, that would give you a second origin feat and two skills. Rather than start with 4 skills, you'd get 2 and the two from your second background. You wouldn't get the Ability adjustments but you would have additional ability scores that could be enahnced (soa Sailor Scribe could improve Str, Dex, Int, or Wis but still only the same +2/+1 [and this would only benefit those not using custom backgrounds]).

If the rogue started only with a second background and 1d6 SA damage, that would be enough.
If I wasn't introducing subclasses at 1st level as a way of introducing action options as early as possible, I think a second background would be really cool! But like you say, a second background and 1d6 SA damage is enough for a 1st level character. There would be no room left in the power budget for any other features, such as the new action options I'm trying to introduce as early as possible.

I think there's also a bit of a thematic disconnect. Two backgrounds (4 skills) presents the Rogue as a skill monkey first and foremost, and leaves it up to the player to pick (or not pick) underhanded skills. Whereas I'm trying to make the Rogue an underhanded trickster first and foremost: no more of a skill monkey than any other class. Hence the Revised Rogue starting with just 2 skills, lacking Expertise, and lacking Reliable Talent.
 

Right! And their effects are all basically the same. XdX+X damage of X type filling a X ft radius. DC X Dexterity saving throw to halve the damage.

These items provide a great outline of how to design explosive area effects in general. I can take that outline and plug in whatever damage dice, damage types and radii I like to balance my Saboteur's bombs as a resource-free action (rather than a consumable item or a feature with limited uses per rest).

And if that's all I wanted—a balanced AoE action—I'd be done. The Speedshooter subclass in the Revised Fighter I linked in the original post already has exactly that, in the form of its Volley Fire action.

The hard part is putting a uniquely Roguish spin on this: making a subclass that can't just look you in the eyes and throw an AoE at you (like a Fighter might), but who has to be sneaky or otherwise underhanded to make the AoE effective: to make the AoE equivalent of Sneak Attack rather than the AoE equivalent of Extra Attack, if that makes sense.

I've written a rough draft for the Saboteur since your last message. It has an AoE roughly on par with the Speedshooter's in terms of damage and radius, with three twists:
  1. It takes 1 full round to take effect (giving enemies time to flee)
  2. It does not allow the target to make a saving throw. If you are in the area and you don't have full cover, you take full damage.
  3. The bomb is hidden if the Rogue is hidden when they threw it.
The idea is encourage the Rogue to hide and throw the bomb into unsuspecting crowds or towards immobilized creatures, and to encourage enemies to use their actions to Search for the Rogue/bomb or use their movement to get out of the bomb's way. But I worry about verisimilitude (how do I justify an infinite supply of bombs? how do I prevent enemies from just hurling the bombs back at the party?) and I don't have ideas for 11th or 15th level features.

Sorta! The Poisoner should definitely be able to inflict the poisoned condition, as well as other status conditions. But it ideally shouldn't be on top of Sneak Attack damage, since goal #1 is to provide alternatives to Sneak Attack rather than bonuses on top of it.

And similarly, dealing poison damage makes perfect sense thematically. But then, the choice between two damage types is hardly a choice at all: you'll just pick whichever hits hardest every turn.

The Revised Rogue I linked in the original post has an unfinished Poisoner subclass, which basically gains the following:
  • At 1st level, the power to craft poison during rests.
  • At 1st level, advantage on attacks against poisoned creatures (and hence the incentive to use poison to set up Sneak Attacks)
  • At 3rd level, the power to give up Sneak Attack damage in order to make multiple uses of one vial of poison: my way of turning poison into an at-will alternative to Sneak Attack instead of a resource-limited bonus on top of it
  • At 11th level, the power to craft non-magical potions in the same way that it crafted poisons: my way of keeping the subclass useful in encounters against poison-immune enemies.
Still, there are a few issues that I could use help with:
  • The list of poisons is quite small, but it's hard to brainstorm additions that would be balanced as at-will options.
  • The list of potions is even smaller, for the same reason.
  • I have no 7th or 15th level features
  • The 3rd level feature strongly favors melee builds (who can attack repeatedly with the same poisoned weapon and expose grappled targets to inhaled poisons). This is sorta by design, since 5e's poison rules favor ranged weapons (e.g. one vial can poison one weapon or three pieces of ammunition), but it's unfortunate for ranged builds to get nothing at 3rd level.

They're definitely much harder!

I have a very loose idea for the Trapmaker subclass: basically a 1st level feature that lets you set traps consisting of (a) a trigger mechanism of your choice and (b) a weapon or hazardous object of yours that the trap wields on your behalf. It's a versatile mechanic, but also terribly wordy, and it hardly scales at all as you gain levels, meaning that a 20th level Rogue would basically be setting trip wires and unleashing crossbow bolts and caltrops, same as a 1st level Rogue.

And maybe the biggest issue is that very poor incentives for setting traps rather than using items outright in most encounters. It's great to have traps already set and already hidden to tilt the odds in your favor, but there isn't much use to setting them in plain sight and hoping that enemies run into them, rather than just shooting at the enemy or whatever. I wrote a 3rd level feature that gives the Trapmaker a little bit of a head start, and a 7th level feature that helps the Trapmaker sneak around in plain sight, but I'm not confident that that's enough to make the Trapmaker a truly effective area controller.

5.5 mod rogue in BG3 has the option of various conditions. Seems automatic. Its interesting.
 

5.5 mod rogue in BG3 has the option of various conditions. Seems automatic. Its interesting.
Which part of my comment are you responding to? Regarding the poisoner inflicting a variety of conditions?

& which 5.5e mod feature are you referring to? I'm familiar with 5e & 5.5e but not BG3, let alone any mods it. Is it just a Cunning Strike port?
 

Which part of my comment are you responding to? Regarding the poisoner inflicting a variety of conditions?

& which 5.5e mod feature are you referring to? I'm familiar with 5e & 5.5e but not BG3, let alone any mods it. Is it just a Cunning Strike port?

Not sure. Might be that.
 



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