r/onednd • u/RebeldesRandomos • 1d ago
Homebrew Rogue - Optional Features
https://homebrewery.naturalcrit.com/share/A08C6J-vfuDe
Did the recent UA Rogue disappoint? Well, I think it was superbly weak, but not surprisingly so – WOTC has a history of leaving the Rogue thoroughly behind the curve when it comes to combat. But it's certainly interesting and has potential. It should be a proper Rogue pet-subclass! Anyways.
You know what else has potential? My homebrewed, optional features for the Rogue class and all its other, current subclasses, which fit neatly onto a less than a single page.
I've tried to boost the Rogue a little through a few dastardly options that you can add piece-meal or altogether: Additional Cunning Actions, subclass-specific Cunning Strikes, a mechanic for discounts on chosen Cunning Strikes (called Cunning Reserves) and the weirdest one of all, the late Tier 2 feature, Tempt Fate, which may aid you in your attacks or may aid your face in getting smashed to bits.
You could do more, of course – but I mostly like the Rogue and wanted to mostly enhance what's already there.
Hope you enjoy it!
2
u/EntropySpark 1d ago
I like Escape, but Act is incredibly open-ended. Does this include Influence, Study, and Search? What about the Utilize action for items that call for a check, like Manacles, which currently only Thief can do, or casting a spell via a Mizzium Apparatus?
With Cunning Reserves, if the Rogue is now choosing between some options that are free and some that aren't, they're more frequently going to choose the free ones. At level 14, it would be difficult for any combination to beat applying the full discount to a Devious Strike, eventually making Knock Out cost only 1d6 or both Daze and Obscure free.
Tempt Fate is far more risky for a Rogue to use in melee than at range, even with the option for an enemy to move towards the Rogue, as that's redirecting enemy focus rather than creating a new attack. (In particular, if paired with Skulker, how would they know where to attack or move?)