Rogue - Base Class
Duncehack Edition
So who are you?
Just some tosser with an over inflated sense of self importance.
Send verbal abuse via Minds.com
What is the Duncehack?
It emerged from a place of frustration. There's quite a number of areas where 5e could be improved but... it's not going to happen for various reasons.
The Duncehack is my attempt to fix these problems I have. Plan is to go through the whole game - all of it - and homebrew it into the game I think is should have been.
Feel free to disagree with me, but ultimately I think there's no harm in putting my thoughts out there, at the very least if even one DM decides to adopt these rules, then my job is done.
No DM Guild? No OGL Release?
I chafe under binding contracts and both of these are exactly that.
The DM Guild gives you more room to mess with established rules, but basically demands that all be under the service of flagship settings.
The SRD on the other hand gives more room for interesting settings but clamps down extremely hard on what established rules you're allowed to use. Their biggest contention is that they don't want someone to sell a sourcebook that removes the need for core books. Translation: they don't want Pathfinder to happen all over again.
More to the point, both assume money will change hands. I don't want money, I just want Wizards to fix their game.
Groundrules
Groundrules for the Duncehack are as follows:
No Nerfs: the goal is to bring weaker archetypes on the level of the stronger ones.
Remove Traps: incentives built into classes and archetypes should provide an active payoff, rather than be the suboptimal choice.
Frontload Agency, Backend Power: Generally speaking, people like having more options to do things, rather than more raw power. As a design rule: things that feel like core class features, or are defining class mechanics, should happen in the first ten levels, sheer numeric increases in power should come after that.
No money changed hands here
This is a passion project. I want to keep it that way.
I also want to avoid legal issues for self-evident reasons.
No UA?
Too much changes between UA and official release.
The fewer corrections I have the do between UA changes, the better.
Obligatory Natural Crit Plug
Someone else made a thing that lets me make homebrews without having to post them on pastebin or something. They deserve a lot of credit for that.
Obligatory /tg/ Plug
The feedback I got from various Anons on this helped me build it into something that wasn't bad and stupid.
I love you all in a way only abused spouse can possibly understand.
No Images?
Needed to get it under 8mb so I could upload it literally anywhere.
What in Rogue needs Fixing?
Mostly quality of life things to get weaker Rogue archetypes up to stronger ones.
What if I think this is too much
You really don't need to do anything much...
- Give whip proficiency out of the gate (or at minimum to Swashbuckler).
Rogue
Level | Proficiency Bonus | Features | Sneak Attack |
---|---|---|---|
1st | +2 | Expertise, Sneak Attack, Thieves' Cant | 1d6 |
2nd | +2 | Cunning Action, Fighting Style | 1d6 |
3rd | +2 | Roguish Archetype | 2d6 |
4th | +2 | Ability Score Improvement | 2d6 |
5th | +3 | Uncanny Dodge | 3d6 |
6th | +3 | Stroke of Luck | 3d6 |
7th | +3 | Evasion | 4d6 |
8th | +3 | Ability Score Improvement | 4d6 |
9th | +4 | Roguish Archetype feature | 5d6 |
10th | +4 | Ability Score Improvement | 5d6 |
11th | +4 | Reliable Talent | 6d6 |
12th | +4 | Ability Score Improvement | 6d6 |
13th | +5 | Roguish Archetype feature | 7d6 |
14th | +5 | Blindsense | 7d6 |
15th | +5 | Slippery Mind | 8d6 |
16th | +5 | Ability Score Improvement | 8d6 |
17th | +6 | Roguish Archetype feature | 9d6 |
18th | +6 | Elusive | 9d6 |
19th | +6 | Ability Score Improvement | 10d6 |
20th | +6 | Steady Hands | 10d6 |
Class Features
Hit Points
- Hit Dice: 1d8 per Rogue Level
- Hit Points at 1st Level: 8 + Constitution Modifier
- Hit Points past 1st: 1d8 (5) + Constitution Modifier
Proficiencies
- Armour: Light Armour, Bucklers
- Weapon: Simple Weapons, hand crossbows, longswords, rapiers, shortswords, whips
- Tools: Thieves' tools, as well as your choice of: Disguise Kit, Forger's Kit, Poisoner's
- Saving Throws: Dexterity, Intelligence
- Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
Equipment
- (a) a rapier or (b) a shortsword
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
- Leather armor, two daggers, and thieves' tools
- Any other tool of a kind you have proficiency in.
Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Sneak Attack
Beginning at 1st level, 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 if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Fighting Style
At 2nd level, you gain a fighting style of your choice.
Fighting Style?
I'll admit, I've never seen anyone argue for rogue to have a fighting style, but some of my changes in the rework for fighting styles really effect some rogue builds.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Aim
You can also use your cunning action to carefully aim your next attack. As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Roguish Archetype
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Ability Score Improvement
At 4th, 8th, 12th, 16th and 19th levels you gain +2 to one ability score, or +1 to two ability scores. You cannot raise an ability score above 20 this way.
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
If you are using a shield with which you are proficient, you further reduce the damage as per the Block action's rules.
Stroke of Luck
At 6th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or long rest.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. 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 saving throw, and only half damage if you fail.
Reliable Talent
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Slippery Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
Steady Hands
At 20th level, you can no longer suffer disadvantage to skill checks you make.
When you use your Stroke of Luck feature on a weapon attack, you treat the roll as a 20.
Stroke of Luck/Steady Hands
Rogues didn't need a "win more" button at 20th. If you weren't already winning at all your skill checks forever, you're doing the class wrong.
At 6th on the other hand, Rogues are in a bit of a weaker state and could use the boost.
Also, it's the only Rogue feature that comes back on a short rest.