Unearthed Arcana 6: The Rogue

 

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The final of the experts, we have the Rogue. Iconic sneaky damage dealing class, it felt like the previous version was a solid option. This new version has changed, so let’s get into it and see what works well and what could use some adjustments.

I am breaking up this review into individual classes. You can see the previous review, on Ranger, HERE.

The Rogue: Your Sneaky Friend Has New Tricks!


Kicking off at first level, the phrasing on Sneak Attack has been reverted back to the 2014 version. The phrasing on Sneak Attack initially limited its use to an Attack Action. This meant that Sneak Attack would no longer work on Opportunity Attacks, or with the use of Battlemaster’s Commanding Strike. An excellent decision, allowing the Rogue to use their key feature less often would have cut into their power.


Also, at first level, Rogues secure…drumroll, please…Weapon Mastery! Why do two-thirds of the Expert Classes (yes, I know they stopped calling them that) get this ability that was supposed to be primarily for the Warriors? Again, this feels like a significant feature for the game to have as a whole. But it really does not feel like something iconic to Fighters at this point.


At 3rd level, we see the Steady Aim feature that was introduced in Tasha’s. Now as a Bonus Action, a Rogue can get Advantage on their next attack roll on the current turn, which also gives them Sneak Attack. This is a solid ability and helps any Rogue not looking to do two weapon fighting. We also see, like with the other classes, the Subclass option returned to the 2014 version.


At the 5th level, the first new feature for Rogues, Cunning Strike, comes into play. Now when a Rogue makes a Sneak Attack, they can “spend” the damage dice to gain additional effects. When making a Sneak Attack, Rogues at 5th level can spend damage dice to gain additional effects, and they may choose one from a list of four options, such as poisoning a target, tripping them, or giving themselves a sneaky retreat. Mechanically, this is a really cool option. At 5th level, this means that Sneak Attack is 3d6 or 2d6 and an ability. Most of these require a check, which goes against a DC based on Proficiency Bonus and Dexterity. Out of all the options, the only one I dislike is Disarm, and that is due to how 5E handles Disarm. Unless they follow it up with the Rogue using their free object interaction to grab or kick away the item in question, the enemy can just pick it up next turn.


Expertise has returned to 6th level, while Evasion and Reliable Talent have returned to 7th. This is because of the reversion to the 2014 style for subclasses. No real thought one way or the other about it, it just makes sense.


At 11th, we see Improved Cunning Strike. This feature allows the choice of a second Cunning Strike option. Since a Rogue has 6d6 Sneak Attack die at 11th level, that means they now can choose to do 5d6 and one effect, 4d6 and two effects, or 6d6 and no effects. This improves even more at 14th level with Devious Strike.


Devious Strike gives three new options for Sneak Attack dice, now with higher costs. This ranges from 2d6 for the ability to Daze an enemy, to 6d6 to potentially knock an enemy Unconscious for 1 minute. The whole progression of Cunning Strike comes off as deeply rewarding, and I appreciate its endpoint. I would love to see more options, potentially locked in subclasses. Maybe an Arcane Trickster can do some minor magical effect for the cost of die, or the Thief might steal an item from an enemy.


Elusive has returned to 18th, with Stroke of Luck back as the capstone, removing the Epic Boon feature entirely. These feel like they lean into the dexterous and skilled nature of a Rogue-type respectively, and are solid options.


Overall: The New and Improved Rogue


Rogue really got a solid set of improvements in this play test, and my only complaints are if this was the class that really needed this kind of option. Having played and DM’d for rogues, I have never felt that the class was lacking for choices. The core class has always felt solid, and the subclasses added a nice flavor. The Cunning Strike system is compelling, sparking thoughts of how a Ranger might have benefitted from a system like this—one that allows conversion of damage into additional abilities in the field. It seems like a great way to represent a character that readily adapts in combat, and has an expertise in it, like the Ranger does. Honestly, I think a mechanic that damage for effects could have a lot of potential for a lot of martial classes. But that is better left for another post.


Rogue's’ Gallery


This play tests gives us four Rogue Subclasses: Arcane Trickster, Assassin, Swashbuckler, and Thief. All these subclasses are pretty iconic, so I am curious to see what they changed.


Arcane Trickster: Now With Even More Flexibility!


Going As we go in alphabetical order, we encounter what could be the subclass with the least changes among those I have reviewed so far. The first change is to the specifics of spell-casting, to make it in line with the new grouping of spells. Now Arcane Tricksters can pull from the Arcane spell list. The spell school requirement that the old subclass had gone away after 3rd level. They can also change a cantrip upon level up, and can use an arcane focus. This increases the flexibility of this subclass and expanding the potential options an Arcane Trickster can use, which are great additions.


The developers have also changed Versatile Trickster. Now when an Arcane Trickster uses the Disarm or Trip option of Cunning Strike, they can also choose to use their spectral hand, and target a creature within 5 feet of their Mage Hand. That cantrip is one of the core features for the Arcane Trickster, so it’s exciting to see this bit of utility added.


Overall, I think these minor changes were a good polish to an already strong subclass. A rogue with a bit of magic has always been fun, and expanding the use of Mage Hand Legerdemain feature means they get more chances to do what they do best.


Assassin: Sneaky and Deadly Redefined


Focused on taking out opponents, we have the Assassin subclass to look at now. Another subclass that has been pretty solid throughout D&D 5E’s existence, we see a few changes here. Starting off, they have adjusted Assassinate a bit. First, Assassin Rogues get advantage on Initiative rolls. Extra damage is now done on any creature that you sneak attack on, and it is equal to your Rogue level. This replaces the ability to critically hit a surprised enemy. I think moving away from needing the Surprised condition does a few things for this class. FIrst, I think this will lead to a Rogue Player trying to rush into combat in order to grab that sneak attack. This will make it easier to use the ability more often. This play test adjusted the damage down a little to compensate, and that makes sense.


At 9th level, Infiltration Expertise has added the Imposter feature to it. The feature now gives advantage when using a disguise from your Disguise Kit to pretend to be someone else. You also can mimic another person’s speech, handwriting, or both as long as you have studied the chosen characteristic for one hour. This replaces the original Infiltration Expert, which would allow an Assassin to create a false identity with 25 gp over 7 days.


While the original Infiltration Expertise feature was theoretically appealing to me, it never seemed to manifest at the table. One of the enormous obstacles in using it was that need to prepare ahead of time, spending those 7 days to do so. While the new feat is a little less flavorful, it will be easier to use at the table. I think, however, we need further clarification on how an Assassin can be identified. Right now this provides advantage to Deception checks, but also allows the character to “unerringly mimic another person’s speech, handwriting, or both…” and I do not know if that has a mechanical implication or is left open-ended so players can be creative. While the idea is cool, it leaves a large variable for newer DMs to manage.


At 13th level, Assassins get the ability to Envenom Weapons. This increases the potency of the Poison Cunning Strike, giving an additional 2d6 Poison damage to a failed saving throw that ignores resistance to Poison damage. This feels good for combat, but I feel like it lacks out of combat utility.


When working on Beyond the Golden Vault, Runic Press’s book on heists, crime and capers, we tried to offer non-combat options for characters trying to lean into stealth. Sometimes, the best way to achieve a goal is to do so quietly, avoiding combat. This feat should have a second half to it, describing how a Rogue can use poison outside of combat. Maybe they can create it quicker, or with fewer ingredients. This could also give them a bonus to Sleight of Hand when administering it discreetly. This would give a lot more options for an Assassin who wanted to poison the local lord’s wine barrel and allow them to avoid a risky confrontation.


Finally, Death Strike has had the same changes as Assassinate. The chance to do double damage on a creature now depends on being able to Sneak Attack, not hit a surprised creature. With Assassinate, I think this makes an easier to use ability.


Overall, I think the minor changes to Assassin will allow for more abilities to be used regularly. This will make this class do larger amounts of damage more frequently, so it may influence combat encounters, especially if they have time to get the drop on their foes.


Swashbuckler: Flashy and Cunning Like Never Before


This subclass, originally from Xanathar’s, inverts the concept of the Rogue, and focuses on a being a flashy, elegant character. There have been a few changes here. Panache now gives its options through the Cunning Strike feature of the core class. It now provides Goad and Awe, which cost 1d6 and 3d6, respectively. These abilities match the style and feel of the Swashbuckler nicely, and work well with the new Rogue mechanic.


Dashing Strikes works similarly to Panache. At 13th level, the Swashbuckler gets two more abilities with their Cunning Action. One option gives increases the AC of the Swashbuckler, and the other works like a watered-down version of Bardic Inspiration, giving a d6 for attack rolls or saving throws. Just like with Panache, I like to see this new mechanic being embraced. If a Rogue subclass would lean into bardic abilities, it would be the Swashbuckler.


Finally, we see Master Duelist at 17th level now providing a chance to attack a enemy an additional time, as long as you and that creature are by yourselves. This fits that feel of the exquisite swordsman, wanting to duel their enemy 1 on 1.


This subclass does what I was hoping to see more often and leans into the Cunning Strike feature. It makes sense, since a Swashbuckler would be cunning and flashy, and these options do a good job to push that.


Thief: Not Just for Heists Anymore


Finishing up our Rogue Subclasses we have Thief. A fun subclass in theory, most people I have seen play Rogue avoid it. Starting off strong, the Fast Hands ability at level 3 now provides the Use an Object action or the Magic action. This replaces the Search option that the previous play test had and matches the 2014 version a bit more. This feels much more useful in combat, which is when you will see this ability most. Search is a good idea in theory, but it does not lend to what most will want out of a Rogue.


Second Story work has had its wording simplified, giving a Climb Speed instead of allowing a Thief to climb at their normal speed. A Thief can move across a ceiling as long as there is a handhold over the course of the move. I think this is an interesting idea, and will make a very mobile Rogue. I do slightly worry that the ceiling climb element will be very DM dependent, and will vary in usefulness because of it.


At 9th level, Thieves get a new Cunning Strike. Now a Thief can give up some damage in order to maintain a successful Hide action, as long as the Rogue ends the turn behind three quarters cover or greater. I feel like this ability gives a flavorful reason for players to want to take the subclass. This class excels at acquiring items and staying hidden when possible. Leaning into the Cunning Strike is also favorable.


Finally, the last ability, Thief’s Reflexes, has been reverted to the 2014 version. Now, instead of it giving a Second Bonus Action, it gives a second turn on the first round of combat, the second turn happening 10 less than the rogue’s initiative score. This is a solid capstone, and I am glad it’s back.


Thief had a decent improvement in it through these changes. They have added utility to the class and made a slightly sneakier version of the Rogue. This subclass is one I would definitely try.


In Conclusion: The Rogue Steals the Show


Out of all the Experts, I think Rogue might have been my favorite in terms of new features. Cunning Strike is such an interesting mechanic. It takes a currency rarely spent in 5E, damage, and allows a player to turn it into effects. This ability is awesome. I honestly think many martial-focused classes would benefit from a similar mechanic to this. The subclasses were strong, but I was hoping to see more synergy with Cunning Strike. Assassin had it, but that was it. Maybe in the next instance we see that synergy across the board.


With that, the Experts are done. Keep your eyes out for the next iteration of my review of the Future of D&D.