Hello all, following my recent update to the Alternate Fighter I have an update for my Alternate Rogue class. As always, the goal of these alternate classes is for their mechanics to match the fantasy of the class itself.
If you have any feedback or suggestions, please let me know in the comments!
PDF is attached below.
~laserllama
P.S. - I plan to update the Alternate Rogue: Expanded over the next week!
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Alternate Rogue Class v2.2.0
The big theme for this update was streamlining - explaining the Rogue’s features more concisely and making them easier to understand.
Sneak Attack:
Probably the biggest impact will be the changes to Sneak Attack here. Famously difficult for new players to understand, I’ve switched the order of the two mechanics within this class. [Part I:] You now gain advantage (once per turn) on a weapon attack if you have an ally within 5 feet of your target. [Part 2:] Once per turn when you have advantage you add your Sneak Attack bonus to your attack (with specific weapons). Interested in what people think of this!
Thieves’ Cant:
You can now opt out of this special criminal code to instead learn some new languages if your Rogue isn’t a criminal (not all Rogues are… don't be classist!)
Cunning Action:
I decided to just give the Rogue all four Cunning Action options at 2nd level instead of making them wait. More choices, but you can’t use more than one a turn anyway (until 11th level)! The 11th level boost will also work well with Archetype specific Cunning Actions!
Uncanny Dodge:
I ended up moving this to 6th level (from 5th) as 5th level was a bit overloaded.
I also added a small “slip away” buff at 14th level.
Devious Exploits:
Many small changes to match the Alternate Fighter update.
Archetypes (All):
Many of these have been renamed, and they are now all presented together, in order, in the document. Most changes were streamlining.
Arcane Trickster:
Made this subclass a bit more reliant on the mage hand and gave you a feature so you can start “stealing” spells a bit earlier (Magical Polymath).
Burglar:
Renamed (from the Thief) in honor of one of my favorite characters in all of fantasy - Bilbo Baggins! I also wanted this subclass to appear near the top...
Investigator:
(Formerly the Inquisitive) has gotten some buffs to enhance the “Intelligence-focused” play style. Great Dane companion who helps you solve mysteries is encouraged, but optional.
Phantom:
Removed all Charisma-based scaling.
Psiknife:
Renamed (Soulknife) and buffed up a bit. You now have more Psi Points and more stuff to do with them. High Intelligence definitely helps your abilities out, but isn’t necessary anymore.
Scout:
Buffed and made this subclass a little more mechanically distinct. Borrowed some features from my Alternate Ranger Class to help!
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Change Log - Alternate Rogue v2.2.0
General art and formatting updates <3
General goal of streamlining feature explanations.
Expertise // Moved fourth Expertise from 11th to 10th level.
Sneak Attack // Rewritten into two parts. Part one gives you advantage on attacks when you are attacking a creature with another hostile within 5 feet. Part two allows you to apply your Sneak Attack bonus to finesse/ranged attacks when you have advantage (once per turn of course). This is probably a small buff for the Rogue (easier time getting advantage) and will hopefully make Sneak Attack more intuitive to newer players.
Thieves’ Cant // Replaced optional cipher rule with the ability to forgo your knowledge of Cant to instead learn two additional languages.
Cunning Action // You can BA use any of the four actions at 2nd level. You gain a second Cunning Action each turn at 11th level.
Devious Exploits // Clarified you always roll your Exploit Die and once you pick your Exploit Save DC you cannot selectively change it.
Roguish Archetypes // See below.
Ability Score Improvement // Rewritten for clarity.
Cunning Strike // Rewritten for clarity.
Uncanny Dodge // Moved to 6th level (5th level was a bit overloaded). This feature also scales at 14th level to help you “get out of dodge”.
Blindsense // Now scales to 20-foot radius at 17th level.
Devious Exploits
All “Skill Exploits” no longer assume the default base ability score (ie: Intimidation using your Charisma)
1st // Aerial Maneuver // Added Acrobatics prerequisite.
1st // Alchemical Adept // Prerequisite is now INT or WIS of 11.
1st // Arresting Strike // Now halves speed on a failure.
1st // Eloquent Speech // Bonus only applies to INT checks with these skills.
1st // First Aid // Added Medicine prerequisite.
1st // Modify Device // Now takes 1 minute.
1st // Parry // NEW Exploit (for the Alternate Rogue).
1st // Roguish Charm // Added Persuasion prerequisite.
2nd // Blinding Debris // No damage, but takes an Action to remove the Blinded effect.
2nd // Soothing Speech // prerequisite replaced with Persuasion proficiency.
2nd // Survey Dungeon // You find one thing.
3rd // Forgotten Knowledge // prerequisite replaced with History proficiency.
4th // Fluid Movements // Streamlined descriptive text.
5th // No longer limited to once per long rest (now once per short/long).
Arcane Trickster
Mage Hand Adept // Streamlined this ability description.
Arcane Misdirection // Renamed (Arcane Distraction). Moved to 7th level, but it only works on your next attack roll against the creature.
Magical Polymath // New feature - steal spells from other spell lists!
Trickster’s Ambush // Moved to 13th level. Builds on Arcane Misdirection. Also buffs your Uncanny Dodge with a free teleport.
Spell Thief // Reworked so you actually steal the spell.
Assassin
Assassinate // You can now add the Exploit Die to your initiative after the full initiative order is determined (even if the DM doesn’t reveal enemy rolls).
Impostor // Simplified - add your Rogue level to the DC to detect a disguise.
Burglar
Renamed (Thief) // Shoutout to Bilbo Baggins! I also just wanted this key Rogue archetype to be near the top of the list and Burglar comes before Thief.
Nimble // Simplified (the ability to climb without a check was redundant).
Use Magic Device // Gave some examples.
Investigator
Renamed (Inquisitive).
Eye for Detail // Rewritten for clarity.
Predictive Fighting // Now based on the Search action ability check and the target’s CR. Also allows you to add INT to your attack rolls.
Insightful Strike // Cunning Strike cost reduced by 1d6. Added a table of options for you to choose from. Buff to Predictive Strike Search too.
Adept Investigator // You now passively use survey dungeon/settlement as part of a short or long rest without expending an Exploit Die.
Unerring Sight // Radius now scales with your Blindsense.
Exploit Weakness // Auto-success on your Predictive Fighting Search check.
Mastermind
Master of Machinations // Split into two abilities. Now gives you a fun way to play with the Roguish Charm Exploit to create conspiracies.
Tactical Acumen // Help action benefits split off from MoM.
Inscrutable Mind // Dropped Fear/Charm immunity to instead add INT mod to all INT/WIS/CHA saving throws.
Finally found some cool MTG art that matches this concept.
Phantom
Knowledge of the Grave // You can also learn a language this way.
Grave Bolt // Rewritten for clarity.
Soul Trinkets // Split into two features. You can now have a number of Soul Trinkets equal to half your Rogue level (rounded down).
Dark Offering // NEW feature (split off from Soul Trinkets).
Spectral Step // Renamed (Ghastly Walk).
Death Knell // Now you can destroy a Soul Trinket to use multiple times.
Psiknife
Renamed (Soulknife).
Psionic Awakening // Number of Psi Points radically changed. (Rogue level per long rest, regain INT mod on a short rest).
Psionic Awakening // Mystical Skill // specified this is explicitly psionic.
Psionic Awakening // Telekinetic Leap // New feature.
Psionic Awakening // Telepathic Link // Reworked with new Psi Point costs.
Psi Blade // Renamed (Psionic Blade). Reworked a bit so you can also conjure one and attack with a bonus action. Thrown range is doubled. It glows!
Empowered Blades // Renamed (Soul Strike). Split into two abilities.
Empowered Blades // Mind Rend // Cunning Strike cost reduced to 2d6.
Metaphysical Shift // Specified this works through your Cunning Action.
Shimmer // Made clear how the effect can end early.
Mental Scourge // Reduced cost by 1d6. You now regain Psi Points in combat.
Scout
Ambuscade // “Borrowed” this feature from the Hunter Alt Ranger :)
Scout Exploits // Cunning Instinct replaced Rustic Intuition
Skillful Hunter // Combined “Skirmisher” and “Survivalist” into one feature. Now a reaction “run away” and Exploit Die bonus to Nature/Survival.
Wilderness Adept // Dash allows you to ignore natural difficult terrain.
Deadly Hunter // Renamed (Ambush Master). Cut the ability to add an Exploit Die to initiative rolls, but you can move when you use Ambuscade. The “Mark for Death” mechanic also now works with Ambuscade.
Twin Strike // Renamed (Sudden Strike).
Swashbuckler
• Swashbuckler // Fancy Footwork // now works if you target a creature.
David-sun provencher doucet
2025-02-22 22:54:09 +0000 UTC