The Scoundrel: Recreating the 4th edition rogue

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#1

Orzel

Apr 08, 2015 22:03:08

This is my rough creation of a rougish archetype that recreates some of the feel of the rogue from 4th edition: a sly and slick skrimisher. I will use the guidelines based on the UA for modifiying classes and use the idea of the 4th edition and 5th edition player's handbooks.

 

THE SCOUNDREL

 

You refine your skills in both the rough and delicate  arts. People wo take these route find themselves called gang bosses, rakes, smugglers, ringleaders, and rebel leaders. Deception, speed, perception, and raw brawn are you tools to defeat enemies and reach your goals.

 

SCOUNDREL EXPLOITS

Starting at the 3rd level, you learn how the you spot advantages and exploit them. You start knowing with 3 exploits: 1 combat exploit, 1 exploration explot, and 1 interaction exploit. Using an exploit is an action, You can also use the bonus action granted by your Cunning Action to use an expliot. Once you use an exploit, you cannot use it again until you take a short or long rest

 

Combat Exploits

  • Dazzling strike- You spot a weak spot int a foe's body. You make a melee weapon attack with a finesse wepon. If you hit, attacks have advantage against the creature until the end of your next turn
  • King's Castle- You exploit the fact that you have an nearby buddy. You move into an adjacent ally space and the ally moves into your space.
  • Positioning Strike- You exploit your enemy's poor footing and predictable movement.  You shove a creature. If the creature. You use your Charisma instead of your Strength for the shove 
  • Torturous Strike- You abuse your foe's weakness to pain. You make a melee weapon attack with a finesse wepon. Add twice your Strength modifier to the damage of the attack.

 

Exploration Expoits

  • Fleeting Ghost- You use the past memories to sneak on instinct, You move your speed and make a Dexterity (Slealth) Check.
  • Great Leap- Your practice of jumping comes naturally. You make a jump as if you had a running strat.
  • Nimble Climp- You exploit the hardest parts of you finger and toes.  You can climb without penalty to movement for a duration equal to your speed.

 

Interaction Exploits

  • Master of Deciet- You exploit the thin line betwen truth and lies. You make a Charisma (Deception) check and have advatage on the check.
  • Mob Mentaliity- You exploit the persuasiveness of a group. Each ally within 10 feet of youhave advatage on Charisma (Intimidation) checks for the next minute,

 

SUPREME EXPLOIT

At the 9th level, you gain a supreme exploit, a powerful combat tactic. You can use a surpeme exploit anytime you could use a normal exploit. Due to their taxing nature each time to use a supreme exploit after the first time after a long rest, you take a level of exhaustion. In addition if you use an supreme exploit more than twice before taking a long rest, you immediately fall unconscious due to fatigue.

 

  • Blinding Barrage- You make 3 attacks with a ranged or thown weapon. Each attack must target another creature. A creature hit by your attack must make a Constitution saving throw or is blinded until the end of your next turn due to the dirt and grime flung with your shots.
  • Easy Target- Once again, you exploit pain. You make an attack with a ranged or finesse weapon. The attack deals 1d6 bonus damage.
  • Trick Strick- You exploit your foes guilibilty.  You make an attack with a ranged or finesse weapon. If it hits, you have advantage on shoves again the creature

 

FAVORITE EXPLOIT

At the 13th level, you have pick an exploit you presonally love to use. Choose one exploration or interaction exploit. You can use it twice between short or long rests.

 

LEGENDAY EXPLOIT

At the 17th level, you gain one legendary exploit. You can use it once between long rests.

  • Assassin's Point- You make an attack with a ranged or finesse weapon. The attack deals 5d6 bonus damage.
  • Immobilizing Strike- You make an attack with a ranged or finesse weapon. A creature hit by your  attack must make a Constitution saving throw or be stunned until the end of yout next turn. The creature cannot apply proficiency to the saving throw. 
  • Moving Target- You make a Charisma (Deception) check vs a creature's Wisdom (Insight). If you win, the next time the creature attack you, you can as a reaction have it attack another creature it can hit within 10 feet of you. Whoops.
  • RAISE THE STAKES!!- You search for expoits leaves you open. For the next minute, your attack rolls of 17-20 and attack rolls against you of 19-20 and all critical hits. Good luck

 

Your thoughts? Ideas?

#2

arnwolf666

Apr 12, 2015 19:55:54

I really like it.  But the Exploration exploits seem like they are also combat exploits.  I would make Blinding Barrage a Dexterity saving throw because it seems like an attack that requires precision and good reflexes would help someone avoid it.  I think the fatigue is a little much for the Supreme Exploits, especially the unconcious part after two uses before a long rest.

#3

Dark_Stryke

Apr 13, 2015 7:45:08

It's interesting.

 

Keep in mind that these abilities force the rogue to rely more on limited resources than was intended by the designers. Of all the classes, I'd say the rogue relies least on short or long rests. Depending on how often you allow long rests, this roguish archetype could be significantly under powered compared to the other two.

 

Also, a quick look at Easy Target reveals it to be a trap. 1d6 extra damage at level 9? If your strength modifier is 2 or higher it's actually less damage, on average, than the level 1 Torturous Strike.

 

You may want to rethink the mechanics of the Surpreme Exploits. If I'm reading correctly, then this is what happens when you use them multiple times between long rests:

1st time - nothing bad happens

2nd time - 1 level of exhaustion

3rd time - unconscious (for how long?) and an additional level of exhaustion.

 

Why not just make them usable once between long rests? That way you can make them a little more powerful in exchange for limited usage.

#4

Mommy_was_an_Orc

Apr 13, 2015 9:21:49

I'd probably do something along the following:
Give the Rogue maneuvers similar to Battlemaster, except 'Rogu-ey'
Because the maneuvers function on being surprising, instead of #s per short rest, they function on how many times you use them per combat and can be used once per turn. i.e.
Once - use normal DC/die
Twice - Target gains Advantage on save/die gets halved

#5

Orzel

Apr 14, 2015 4:32:42
The main constraint with roguish archetypes is that they don't give mainly direct damage bonuses nor reliable ones. Arcane trickers get non-damage spells, assassins get a boost on crits, and thieves even less. So I had to dramatically limit bonus damage until the roue hits their last step of the subclass. And I wanted to rationalize daily attacks a bit. So they give you only a bit of bonus damage and make you exhausted. Maybe I lowballed too much.