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===[[Rogue]]=== Can't quite measure up to bards in pure skillmonkey versatility, but make up for it in reliability by putting a "floor" under many of their rolls by mid levels, and are the only ''other'' class to get native access to the not-really-what-the-game's-designed-for Expertise power. They also eventually get a reroll when they get unlucky, still have lots of dodgy-bastard powers, and still get backstabbing sneak attack dice, with the game being actually designed to let them get one off every single round for the first time. Also have some very-appreciated boosts towards mental defense and the ability to fight invisible enemies with their keen ears, which are fun expansions of the idea for a class that frankly needed a bit of a boost even in [[Pathfinder]]. One of their iconic abilities, the Cunning Action, lets them Dash, Hide, or Disengage as a bonus action every turn, which offers incredible action economy, is ''insanely'' powerful for the hit-and-run applications alone, and ensures they will basically be able to set up a Sneak Attack every round they want to if they get Expertise in stealth. * '''Thief''' (PHB): The standard model, with bonuses to actual stealing, the ability to use their Cunning Action to use items, make skill checks and, eventually, utilize wands, plus quick reflex powers. * '''Assassin''' (PHB): Ports over the best bits of the old prestige class for the sorts of rogues who are way too into killing dudes, with nasty ambush powers including the famed Death Attack at level 17 and social powers revolving around concealing your identity. * '''Arcane Trickster''' (PHB): The obligatory spellcasting off-shoot, a combination of 3E's Arcane Trickster and Spellthief [[PRC]]s. * '''[[Swashbuckler]]''' (Sword Coast Adventurer's Guide): Lets you add your Charisma bonus to initiative, move without provoking attacks of opportunity from creatures you attack in melee, and sneak attack enemies that don't have any of your allies adjacent to them. At higher levels, you also get to taunt an enemy into attacking only you. Was reprinted in Xanathar's Guide to Everything * '''Mastermind''' (Sword Coast Adventurer's Guide): A diabolical rogue who's way too good at manipulating people, lying, and even being immune to all telepathic magic. You can also find out if you're smarter than someone, so feel free to let your ego run wild. Was reprinted in Xanathar's Guide to Everything. * '''Inquisitive''' (Xanathar's Guide to Everything): The Van Helsing meets Sherlock Holmes type, what with increased senses for deception and empowered Sneak Attacks. *'''[[Scout]]''' (Xanathar's Guide to Everything): [[derp|...This was released in an earlier UA as a fighter archetype]], although admittedly scouts ''were'' a rogue variant back in the days of [[kits]] in AD&D. It represents a ranger-y kind of rogue, with super-speed and ambushing powers, free proficiency ''and'' expertise in both Nature and Survival, and, at 17th level, the ability to make an extra sneak attack on a second target. *'''[[Acrobat]]''' (Mearls' Stream): A rather unexpected homage to the forgotten rogue subclass of old, the Acrobat is a super-mobile rogue, able to make flying leaps, taking no damage from falling, and ultimately gaining a permanent Freedom of Movement effect. *'''Phantom <sub>Formerly Revived</sub>''' (Tasha's Cauldron of Everything): [[Isekai|You've died and come back to life as an adventurer]]. Because you're sort of dead, you don't need to breathe, eat, drink or sleep and you get resistance to poison. Other than that, you can deal necrotic damage instead of using your Sneak Attack, get a floating tool proficiency, and can Speak with Dead. **The May 2020 UA rejiggers this as the Phantom, making it more tied to the plane of death. Your floating proficiency can now go to a skill and can chain your sneak attacks to hit another target with psychic damage. Later levels give you the ability to steal souls so you can gain advantage on Death and Con saves and the ability to turn into a real ghost. The eventual final print in Tasha's is pretty much identical, though now you can't spend soul tokens to chain sneak attacks. *'''[[Soulknife]]''' (Tasha's Cauldron of Everything): Take three, and this one's at least mechanically strong, incorporating fresh takes on classic powers. **This was updated with the 2020 Psionic Options Revisited UA, providing a psionic surge die that lets you add it to skill checks as well as the knives themselves. The 9th level feature lets you use your die to hit rolls using the knives when thrown, or use those thrown knives to teleport. The capstone power also no longer does damage, instead merely stunning.
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