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==5th Edition== [[File:Poisonrogue.jpg|300px|thumb|left|"Have you tried the wine? It's to die for."]] Rogues in 5e get a d8 hit die, lots of skills (not quite as many as a Bard, but with more powers to make them the more reliable skillmonkeys) and are much better in combat than their 3.5 predecessors. This stems mostly from the fact that their backstabs now trigger on advantage or an adjacent ally instead of only when the opponent is flatfooted or flanked, meaning that they have the potential to get sneak attacks almost every round. Also helping them out is the Cunning Action, which lets them use a bonus action every turn to hide or disengage from an enemy, making them very skilled at hit-and-run kidney shankings. Plus, as part of the ongoing 4e move away from this kind of thing, nothing in the game is immune to sneak attacks. They're the only martial class in the game that doesn't get Extra Attack at any point, but the extra damage on a sneak attack more than makes up for it. Especially since they crit harder than just about anyone else in the game. They can only sneak attack once a turn, and need their bonus actions to run away and hide, though, so while there's room for melee rogues this edition, two-weapon rogues are pretty well gone outside of very-niche builds or people who don't like the idea of feast-or-famine with their one attack per round. ''Especially'' with how weak two-weapon fighting is without the Fighting Style option for it, that rogues don't get, though adding stat to damage matters less at higher levels when you're rolling more than that in d6s anyway. One of the most interestingly-designed martials this edition, and a lot of fun overall. At level 3 rogues get their subclasses or "Rogueish Archetypes". The class is very powerful on its own, so most of those do not change the play too much or add powerful abilities. *'''Thief''' - The classic stealth-and-tricks archetype that focuses on stealth and skillmonkeying into things that are useful for thieving. It does not provide much for combat aside from ability to pickpocket people while you're fighting them and disabling traps as a bonus action, although that one time you steal a plot device mcguffin out of BBEG's pocket or a spellbook out of enemy wizard is going to be precious. 13-th level ability hilariously allows Thief to use class/race/level restricted magic items, which effectively means they can use wands, rods and spell scrolls, but sometimes it extends to things like Holy Avenger or Hag Artifacts that are supposed to be only used by Hags themselves. It also, in a little-read section, grants you an effective-if-not-actual climb speed. *'''Assassin''' - The subclass for murdering people - both in combat and as stealth assassination. Notable for being extremely front-loaded, with nearly all the combat-relevant abilities coming online at level 3 and most of the higher level ones being only useful for stealth assassinations or long-term social infiltration. The class's famous "Death Attack" is a super-high-level unlock. *'''Arcane Trickster''' - The gishy rogue that casts spells and stabs people in the kidneys. It comes with half a page of rules for special shit the ''mage hand'' can do. It's generally considered the best rulebook archetype for those who don't mind the math homework. *'''[[Swashbuckler]]''' - We Inigo Montoya now! A nice dueling-oriented subclass that lives up to its name by giving you extra initiative, the ability to apply your sneak attack dice to any melee attack so long as you aren't being mobbed, and a mechanic that can charm socially and goad enemies into 1v1ing you bro. *'''Mastermind''' - A combat support Rogue, if you can imagine that. It takes the page out of Assassin's book with adding lots of abilities that help you with impersonation, infiltration and more social kind of spy games, and in combat can use Help as a Cunning Action, basically granting advantage to one of the teammates instead of running away like usual, although ironically most times a rogue would be the one who needs that Advantage the most. *'''Inquisitive''' - Similar to [[Pathfinder]]'s [[Investigator]], and is basically [[Sherlock Holmes]] with a little Van Helsing added in for flavor. Ear for Deceit and Eye for Deception makes them more adept at sensing when somebody is lying and at finding hidden creatures and objects. Insightful Fighting lets them make a Wisdom vs. Charisma check to gain the ability to launch Sneak Attacks against a creature without actually needing combat advantage to do so. Steady Eye increases their bonuses granted by Eye for Deception. Unerring Eye lets them intuitively sense when they are within of a shapechanged creature or an illusion. Finally, Eye for Weakness increases the Sneak Attack damage they do when they use Insightful Fighting by +2d6. *'''Scout''' - Kind of rogue/ranger hybrid. It mostly boosts mobility and buffs allies, but does feature a pretty devastating damage capstone. Features include double proficiency in Nature and Survival (level 3), the ability to move half your speed as a reaction (level 3), a boost to movement speed (level 9), granting allies a bonus to Initiative if you manage to surprise enemies (level 13), and the ability to sneak attack two different targets each turn (level 17). *'''Revived''' rogue was so popular, they decided to rip out everything that made it a cool, popular concept in favor of bland, dull, poorly-executed mechanics to create the '''Phantom'''. While the Phantom is probably the best of its UA just in terms of being mediocre rather than outright bad and/or confused, it also represents an almost-strict downgrade of everything the original Revived rogue had, while everything of value about it is just something the Revived rogue had reprinted without alteration. This was religiously unfixed for the official release in ''Tasha's''. *'''[[Soulknife]]''' is the obligatory psychic rogue that uses mindblades, but breaks with the class it's adapting's long tradition of suck by being really rad. It doubles down on things the rogue is already good at via letting you spend your pool of psionic dice on turning failed skill-checks into successes, which works well with the class's emphasis on reliability, lets you establish telepathic communications with your team (though not with each other), and summon psychic blades that deal psychic damage (and don't leave wounds) with great action economy, but are otherwise just shortswords you can throw up to 60 feet. (You can also make dagger-equivalents with your offhand in the same way.) Later level abilities apply the same reliability dice on your attacks, teleport by throwing the blade and spending a die (range is 10 times the number rolled in feet), turn invisible until you do something to break it (attack and so on) once per long rest (recharges on spending a psionic die), and get the ability to stab people in the mind and/or soul at level 17. [[Mike Mearls]] also brought back the [[Acrobat]] as a Rogue Subclass on his livestream. See its page for details. {{D&D3-Classes}} {{D&D4-Classes}} {{D&D5-Classes}} {{Pathfinder-1st-Edition-Classes}} {{Pathfinder-2nd-Edition-Classes}} {{Pathfinder-2nd-Edition-Archetypes}} {{dnd-stub}}[[Category:Dungeons & Dragons Classes]]
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