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I rewrote the Inquisitive and Mastermind subclasses. The rewritten Inquisitive subclass essentially allows the rogue to access a kind of nonmagical divination. Provided they can deduce something with existing clues or knowledge (explaining the deduction is necessary), they can ask the GM if the deduction is correct (a limited number of times).
I decided to rework assassin, inquisitive, and mastermind because they all seemed like underpowered concepts that were thematically cool but would always be a handicap compared to some other subclasses like arcane trickster or swashbuckler. For assassin I focused on making it the damage specialist, inquisitive a strategic mind in and out of ...
The assassin and thief can essentially double their opening round damage. Scout and Inquisitive have a significant and consistent increase. This subclass is less focused on raising the rogue’s overall damage output beyond the base class and instead is focused on increases survivability and battlefield control.
The massive downsides to balance Hunter's mark against a flat increase to damage with one bonus action are the requirement to use concentration (which admittedly isn't usually a problem for single-class Rogues) a limited resource (a spell slot), and the fact that the damage is still only 2d6 from levels 5-20 and Isn't doubled on a crit.
Rogue Subclass: Shadow Wraith. 3rd: Gain Resistance to Necrotic. Gain darkvision 60’ or if you already have darkvision increase it by +30 ft. 3rd Shadow Wraith: As a bonus action coat your body and weapons in shadow for 10 minutes. During this time you gain the following abilities if in darkness or dim light: Gain the ability to cast darkness ...
Best: Soulknife (1.), Arcane Trickster (2.); Good: Phantom (3.), Swashbuckler, Inquisitive, Thief. Of the final 3, I feel Mastermind and Scout can be good in the right campaign/party, and the latter is a decent option if you are taking a Rogue dip (especially for Ranger). Assassin is just fundamentally broken (in the bad way).
Absolutely top-tier 5e subclass, both in terms of power and game design. Love it to bits. I'm honestly addicted to making AT rogue multiclasses - one of my favourite characters is 9 AT Rogue, 1 Twilight Cleric, he's a Firbolg, worships the elven god of partying and magic. The synergies are really awesome, going to finish as 9 Rogue 11 Cleric.
yellowjacketIguy. •. Epic poetry Bard subclass from Arcanum Worlds has one the most original idea (that also doesn't break the game) I have seen and it's thematic as well. besides that, I also like their Hoplite fighter, Herculean Barbarian, and Amazonian Ranger subclass are pretty balanced and still powerful.
You might want to reword Find Weakness to clear up that the other creatures' AC is the DC for the perception check. Magic Arrow is a bit lackluster. Maybe add in the ability to elementally charge the arrow to deal cold, fire, or lightning damage instead of piercing. 6. Reply.
The sub-classes are called Divine Cutthroat and Fey Trickster (a little on the nose, I know) and are a mix of cleric/rogue and druid/rogue, respectively. The docs link. Addressing Decissions. Divine Cutthroat. Channel Divinity. I've given the Divine Cutthroat access to Channel Divinity based on the domain they choose.