5e Rogue Subclasses
Intro
Subclasses altered to improve balance between power levels and provide subclasses with more potent utility earlier than level 9. Too much of a rogue's flavor is based on their subclasses, so waiting until level 9 for your second level of subclass abilities is too significant.
Red text is used for additions or portions that were significantly altered.
Orange text is used for notes about parts that were simply removed rather than altered.
Blue text is used for changes that contain no mechanical effect, usually a rearrange of text.
All work presented here are edits to 5e official rogue subclasses from all of the core books and significant expansions (XGtE, TCOE). A few changes to the certain subclasses features were inspired by BlizzNerd: https://www.gmbinder.com/share/-MQsPSRs7tiiOF5B_qTW
Arcane Trickster
Spellcasting is a major feature in terms of utility and power for the subclass that it is a major point of imbalance with other subclasses. If they only gained spellcasting, it would be seem more balanced. ATs however also gain decent to great features at every level. Few other subclasses have good features at every level, not even the Swashbuckler. This is on top of numerous advancements related to spellcasting across many levels. All of the other subclasses simply end up worse by default.
Even worse is the fact that every other subclass (excluding Phantoms and Soulknifes) gain nothing at level 7 while ATs gain Level 2 spells and 3 more spell slots. To mitigate this huge imbalance, every subclass gains a feature at level 7 with the focus being on more utility/non-combat feature at the same level as the rogue gains Evasion. Evasion is actually a fairly situational feature in 5e and primarily reduces damage against spells that Rogues are already good at passing. Given how weak L9 features tend to be, most subclasses gained the L9 feature at L7 while gaining somewhat more potent feature at L9.
At L7, ATs gain the ability to use scrolls more effectively. Technically, ATs could already use any wizard roll with an Intelligence (Arcana) roll, but this removes any ambiguity when it comes to scrolls. Additionally, ATs can now gain some of the use-magic-device flavor that Thieves get by using any spell scroll of level 5 or lower. This feature is fairly DM-dependent unless the party has full casters, time, and money to craft spell scrolls for the AT to use on the regular.
Also Counterspell places the ability more in the player's hands and abilities. The feature is still limited to once per long rest. And Counterspell is only adding Intelligence, not proficiency, to its check, so Reliable Talent and Expertise do not apply. It also removes some of the feature's complexity.
Scholarly Caster
Starting at 7th level, you can cast any spell from a spell scroll as long the spell is 5th level or lower and you succeed on an Intelligence (Arcana) check with a DC = 10 + spell level. If the spell is of a level you can cast and is on the Wizard's spell list, you automatically succeed on the check.
Spell Thief
At 17th level, once per long rest, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to cast Counterspell at 4th level without the use of any components, on a success you disturb the spell as normal but you have the following additional effects. Counterspell does not count as a spell known for your spellcasting.
You steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it becomes a Wizard spell for you, no matter what it’s previous casting class was). For the next 8 hours, you know the spell and can cast it using your spell slots. You may cast the spell once for without expelling a spell slot. The creature can't cast that spell until the 8 hours have passed.
Assassin
Assassins suffer from a horrible feature set. I went through several iterations of their abilities before finally using 3.5e Assassin prestige class as inspiration. The Assassin becomes competent at using Poisons by having abilities, which mitigate many of the weaknesses that make using poisons so suboptimal: Low DCs and Poisoned/Poison Immunity keep poisons from being very useful. Additionally, the abilities should push DMs to give more attention to giving opportunities to obtain poisons from creatures and buy poisons such as the ones shown in the DMG.
Infiltration Expertise and Imposter has been merged into a new feature. Additionally, the Assassin now only needs 3 days rather than the taxing 7 days to develop an identity. Also, DnD is about party groups, one character having a secret identity is somewhat limiting. The Assassin with sufficient downtime can develop identities for the whole party to use. They can even go into the busy of creating secret identities. Much more flavorful.
Blend into the Background is a simple way to give Assassins that disappear into the crowd feel while also making it easier for them to hide. This was placed at level 9, so it could see some use and before most Rogues start looking at the Skulker feat at level 10 or 12.
Assassin Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and the poisoner's kit.
Additionally, you are adept at handling and using poisons. You add your proficiency bonus to the save DCs for any poison you use as long as the poison DC doesn't already include your proficiency bonus. Further, anytime you roll a saving throw against poison damage or the poisoned condition, you add your proficiency bonus.
Assassinate
Starting at 3rd level, you single out one creature at the start of combat. The first creature you attack during the first round of combat is marked as your Quarry. For the next minute, you can use your Sneak Attack against your Quarry even if you don't otherwise meet conditions for a Sneak Attack. Additionally, any hit you score against your Quarry while it is surprised is a critical hit.
Infiltration Expertise
Starting at 7th level, you can unfailingly create false identities for an individual. You must spend 3 days and 25 gp, to establish the history, profession, and affiliations for an identity that doesn't belong to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city, so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you or anyone else adopt the new identity as a disguise, other creatures believe this identity to be true until given an obvious reason not to. Once an identity has been used by an individual, no one else can assume that identity.
If reasonable, you can use this feature to forge materials to assume an identity that belongs to someone else. If you spend 3 hours interacting with the individual, you can unerringly mimic another person's speech, writing, and behavior. Completing both ensures your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Blend into the Background
At 9th level, you can try to hide when you are lightly obscured from the creature from which you are hiding. Further, you can attempt to disappear in crowds with a Dexterity (Stealth) check.
Poison Specialist
At 13th level, you have developed a strong familiarity with poisons and their antidotes. You can use healer's kits to remove the poisoned condition from any creature.
Additionally, you can enhance the strength of the poisons you use by changing the damage type from poison to necrotic or doubling your proficiency bonus for the poison's save DC.
Alternative
As an Alternative, remove Blend into the Background, move Poison Specialist to L9 and use the following feature at level 13:
Hitman's Edge
At 13th level, attack rolls against your Quarry are made with advantage as long as you don't have a source of disadvantage on the attack.
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dex. mod. + your prof. bonus). On a failed save, the creature is reduced to 0 hit points. On a successful save, double the damage of your attack against the creature. This feature can only be used once per short or long rest.
Thief
Thief
The Use an Object action is a little harder to interpret and the impact of this feature's use is both dependent on the creativity of the player and the DM's interpretation of the feature and how certain mundane items impact gameplay such as throwing sand into an enemy's face. Flasks and magic item use is also unclear from the text. To solidify certain strategies, Thief's can now definitely use flasks in any manner they wish as a bonus action. Further, they can use healing potions and any other kind of potion as a bonus action - even to the point of consuming two such potions in a round.
Further, use magic device has been improved to allow Thieves to bonus action use them, though still only one such use per turn. So they can dodge or attack with their action while also casting a spell from a scroll or using a wand as a bonus action.
Second-story work was given more benefits related to climbing and heights. Still not a fantastic utility feature, but it does improve situations where the thief was less capable with heights than a strength fighter. Supreme Sneak seems like a good feature, but suffers from the fact that it is placed on a class that is already insanely good at stealth and rarely ever challenged with DCs of 15+. Also Reliable Talent was just two levels later, so the feature was moved down two. Maybe a Thief might reconsider getting Stealth Expertise at L6 with this feature at L7. Thief reflexes is just fantastic as a feature.
The L9 feature is potent combat bonus, but I'm unsure of the limit point. Dodge as a reaction obviously really powerful, so this is already limited to one creature's attacks. One Attack seems too weak when the Thief is facing multiple creatures or creatures with multiattack. Also when should the reaction be used if it was one attack. At least this way, the Thief can use it to impose disadvantage versus the creature with lots of attacks or the creature with legendary actions. This feature is of course easily countered with more weak enemies or multiple multiattack enemy going after the Thief.
Fast Hands
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, use a potion, throw a flask, or take the Use an Object action.
Second-Story Work
When you choose this archetype at 3rd level, you become an agile climber. Climbing no longer costs you extra movement, and when you make an Athletics check to climb you can use your Dexterity modifier instead of your Strength modifier.
Further, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier, and you reduce any falling damage by your Dexterity modifier.
Supreme Sneak
Starting at 7th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Nimble Combatant
By 9th level, if you are attacked by a melee weapon attack, you can dodge the attack with your reaction imposing disadvantage on that attack and any other attacks made against you by that creature until the start of your next turn. This reaction must be used before the attack is rolled.
Use Magic Device
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Additionally, if a magic item requires an action to use, you can use your bonus action instead. If the item requires a spellcasting ability modifier, use your Intelligence modifier.
You cannot use two action-based magic items in the same turn unless one or both items are potions.
Thief's Reflexes
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.
Inquisitive
The inquisitive's features feel very restrictive, and I can't make any sense of why they would limited in this way. Simple fix is just to remove the weird limits, which gives some boost to the subclass. Still the abilities are not still more situational than game changing. More reliable sneak attack is still sneak attack every round just not as hard to maintain base level dpr. Steady Eye is another one of those features that needs more time to shine before Reliable Talent. Focused strikes added to let the Inquisitive have a bit of bonus against their marked target. It could be improved to advantage, but not sure if that might be too easy of a source of continuous advantage. Eye for Weakness is definitely weaker vs the others, but not sure what to change vs the others. It does help that the damage is potentially for one whole minute against one target for a simple skill check. So probably balances out vs the usually first round massive damage spike the others get.
Ear for Deceit
When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check (removed restriction), treat a roll of 7 or lower on the d20 as an 8.
Eye for Detail
Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) or Intelligence (Investigation) check.(removed restrictions)
Insightful Fighting
(still get sneak attack even with disadvantage)
Steady Eye
At 7th level,, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.
Focused Strikes
Starting at 9th level, attacks against a creature affected by your Insightful Fighting feature are never made with disadvantage.
Unerring Eye
Mastermind
Like the Inquisitive, the Mastermind is viewed as the really weak subclass from Xanathars guide. It has surprisingly solid 3rd level features, it is the later features, which really bring this subclass down. You get a weaker and less useful version of the Know your enemy feature. The relative value nature is too vague for such a feature, so you instead after burning an entire minute gain information that will prove useful the spell casters in your group. Counterspell and debuffs in particular benefit from foreknowledge, which a rogue is much better able to provide vs a battlemaster in full tank armor. By the way, I don't like the name since you aren't ever manipulating anything and will generally use this feature via spying and not conversation. Also weak somewhat flavor feature - moved to L7.
L9 feature gives you an alternative version of Commander's Strike tied to the bonus action distant help. This feels very appropiate for more back-line tactical support rogue. Misdirection was hard to use mechanically, so this gives the Mastermind the ability to shift position to place the mark in between the attacker and the rogue.
Mental Fortress didn't provide much useful mental defenses. Charm and even Int Saves are much more common than detect thoughts spells. Plus, guess who the enemy is going to use these kinds of abilities on... the rogue or the fighter who has like a +1 wisdom and no proficiency. You aren't the weak link in the party in general. The ability is still weak as immunity to charm (esp at this level) only keeps you from being turned against the party. Usually enemies will target the tank or the massive damage dps character: Barbarians, Paladins, and Fighters. Skill monkey, baseline damage rogues are not as interesting to turn.
Insightful Manipulator
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities. The DM tells you two of the following pieces of information:
- Intelligence saving throw
- Wisdom saving throw
- Charisma saving throw
- Highest spell level that creature can cast (if any)
- Class levels (if any) or Creature Rating
At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.
Tactical Strike
Starting at 9th level, when you use Master of Tactics on a creature, you can direct an ally who is within 60 feet of you and can either see or hear you to attack that creature using your ally's reaction. The ally can move up to half their speed toward during this reaction.
Misdirection
At 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while another creature is within 5 feet of you, you may use your reaction to designate that creature and move up to half your movement speed staying with 5ft of that creature. This movement doesn't provoke attacks of opportunity. If this movement interposes the designated creature between you and the attacker, the designated creature suffers the attack instead of you.
Mental Fortress
Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it; and you can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check. Further, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.
Additionally, your mind is a fortress and you cannot be affected by charm spells or abilities. You are immune to the Charmed condition and have advantage on Intelligence Saving Throws.
Scout
Scout
For Scouts, they are mostly solid, but are a bit lacking in combat-focused features. Skirmisher is a bit of mobility and it didn't stop attacks from the threatening enemy. Since a creature could move after your reaction, it is usually better to move after its turn is over. Still there are situations where moving before that turn is over would be more beneficial.
The added mobility seemed like a bit of utility feature, so it was moved down to the level 7 slot. It was also upgraded to remove climbing/swimming movement cost - situational, while also simply increasing all speeds rather than having to specify which speeds improve. Increasing flight speed, however, seemed too good and it was thus added as an exception for those rare cases where it applies.
Land Stride was reconfigured for the Scout Rogue. Good at dealing with non-magical difficult terrain, but not much help with magical versions including ones cast by the party Druid or Wizard. While DT is somewhat situational and can be quite DM dependent, having advantage during it might be a bit much. Not sure. It may be a bit OP, however, letting Scouts synergize with Druid's DT spells could be took much. So this one may need to be changed to either non-magical DT or have it only let them ignore disadvantage when they don't have a source of advantage.
Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy moves within 5 feet of you or ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Superior Mobility
At 7th level,, your speed increases by 10 feet. If you possess a flying speed, this speed is not affected by this feature. Additionally, swimming and climbing no longer cost you additional movement.
Land Stride Strikes
At 9th level, you are an expert in maneuvering through difficult terrain and using your environment to your advantage. Nonmagical difficult terrain no longer costs you additional movement. Further, you have advantage on attacks against creatures who are slowed by difficult terrain.
Swashbuckler
Panache is fantastic, the best L9 feature which is both flavorful and mechanically elegant. The Swashbuckler gains a bit of controller by letting them lock down a single enemy and lead them away from its allies in a fighting chase. Also there are really two features in this one ability, so I split it up into two and placing the non-combat component at L7. L9 does give the Silvery Tongue feature an upgrade by letting it last a full 10 minutes. Long enough to finish up your buying or conversation.
Elegant Maneuver is the only bad feature in the group. Acrobatics/Athletics checks that need to be passed at this level are rather rare. Also Reliable Talent is probably already making one or two instant successes. Replaced this with a flavorful though check-based means of gaining advantage against an enemy... probably the enemy tagged by Panache who is chasing you down.
Rakish Audacity
Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier (min 0).
[...]
Silvery Tongue
At 7th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, the two of you must share a language, and the creature cannot be hostile to you.
If you succeed on the check, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
Panache
At 9th level, you can use your Silvery Tongue on creatures that are hostile to you. If you succeed on the check and the creature is hostile to you, instead of charmed the creature has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
Additionally, the charmed affect from Silvery Tongue lasts for 10 minutes against non-hostile creatures.
Elegant Maneuver
Starting at 13th level, you can maneuver to gain an advantage over your opponent. If you spend at least half of your movement and end it within 5 feet of a hostile creature, you can use your bonus action during that movement to perform a Dexterity (Acrobatics) or Strength (Athletics) check. If successful, you gain advantage on the first attack you make against that creature on your turn. The DC for this check is 8 + creature's CR or Class Level.
For example, a swashbuckler might jump from a balcony onto a chandelier and drop down in front of their enemy catching them off-guard for a quick stab with a rapier.
Phantom
I'm not very familiar with the two new subclasses, just I just reviewed through their abilities. They seem like fine subclasses balanced well off of an Arcane Trickster. As a result, I tried to do something with level 7/9 feature situation. For the Phantom I just split the non-combat feature off as a L7 feature, which the L9 feature improves. A good minor flavor version of their L9 feature that gives them access to significant mechanic at an earlier level.
Soul Trinket
At 7th level, when a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it.
You may only have one soul trinket at a time. As an action, you can destroy this soul trinket, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.
Tokens of the Departed
At 9th level, you have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.
You also gain additional ways in which you can use your soul trinkets:
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While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
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When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.
Soulknife
Similar to the Phantom, I looked for ways to give them something at level 7. I guess a small increase in their Psi-Dice based on Intelligence investment gives them a very small boost that doesn't break them in overpowered territory. May need to come back to this subclass to give a psionic utility feature of some kind.
Psionic Mind
At 7th level, the total number of Psionic Energy dice you possess is increased by your intelligence modifier (min 1). Additionally, whenever you use a bonus action to regain Psionic Energy dice, you regain a number of dice equal to your intelligence modifier (min 1) + 1.