Hello again, Tangerines! We’ve been toiling behind the scenes on more Rogue Subclasses for Dungeons & Dragons 5e. Want to sneak a peek? Well, sneaking is what rogues are all about.
Writer’s Note: The Footpad is an attempt to add some more hand-to-hand Fighter elements. It includes skills that work with a higher skill, as well as things to pick up Dex, should it be lagging behind.
|3rd||Blunt Strike, Skilled Fighter|
Starting at 3rd level, you can make Sneak Attacks using non-finesse melee weapons, as well as with thrown weapons.
Starting at 3rd level, you may choose a martial melee weapon; your rogue is proficient in that weapon.
Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. (Reminder: you can only once Sneak Attack once per turn).
Starting at 13th level, you may pick one: Strength Checks or Dexterity checks. You may use Reliable Talent on any non-skill ability checks. (Ie. You can treat a d20 roll of 9 or lower as a 10.)
Starting at 17th level, when you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, the creature is stunned until the end of your next turn.
Writer’s note: the Highwayman is all about mounted combat. The addition of Steed Summoner is really to tackle the biggest problem with mounted characters; that it’s sometimes hard to bring a horse with you, so why not have a magic steed you can summon anywhere? The Cunning Disguise is just a flavorful twist that lets a rogue live a double life: as a rogue, and as an “honorable subject.”
|3rd||Steed Summoner, Born to the Saddle|
|13th||Midnight Rider, Bonus Proficiency|
|17th||Stuff of Nightmares|
Starting at 3rd level, you gain the spell Phantom Steed, which you may cast without spell slots. Once you use this feature, you can’t use it again (except to end the spell and dismiss) until you finish a short or long rest. If you own a steed already, if the GM allows, you may spend 10 minutes and bind your steed as a ritual, allowing you to dismiss and summon your steed instead; a real steed summoned this way doesn’t disappear after an hour or if it takes damage.
Born to the Saddle
Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Steve’s Notes 05/17/2020: I haven’t looked but if there is a penalty for firing a bow while mounted I think we should add to the list that the Highwayman suffers no penalty for that
All the rules I’ve read for mounted don’t mention missiles or shooting at all, so I think we’re good.
Starting at 9th level, you may spend 20gc to purchase a highwayman disguise; this comprises a mask and other mundane items that obscure your face and shape, and can be worn over armor. Whenever you change out of the disguise, no one will recognize you in normal garb, or vice versa. Anyone investigating you will not suspect you more than others, and you have advantage on any Charisma (Deception) check you make to avoid detection. This does not apply if there are obvious facts to link the two together (ex. Someone finds the disguise in your bag; a colleague addresses in both guises by the same name; you ride a stolen horse past it’s owner). You may only create one highwayman persona at a time, but you may buy additional backup disguises at 20gc apiece (should you need to stash them).
Starting at 13th level, any mount in your control may take the Hide action (provided there’s suitably big enough cover). In addition, if you have sufficient cover (ex. Foliage, darkness), you may move at normal speed on foot or mounted and still move stealthily.
Starting at 13th level, you gain proficiency in one of the following skills of your choice: Animal Handling, Intimidation, or Persuasion.
Stuff of Nightmares
Starting at 17th level, whenever you use Steed Summoner to cast Phantom Steed, you may instead summon a single Nightmare fiend, which is loyal to you. It does not disappear when attacked, and can be summoned for up to 3 days at a time before it must be resummoned.
Writer’s notes: ideally, the saboteur is a rogue that focuses less about stealing and more about deconstructing; laying bombs, taking machines apart.
|3rd||Disarm Trap, Deconstruct Opponents|
Starting at 3rd level, if your character is aware of a trap that has not been triggered, they may choose one: to gain advantage on any Intelligence (Investigation) check to deduce how to disarm it OR may gain advantage on the Dexterity check using thieves tool to disarm it.
Starting at 3rd level, whenever you make a Sneak attack against a creature that is a construct, you deal an extra +1D6 damage.
Starting at 9th level, you gain proficiency with the alchemist’s supplies. In addition, if you have alchemist’s supplies on you, after finishing a long rest, you gain 2 Saboteur bomb; choose which type it deals from the following: acid, bludgeoning, fire, or thunder.
Saboteur bomb – weigh 1 lb
As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw, taking Xd6 damage of the chosen type on a failed save, or half as much damage on a successful one, where X is your proficiency bonus.
The saboteur bomb can also be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the bomb. After the set number of rounds goes by, the bomb explodes on that initiative.
A rogue will not carry any more than 6 saboteur bombs on them at a time; any more than this is tempting fate.
Starting at 13th level, you gain proficiency with Mason’s Tools, and also gain tremorsense of 30’. In addition, if you have a digging tool (shovel, miner’s pick), you gain burrow speed 10’ (does not allow you to dig through solid rock).
Alt – once per turn, may gain burrowspeed on one move action; must end your above ground unless you have
Alt – If you have a digging tool and are on loose ground (sand, dirt, mud), as an action, you can dig a 5’x5’ foxhole. Once dug, it provides 1/2 cover to any medium or smaller creature laying down on it, and can be used to justify hiding.
Starting at 17th level, whenever you attack an inanimate object with an appropriate weapon or tool (ex. A lock pick; an explosive; a miner’s pick), you may choose one:
Add +X to your attack roll, where X is equal to your Sneak Attack dice
Deal extra damage to a successful hit, as if you had made a Sneak Attack.
You can choose to use this feature before or after the roll, but before any effects of the roll are applied. As normal, you can only use Sneak Attack once per turn (which includes using it in this way)
Writer notes – The concept is to use each gambling as inspiration:
The Deck player focuses more or social interaction
The 3 Card player is about illusion and misdirection (mostly defensive)
The Dice player is about attacking and dice manipulation
|3rd||Lying Face, Game of Choice Ability I|
|9th||Game of Choice Ability II|
|17th||Game of Choice Ability III|
Starting at 3rd level, you can cast the cantrip Prestidigitation; however, you can only use this to change the marking of a card, die, or similar gaming piece, and only to make it match a marking you are familiar with (i.e. appear as a different card or die roll). You can only do this with an object you can touch.
Game of Choice Ability I
Starting at 3rd level, pick one of the following tools: Playing Card set, Three Card Ante, or Dice set. You gain proficiency in that tool. In addition, that tool becomes your Game of Choice. Depending on which you choose, you will gain a special ability at 3rd level, 9th level, and 17th level. You will be able to pick a second Game of Choice at level 13. You must have the tool on you in order to use the ability.
- Three Card Ante – Find the Object – You gain the ability to cast the cantrip Minor Illusion; however, when you do, you can only create image illusions of objects (i.e. not sound), and only by copying an object you can see. When you use this, you create not one but 2 illusion copies of that object.
- Playing Card Set – Read the Player – When you gain this ability, pick one: ever you’re in a social situation with a humanoid, you gain advantage when using Insight (Wis) OR any opposing creature attempting to use Insight you is at a disadvantage.
- Die Set – Lucky Strike – Whenever you have advantage on an attack roll and roll a double on the two d20s, if the attack hits, you may deal an extra 1d6 damage.
Game of Choice Ability II
Starting at 9th level, you gain an additional ability based on your Game of Choice.
- Three Card Ante – Mirror image – You cast the spell Mirror Image at the lowest level without requiring spell slots or spell components. When you cast this, you only create two duplicates instead of three. Once you use their ability, you may not use it again until you have taken a short or long rest.
- Deck of Cards – Sore Winner, Sore Lower – After you have won or lost wager with another humanoid, if the wager is something of moderate value (ex. 5gc or more; a small favor), you may influence up to X targets who wager against you, where X is your proficiency bonus. Each of those targets must make a Wisdom saving throw or be influenced in one of the following ways:
- You lost the wager: The target is charmed by you for 1 hour or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance.
- You won the wager: You compel the target into a duel. It has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this ability doesn’t restrict the target’s movement for that turn. This effect ends after 1 minute, if you attack any non-compelled creature, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
- Dice Set – Reckless Gambit – When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee or thrown weapons attack rolls during this turn, but attack rolls against you have advantage until your next turn.
Starting at 13th level, you gain a second Game of Choice (i.e. you get all access to all Game of Choice Abilities for that specialty, if you are at the appropriate level).
Game of Choice Ability III
Starting at 17th level, you gain an additional ability based on your Games of Choice.
- Three Card Ante – Major Image – You may cast the Major Image at the lowest level without requiring spell slots or spell components. When you cast this, you only create two duplicates instead of one. Once you use their ability, you may not use it again until you have taken a short or long rest.
- Deck of Playing Cards – Deck of Illusions – You may treat any deck of cards as if it were the magic item, Deck of Illusions. You may only reveal one card this way at a time. Once you successfully use this ability, you may not use it again until you have taken a short or long rest.
- Dice Set – Double Trouble – Whenever you have advantage on a roll, and roll double 1, 2, 3, 4, 5, 6, 7, 8, or 9, you may add the results together.
That’s it for the prototype Subclasses.
As a quick reminder, Tangent Artists has a system agnostic Guild Guide book for Rogues: “Steal This Tome.” This humorous guide includes confidence scams, disguises, common poisons, hideouts, and a d20 table to generate alibis. The link above leads to the ebook, or you can buy a physical copy on Storeenvy
What are your thoughts? Are of them seem too weak, too strong, or just right? Which one excites you?
As always, thanks for reading, and Game On!
Additional Material from Steve Moyer