One D&D Playtest 6: Rogue
Here follow my notes on the Playtest 6 Rogue class.
For more context and my Standard Disclaimer, check out the introduction to this series.
Playtest 6 - Rogue Deep Dive
Base Class
And finally the Rogue, which was a bit of a hot mess in the prior UA, at least according to the internet… Let’s see how it fared this time around.
- Expertise (level 1): Unchanged from the prior UA.
- Sneak Attack (level 1): It’s back, baby! Rogues can once again perform Sneak Attack damage on Reactions outside of their own turns. This was the right choice.
- Thieves’ Cant (level 1): Unchanged from the prior UA. And like the prior UA, there’s no “it takes four times as long” rule on using it to communicate – after all, “thieves can’t” wait that long.
- Weapon Mastery (level 1): Rogues get Mastery of two kinds of weapons, and can change them both after long rests. I know this will be fun fun fun, but level 1 is starting to feel overloaded to me. It’s hard enough for a new player to grasp Sneak Attack, and we want to load them up with Weapon Mastery right away too? And on the power gamer side, all of these heavy level 1s are going to inspire inane multiclass dips.
- Cunning Action (level 2): Unchanged. If it ain’t broke…
- Subclass (level 3): Same as it was before, and just like all other classes now.
- Steady Aim (level 3) has been ported over from the optional Tasha rule by popular demand. Cool, but feels like something Rangers or other archery-focused folks should be able to do. This has caused the removal of Subtle Strikes from the prior UA.
- Ability Score Improvement (level 4): Or another Feat.
- Cunning Strike (level 5, new) adds one of several extra effect to a Sneak Attack in exchange for one of the Sneak Attack’s damage dice. This is basically Battle Master Fighter maneuvers for Rogues. It’s super cool for Rogues, but makes the Battle Master less special as they can do two of the same things (Disarm and Trip here use a Dexterity save instead of Strength but have the same effects) without spending anything from a limited resource pool.
- Uncanny Dodge (level 5): Unchanged. If it ain’t broke…
- Expertise (level 6, level 7 in UA, level 6 in PHB): This just moves back to its original level from the PHB and is basically unchanged throughout.
- Evasion (level 7, level 9 in UA, level 7 in PHB): Unchanged and now back at its original level. Getting this at level 7 again is definitely welcome for better survivability.
- Reliable Talent (level 7, level 11 in UA, level 11 in PHB): Unchanged, but arriving four levels earlier than it used to. It seems generous, but I’ll take it!
- Ability Score Improvement (level 8): Or another Feat.
- Subclass Feature (level 9): As it was in the PHB.
- Ability Score Improvement (level 10): Or another Feat. This is more ASI/Feat levels than everybody else except the Fighter!
- Improved Cunning Strike (level 11, new) lets Rogues use two Cunning Strike effects, as long as they pay for them both. Cool!
- Ability Score Improvement (level 12): Or another Feat.
- Subclass Feature (level 13): As it was in the PHB.
- Devious Strikes (level 14, new) adds new, more expensive Cunning Strike options: for 2d6 you can try to impose the Dazed condition; for 3d6 you can try to impose the Blinded condition; and for a whopping 6d6 you can attempt to impose the Unconscious condition. I like all of this, a lot. It replaces Blindsense from the PHB, which is probably fine since these options are more interesting and more generally applicable.
- Slippery Mind (level 15) is unchanged from the prior UA, offering an upgrade over the PHB version as it now applies to Wisdom and Charisma saves.
- Ability Score Improvement (level 16): Or another Feat.
- Subclass Feature (level 17): As it was in the PHB.
- Elusive (level 18, level 17 in UA, level 18 in PHB): Unchanged, and now back at level 18.
- Ability Score Improvement (level 19): Or another Feat.
- Stroke of Luck (level 20, level 18 in UA, level 20 in PHB) keeps the improvement from the prior UA that turns any failed d20 test into a natural 20 – more than turning a miss into a hit as the PHB says, this now turns a miss into a crit. Super cool!
Arcane Trickster
- Spellcasting (level 3) now uses the Arcane spell list. One cantrip can be replaced on a level up, but you always have to keep Mage Hand. Likewise, one spell can be replaced on a level up. And the Arcane Trickster can now use an Arcane Focus for casting spells.
- Mage Hand Legerdemain (level 3) has been rewritten for clarity, leaning on the Sleight of Hand mechanic to make it more concise. Okay.
- Magical Ambush (level 9) now triggers if you have the Invisible condition when you cast a spell, rather than simply being hidden from its target.
- Versatile Trickster (level 13) has been redesigned to let your Mage Hand share in two of the Cunning Strike effects when you use them. The ability to give yourself Advantage has been moved to Steady Aim.
- Spell Thief (level 17) is unchanged from the PHB. Seems like it’s already good enough!
Assassin
- Bonus Proficiencies (level 3) is unchanged from the PHB.
- Assassinate (level 3) has been upgraded to no longer require a target to be surprised, and gives Advantage on Initiative rolls. Wow!!
- Infiltration Expertise (level 9) combines aspects of Infiltration Expertise and Imposter from the PHB. It grants Advantage on Deception checks while in disguise, and lets you perfectly mimic someone’s speech and/or handwriting if you’ve spent at least an hour studying each one. This loses the guidance around spending time and money to establish a fake identity. This is probably fine as this can now focus on shorter-term wins. It also gives your disguise kit something useful to do – if you happen to have one. The text of the feature says it needs the disguise kit, but you’re never issued one in the class or subclass. It feels like something’s missing here.
- Envenom Weapons (level 13, new) adds Poison damage to the Poison option of Cunning Strike, ignoring damage resistance. Cool! The design notes say this leverages your poisoner’s kit… but you’re never issued such a kit, and the text of the feature doesn’t actually reference one. So, uh… it feels like something is missing here too.
- Death Strike (level 17) has been updated to no longer require the target to be surprised, triggered instead by making a successful Sneak Attack on the first round of combat. This increased flexibility is subtle, but nice.
Swashbuckler
- Fancy Footwork (level 3) is unchanged from Xanathar.
- Rakish Audacity (level 3) is unchanged from Xanathar.
- Panache (level 9) has been redesigned and now adds two new Cunning Strike options that implement the mechanical effects of the original feature.
- Dashing Strikes (level 13, new) adds two more Cunning Strike options – one that buffs your AC, and another that buffs an ally’s attack and saving throw rolls. It replaces Elegant Maneuver, which feels fine to me. It’s more fun to have more tactical options for the Cunning Strike system.
- Master Duelist (level 17) has been redesigned. It now lets you make an additional attack against the same target immediately after using Sneak Attack (with some positioning restrictions). This eliminates a failure-into-success pathway from the original version in exchange for a potential nova, which might be more fun.
Thief
- Fast Hands (level 3) drops the Search option in favor of bringing back Use an Object – and now includes activating a magic item that needs Use an Object. In general, this is a welcome change. Does this mean drinking potions as a Bonus Action?!
- Second Story Work (level 3) iterates on the prior UA’s version by allowing movement on a ceiling without an ability check, provided there are handholds, and refines the jump enhancement by using the 2014 rules but letting you use Dexterity instead of Strength. Yes. Cool. Fun. Good.
- Supreme Sneak (level 9) has been redesigned; it now adds a Cunning Strike option that lets you remain hidden after your attack. Amazing!
- Use Magic Device (level 13) is unchanged from the prior UA, allowing the Thief to attune to an additional magic item, possibly using a charge-based item without expending charges, and the ability to use spell scrolls. I like these mechanics better than the PHB version, so I’m pretty happy to see this stick around.
- Thief’s Reflexes (level 17) has been restored to the 2014 PHB version, giving the Thief an entire second turn during the first round of combat. I like this a lot better than the version in the prior UA, so I’m glad to see it return.
Hot Takes
- The Rogue Base Class is just so much better than it was in the Expert Classes UA, and it seems like it’s gotten some really nice improvements over the PHB version as well. The Cunning Strikes system should be a lot of fun, even if it muscles in on the Battle Master’s territory quite a bit.
- Arcane Trickster seems all right, with mainly some minor tune-ups.
- Assassin is pretty cool but has some weird gaps around the disguise kit and poisoner’s kit. The signature ability has gotten a stellar glow up though!
- Swashbuckler took one of my favorite Rogue subclasses and dialed up the fun by leaning into the Cunning Strike mechanic. I like it a lot and am eager to play one.
- Thief is pretty great! It really turned around nicely from the version in the previous UA packet.
I see lots of good stuff here; it’s clear that WotC was paying attention to survey feedback in implementing changes for the Rogue. I’m jazzed about the Swashbuckler and Thief in particular, and would also be interested in playing an Assassin once the disguise kit and poisoner’s kit stuff gets sorted out.
Lukewarm Takes
This Rogue still seems pretty fun. A little more work and it should be in fine shape for 2024. Or I’m just getting tired.