Rogue
Base Class: Rogue

"The strength of the team is each individual member. The strength of each member is the team."

 

I've had this subclass for quite a while, and would like to share it with others, hope you guys enjoy it!

(You can skip this text if you'd like, as this is for adding context to why I created the subclass and what the big weaknesses for this subclass are) I always loved the the feeling that your character is outsmarting the enemy as you fight, learning their habits after 6 quick seconds, and gaining massive advantages from your experinces on the battlefield, a more supportive rouge heavily inspired by Mastermind rouge. This was made all the way back in 2024, and am curious if others would like to use it and/or tweak it to their liking! What you will read is that the most, if not all the subclass featrues heavily incentivise that you have allies. This rouge cannot effectively do combat by themself, and I designed the subclass with that flaw. The subclass's also can work with magic casters, but their bread and butter are supporting the martial classes.

Level 3 - War Tactics

 Starting at 3rd level, you may use the Help action as a bonus action. Additionally, when you use the Help action to aid a friendly creature in attacking a creature, the target can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

Level 3 - Morale/Maneuver Management

 Tacticians must choose to strategize or inspire comrades before combat. You may choose to discuss new battle formations, or share a moment with the party.

 

When you spend 10 minutes with your comrades, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you, Each creature can gain temporary hit points equal to half your rogue level (rounded up) + your Charisma or Intelligence Modifier. A friendly creature can not gain temporary hit points from this feature until it has finished a short or long rest. 

 

If you use the Inspiring Leader feat, you may choose to add your Charisma Modifier or Intelligence Modifier when determining temporary hit points for that feat. The temporary hit points you gain from specifically Inspiring Leader, may stack with your Morale/Maneuver Management temporary hit points, and vice versa. 

[Quick tip, to better remember how much Temp Hp you have, write down on your Current Hit Points box (Current Hp)+(Current Temp Hp). Example: 24+9]

Level 9 - Comradery

 When you gain Temporary Hit Points from Morale/Maneuver Management or the Inspiring Leader feat, you may gain a Comrade die, a d8

 

The friendly creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Comrade die, but must decide before the DM says whether the roll succeeds or fails. Once the Comrade die is rolled, it is expended. A creature can have only one Comrade die at a time.

 

Your Comradery grows stronger, when you reach certain levels in this class. The die becomes a d10 at 14th level, and a d12 at 18th level.

Level 13 - Assist

 At the end of your turn, (Excluding you) you may choose an ally 30ft from you that can see or hear you, the selected ally may take the Attack Action or Magic Action immediately after your turn in combat. The creature must expend its Comrade die to do so, and can use the selected action as a free action. You cannot use this feature if you are unconscious or dead.

Level 13 - Cunning Tactics

 Your allies  push their advantage you give them, causing them to be as swift, deadly, and slippery as you.

 

When you use the Help action on an ally, that ally may choose one of the following effects.

 

 Swift - You gain the Cunning Action feature. If you already have the Cunning Action feature, you may use Cunning Action twice for one bonus action. This effect lasts until the end of their turn

 

 Deadly - When your attack roll is aided by the Tactician's Help action, you may forgo rolling with any forms of advantage and roll normally on your attack roll. If the attack hits, the target takes extra damage in the form of half of the Tactician's sneak attack damage (rounded up). This effect lasts until the end of their turn

 

 Slippery - You gain the Uncanny Dodge feature, If you already have the Uncanny Dodge feature, you may use Uncanny Dodge twice for one reaction. This effect lasts until the end of their turn

Level 17 - Imporved War Tactics

  War rages on, but you and your comrades persist.

 

At 17th Level, When you use the Help action to aid a friendly creature in attacking a creature, Before the end of your turn, you gain advantage on your next attack roll.

Previous Versions

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7/16/2026 7:06:17 AM
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