For skills challenges and exploration they offer the best non-resource based toolset. Their tricks can be exceeded by some spells like pass without trace, but that takes resources.
For defense they have some issues competing with a lot of other classes. They don't have access to the shield spell, or shield proficiency, and light armor + dex tops out at 17 AC. Uncanny dodge at 5th level helps you mitigate damage from one big hit, and evasion is great against big booms. Dex/Int saving throws are nice.
For offense, in my opinion single attack sneak is the baseline for damage for 5e. It maps favorably with warlock's Eldritch Blast+Agonizing Blast. But, even if sneak is the baseline with only one hit its very inefficient. Rolling a 4d6 sneak on a target with 10 hp left isn't very useful. A warlock instead can spread about multiple agonizing blasts to multiple targets. So a 11th level rogue and a warlock might roll the same damage in a turn, but a warlock can shoot three low hp targets killing them all, and a rogue only kills one. You can offset that with a bonus action attack, but you may need your bonus action for cunning action/steady aim/etc. In combat the rogue moves dynamically about the battlefield with cunning action, and that is really exciting. They are not a tank, so you are constantly repositioning yourself to stay out of danger while getting in your sneak. If for whatever reason you can't get your sneak then its really frustrating. But every turn you are generally doing sneak attack while your wizard is casting 100 different spells. The lack of variety there can be a little frustrating at times.
Its really important to talk to your DM ahead of time to understand rules like stealth and surprise. Depending on how they rule on those the rogue can be impacted pretty hard. Regardless if you can't do a lot of hiding in combat then you will need to build for either range (crossbow/bow) or for melee and have someone to stand next to.
For defense they have some issues competing with a lot of other classes. They don't have access to the shield spell, or shield proficiency, and light armor + dex tops out at 17 AC. Uncanny dodge at 5th level helps you mitigate damage from one big hit, and evasion is great against big booms. Dex/Int saving throws are nice.
Note also, some not-that-hard rogue strategies involving being hidden ~all the time (just popping up to attack and dive into a new hiding spot), which can be incredibly good, defensively. Depends heavily on terrain and whether or not your DM handles the hiding rules well, and is probably better for ranged sniping than stabbing up close.
I always heard rogues are sub-par in terms of damage and abilities, but I wanted to try one out and started playing one in my latest campaign.
It's probably the most fun I have ever had playing D&D. Currently playing a Soul Knife Rogue with a single level of fighter.
Multiclass them with one level of something that gives you medium armor proficiency and never look back. A single level of fighter does that, plus second wind plus a fighting style that you can pick based on your attack style.
You're not a frontline character, so you have to be tactical to avoid damage. And you don't have to hide in every battle. Its a little more challenging but you can really pick up some cool tricks to have a lot of fun while playing. Picking a race with some additional mobility features make you very slippery and hard to pin down. I'm playing a Dhampir, so running up and across the celling while having my hands free is quite the escape tactic.
Soul Knife has some wild advantages which make it a really fun class. You get a bonus action attack and lots of resources to affect out of combat play. You are using what many would consider a sub-par weapon, but the fun factor is much higher. I'm going to push into fighter a bit more for some subclass features, several of which pair very nicely with rogues skill set.
I love playing rogues; especially sneak thieves and con men. You just need to find a specialty that is lacking in the party and craft your character to fill that need.
For example, our party lacked a face (someone with good social interaction skills) and a healer. So I build a rogue with a high CHA (not as high as his DEX but almost) and a custom charlatan background with proficiency with the herbalist kit. Herbalist kit lets you make normal potions of healing. So his con was snake oil sales. He travelled from town to town selling colored water as a Potion of Healing (only 40 gp instead of the 50 you'd pay elsewhere) and the real potions of healing he would make he would sell as "greater healing" potions (a real bargain at just 100 gp). He was always on the move. So by the time someone realized they'd been conned, he was long gone.
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Compromise where you can. Where you can't, don't. Even if everyone is telling you that something wrong is something right. Even if the whole world is telling you to move, it is your duty to plant yourself like a tree, look them in the eye, and say, "No. You move."
How are rogues in 5th edition 🤔 I've heard mixed reviews on them. Looking for input.
I play mostly rogues, they’re fast sneaky and can land a ton of damage. My main character is a Rogue (arcane trickster) Changling Criminal. One thing I really like is that it takes a lot of stuff to keep track of away, Spellcasters need to choose new spells, keep notes on what their spells do, and have material components for them (I am an Arcane Trickster but it’s much less spells anyhow)
If your an absolute min maxer who mostly cares about Combat and not RP then sure, there will always be something better. But I think they’re fun
Downsides: AC, (but that’s helped by a lot of stuf) HP (try and have decent con) and some other smalll stuff
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In the sun I feel as one In the sun, In the sun Married Buried
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How are rogues in 5th edition 🤔 I've heard mixed reviews on them. Looking for input.
It depends on what you want to do with them.
For skills challenges and exploration they offer the best non-resource based toolset. Their tricks can be exceeded by some spells like pass without trace, but that takes resources.
For defense they have some issues competing with a lot of other classes. They don't have access to the shield spell, or shield proficiency, and light armor + dex tops out at 17 AC. Uncanny dodge at 5th level helps you mitigate damage from one big hit, and evasion is great against big booms. Dex/Int saving throws are nice.
For offense, in my opinion single attack sneak is the baseline for damage for 5e. It maps favorably with warlock's Eldritch Blast+Agonizing Blast. But, even if sneak is the baseline with only one hit its very inefficient. Rolling a 4d6 sneak on a target with 10 hp left isn't very useful. A warlock instead can spread about multiple agonizing blasts to multiple targets. So a 11th level rogue and a warlock might roll the same damage in a turn, but a warlock can shoot three low hp targets killing them all, and a rogue only kills one. You can offset that with a bonus action attack, but you may need your bonus action for cunning action/steady aim/etc. In combat the rogue moves dynamically about the battlefield with cunning action, and that is really exciting. They are not a tank, so you are constantly repositioning yourself to stay out of danger while getting in your sneak. If for whatever reason you can't get your sneak then its really frustrating. But every turn you are generally doing sneak attack while your wizard is casting 100 different spells. The lack of variety there can be a little frustrating at times.
Its really important to talk to your DM ahead of time to understand rules like stealth and surprise. Depending on how they rule on those the rogue can be impacted pretty hard. Regardless if you can't do a lot of hiding in combat then you will need to build for either range (crossbow/bow) or for melee and have someone to stand next to.
Note also, some not-that-hard rogue strategies involving being hidden ~all the time (just popping up to attack and dive into a new hiding spot), which can be incredibly good, defensively. Depends heavily on terrain and whether or not your DM handles the hiding rules well, and is probably better for ranged sniping than stabbing up close.
Thx peeps đź‘Ť
I always heard rogues are sub-par in terms of damage and abilities, but I wanted to try one out and started playing one in my latest campaign.
It's probably the most fun I have ever had playing D&D. Currently playing a Soul Knife Rogue with a single level of fighter.
Multiclass them with one level of something that gives you medium armor proficiency and never look back. A single level of fighter does that, plus second wind plus a fighting style that you can pick based on your attack style.
You're not a frontline character, so you have to be tactical to avoid damage. And you don't have to hide in every battle. Its a little more challenging but you can really pick up some cool tricks to have a lot of fun while playing. Picking a race with some additional mobility features make you very slippery and hard to pin down. I'm playing a Dhampir, so running up and across the celling while having my hands free is quite the escape tactic.
Soul Knife has some wild advantages which make it a really fun class. You get a bonus action attack and lots of resources to affect out of combat play. You are using what many would consider a sub-par weapon, but the fun factor is much higher. I'm going to push into fighter a bit more for some subclass features, several of which pair very nicely with rogues skill set.
I love playing rogues; especially sneak thieves and con men. You just need to find a specialty that is lacking in the party and craft your character to fill that need.
For example, our party lacked a face (someone with good social interaction skills) and a healer. So I build a rogue with a high CHA (not as high as his DEX but almost) and a custom charlatan background with proficiency with the herbalist kit. Herbalist kit lets you make normal potions of healing. So his con was snake oil sales. He travelled from town to town selling colored water as a Potion of Healing (only 40 gp instead of the 50 you'd pay elsewhere) and the real potions of healing he would make he would sell as "greater healing" potions (a real bargain at just 100 gp). He was always on the move. So by the time someone realized they'd been conned, he was long gone.
Compromise where you can. Where you can't, don't. Even if everyone is telling you that something wrong is something right. Even if the whole world is telling you to move, it is your duty to plant yourself like a tree, look them in the eye, and say, "No. You move."
I play mostly rogues, they’re fast sneaky and can land a ton of damage. My main character is a Rogue (arcane trickster) Changling Criminal. One thing I really like is that it takes a lot of stuff to keep track of away, Spellcasters need to choose new spells, keep notes on what their spells do, and have material components for them (I am an Arcane Trickster but it’s much less spells anyhow)
If your an absolute min maxer who mostly cares about Combat and not RP then sure, there will always be something better. But I think they’re fun
Downsides: AC, (but that’s helped by a lot of stuf) HP (try and have decent con) and some other smalll stuff
In the sun I feel as one
In the sun, In the sun
Married
Buried