Sneak attack which is the only thing i use the rogue for has so many more options with it in the swashbuckler. It is by far the best in my opinion too.
I homebrewed my own archetype called "Shadow Stalker". It's been great to play; IMHO.
Shadow Body
At 3rd level, the rogue can gather the shadows around and within him/her to become incorporeal. In this form, the shadow stalker can't be harmed by conventional means; force and radiant damage can still cause harm. Also in this form, the shadow stalker can slip through doorways and windows just as a shadow would. Shadow Body adds a +2 to stealth checks. It sales to +3 at 6th level, +4 at 11th level, and +5 at 17th. This can be done twice per day per short/long rest.
Shadow Step
At 7th level, the shadow stalker gains the ability to step from one shadow to another. When he/she is in dim light or darkness, as a bonus action, the shadow stalker can teleport up to 60ft to an unoccupied space he/she can see that is also in dim light or darkness. He/she then has advantage on the first melee attack he/she makes before the end of the turn.
Shadow Twin
At 11th level, the shadow stalker can summon his/her shadow into the prime material plane as a bonus action. The shadow twin is identical to the shadow stalker, and is corporeal. It also has identical stats but only half the shadow stalker's HP. The shadow remains for 1d4(+Intelligence Mod) rounds unless it has been reduced to zero HP, dismissed by the shadow stalker, or banished by magical means. The shadow twin has a 40ft maximum distance that it can maintain away from the shadow stalker. The shadow can make attacks, but at the cost of the shadow stalker's attack action. It does 1d4(+Intelligence Mod) necrotic damage.
Fatal Teleport
At 17th level, the shadow stalker can teleport behind a weakened enemy and land a fatal blow. When an enemy has been severely injured in combat, the shadow stalker senses it losing it's grip on life, and can teleport to a maximum of 60ft to that enemey to deliver a melee attack from behind. Upon landing that attack, the enemy must make a constitution save against a DC8(+Proficiency Bonus +Dexterity Mod) or die. On a successful save, the enemy still takes 10d10 necrotic damage. This can only be used once per day per short/long rest.
Shadow Blade
Also at 3rd level, the Shadow Stalker has gained the ability to manifest a dagger made of the stuff of shadow as a bonus action. This dagger deals 2d6 necrotic damage at 3rd level, but increases to 3d6 at 7th level, 4d6 at 11th level, and 5d6 at 17th level. The Shadow Blade remains until it is dismissed by the shadow stalker, or the the Shadow stalker is knocked unconscious. The Shadow Blade can only be manifested twice per day per short/long rest.
Devil's Sight
Beginning at 3rd level the Shadow Stalker gains Devil's Sight. This is a passive ability and not a spell.
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Gotta be honest, I'm not impressed with Swashbuckler or Mastermind. Mastermind can help as a bonus seems to be their big thing, but arcane trickster can get a familiar, which can take the help action, or can just take the Ritual Caster feat (or even magic initiate). Swashbuckler gets Fancy footwork, but could just use cunning action to disengage. What's the point?
Don't forget the Swashbuckler's Rakish Audacity... +CHA to your Initiative rolls, and additional opportunities for Sneak Attack damage...
And, with Fancy Footwork, you don't have to take your Bonus Action to Disengage to avoid AoOs from your target. You can save your BA for something else.
The Rogue Inquisitive (which I stubbornly refer to as "Investigator"!), is perhaps my favorite.
With respect to Swashbuckler (with all it's charming swagger), I feel that the Investigator offers the most well-rounded rogue.
It has uses in nearly every aspect of the game...insight into NPC interaction, aid in the rogue's ability to detect traps or threats, and of course the AMAZING bonus action skill to apply Sneak Attack to any target, as long as they fail a Deception check.
For the flexibility to use range or melee on that target? My dagger-tossing rogue is in love with that skill.
Their subclass capstone to add even more Sneak Attack damage is obscene.
Easily arcane trickster. They can emulate every other archetype through spells, can multiclass with broader options/synergy, and have archetype features that ALL will see play frequently and synergiez well. Also, ranged rogue is far more competent than a melee rogue.
Homestly, they’re all pretty great. As mentioned, it depends so much on your character idea, and there is a rogue to fit allot all of them. I’m really liking my swashbuckler at the moment, but have a good concept for my next rogue, an inquisitive. (From XGtE) she’s a former ambassador’s aide who discovered a plot within her own government, and is on the run. Mid level insight and investigation skills will be off the hook.
Swashbuckler! I wanted some more flavor in combat especially for later on in progression as most archetypes become pretty straightforward in that regard, Theifs and Assassins especially. Have not played a Mastermind, and Arcane Trickster has great versatility with spells, but the mobility and variety presented with the Swashbuckler for melee combat is wicked. Especially if considering dual wield! So many opportunities for sneak attack, and being able to avoid opportunity attacks on up to 2 enemies and be free to move among the fray is so rewarding when done right, and adds lots of enjoyment to the combat. For RP, it still has lots of flavor with Panache at level 9, and is fun archetype to build into any background.
Agree on the Swashbuckling goodness. You can run numbers on damage stats all day, but the ability to be able to move in and out of combat with very little risk is quite strong. Even if you're not dishing huge DPS, your positioning can offer great opportunities for your party. You can move around enemies and interact with that lever of doom, slink straight past the line of goons to strike the big bad boss guy, etc.
I homebrewed my own archetype called "Shadow Stalker". It's been great to play; IMHO.
Shadow Body
At 3rd level, the rogue can gather the shadows around and within him/her to become incorporeal. In this form, the shadow stalker can't be harmed by conventional means; force and radiant damage can still cause harm. Also in this form, the shadow stalker can slip through doorways and windows just as a shadow would. Shadow Body adds a +2 to stealth checks. It sales to +3 at 6th level, +4 at 11th level, and +5 at 17th. This can be done twice per day per short/long rest.
Shadow Step
At 7th level, the shadow stalker gains the ability to step from one shadow to another. When he/she is in dim light or darkness, as a bonus action, the shadow stalker can teleport up to 60ft to an unoccupied space he/she can see that is also in dim light or darkness. He/she then has advantage on the first melee attack he/she makes before the end of the turn.
Shadow Twin
At 11th level, the shadow stalker can summon his/her shadow into the prime material plane as a bonus action. The shadow twin is identical to the shadow stalker, and is corporeal. It also has identical stats but only half the shadow stalker's HP. The shadow remains for 1d4(+Intelligence Mod) rounds unless it has been reduced to zero HP, dismissed by the shadow stalker, or banished by magical means. The shadow twin has a 40ft maximum distance that it can maintain away from the shadow stalker. The shadow can make attacks, but at the cost of the shadow stalker's attack action. It does 1d4(+Intelligence Mod) necrotic damage.
Fatal Teleport
At 17th level, the shadow stalker can teleport behind a weakened enemy and land a fatal blow. When an enemy has been severely injured in combat, the shadow stalker senses it losing it's grip on life, and can teleport to a maximum of 60ft to that enemey to deliver a melee attack from behind. Upon landing that attack, the enemy must make a constitution save against a DC8(+Proficiency Bonus +Dexterity Mod) or die. On a successful save, the enemy still takes 10d10 necrotic damage. This can only be used once per day per short/long rest.
Shadow Blade
Also at 3rd level, the Shadow Stalker has gained the ability to manifest a dagger made of the stuff of shadow as a bonus action. This dagger deals 2d6 necrotic damage at 3rd level, but increases to 3d6 at 7th level, 4d6 at 11th level, and 5d6 at 17th level. The Shadow Blade remains until it is dismissed by the shadow stalker, or the the Shadow stalker is knocked unconscious. The Shadow Blade can only be manifested twice per day per short/long rest.
Devil's Sight
Beginning at 3rd level the Shadow Stalker gains Devil's Sight. This is a passive ability and not a spell.
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
This seems really over powered, for instance how long does Shadow Body last? What actions can you take in that form? What causes you to drop it?
How many times can you use Shadow Step? Unlimited? In the dark that is basically changes to a 60ft move that prevents opportunity attacks or free advantage every turn.
Shadow Twin, again, how often can you do this? As it reads every round you can generate a clone at half hp, is that half your max hp or current? It does only 1d4 or an additional 1d4?
Fatal Teleport is interesting but vague? What constitutes “severely injured”? And if they are that weak but don’t die outright it is highly likely they will die from 10d10 damage.
Shadow Blade also needs work, for one a limit of some kind, sure you can only do it 2x, but it resets on a short rest and last until dismissed. Why would you ever dismiss it at all? Second it is too strong. No class gets a weapon that does so much damage, it starts as a great sword and goes up, that is too good.
I dig the concept, but it needs some heavy refinement.
Check out Mordenkainen's Codex of Allies - there's a Rogue Archetype called Shadowdancer that's pretty close thematically. Not available on DNDBeyond, but maybe you can use it as a guide for yours.
It kinda depends on what your playing style is. i personally love the assassin archetype, but a lot of people prefer the swashbuckler or the mastermind.
I’m having a blast with my Arcane Trickster! So much havoc and utility!!! Want to create a distraction in the town... pick pocket from across the street and plant it in someone else’s pocket and yell it out!
I’ve got a good role and have high charisma and dexterity. I’ve talked the bad guys into working with us!!! I’ve never played a mouth in the group before... and just hit level 8... picked up misty step... and mirror image thanks to being able to switch spells when you level.... I’m about to really mess things up!!!
In my opinion you have missed out the best option, 'Inquisitive'
Everyone forgets about Inquisitive lol, which is a shame because It is my favorite to play, and arguably the best one especially for when someone wants to step out of the standard Rogue "trope" of max edgelord lol
I agree with all the other scout lovers the most fun I ever had as a rogues was playing the "scout" architype because of I was basically playing him as a more skill ranger. DM allowed me to start with a long bow since I had proficiency due to being a wood elf. By level 9, I could move 110 feet per round (30ft base + 5ft wood elf + 10ft level 9 feature + 10ft mobile then cunning action dash) if anyone was ever in melee range of me they were mistaken. Plus by that point I had 6 expertise (Perception, Stealth, Athlete, Investigation, Nature, Survival) so I was the skill monkey, and ended up having 20 passive perception by level 5 with all of that shenanigans. I'm just sad that we never got to level 14 where i would have been able to do two sneak attacks via longbow.
Sneak attack which is the only thing i use the rogue for has so many more options with it in the swashbuckler. It is by far the best in my opinion too.
I homebrewed my own archetype called "Shadow Stalker". It's been great to play; IMHO.
Shadow Body
At 3rd level, the rogue can gather the shadows around and within him/her to become incorporeal. In this form, the shadow stalker can't be harmed by conventional means; force and radiant damage can still cause harm. Also in this form, the shadow stalker can slip through doorways and windows just as a shadow would. Shadow Body adds a +2 to stealth checks. It sales to +3 at 6th level, +4 at 11th level, and +5 at 17th. This can be done twice per day per short/long rest.
Shadow Step
At 7th level, the shadow stalker gains the ability to step from one shadow to another. When he/she is in dim light or darkness, as a bonus action, the shadow stalker can teleport up to 60ft to an unoccupied space he/she can see that is also in dim light or darkness. He/she then has advantage on the first melee attack he/she makes before the end of the turn.
Shadow Twin
At 11th level, the shadow stalker can summon his/her shadow into the prime material plane as a bonus action. The shadow twin is identical to the shadow stalker, and is corporeal. It also has identical stats but only half the shadow stalker's HP. The shadow remains for 1d4(+Intelligence Mod) rounds unless it has been reduced to zero HP, dismissed by the shadow stalker, or banished by magical means. The shadow twin has a 40ft maximum distance that it can maintain away from the shadow stalker. The shadow can make attacks, but at the cost of the shadow stalker's attack action. It does 1d4(+Intelligence Mod) necrotic damage.
Fatal Teleport
At 17th level, the shadow stalker can teleport behind a weakened enemy and land a fatal blow. When an enemy has been severely injured in combat, the shadow stalker senses it losing it's grip on life, and can teleport to a maximum of 60ft to that enemey to deliver a melee attack from behind. Upon landing that attack, the enemy must make a constitution save against a DC8(+Proficiency Bonus +Dexterity Mod) or die. On a successful save, the enemy still takes 10d10 necrotic damage. This can only be used once per day per short/long rest.
Shadow Blade
Also at 3rd level, the Shadow Stalker has gained the ability to manifest a dagger made of the stuff of shadow as a bonus action. This dagger deals 2d6 necrotic damage at 3rd level, but increases to 3d6 at 7th level, 4d6 at 11th level, and 5d6 at 17th level. The Shadow Blade remains until it is dismissed by the shadow stalker, or the the Shadow stalker is knocked unconscious. The Shadow Blade can only be manifested twice per day per short/long rest.
Devil's Sight
Beginning at 3rd level the Shadow Stalker gains Devil's Sight. This is a passive ability and not a spell.
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
R. Hamilton
Don't forget the Swashbuckler's Rakish Audacity... +CHA to your Initiative rolls, and additional opportunities for Sneak Attack damage...
And, with Fancy Footwork, you don't have to take your Bonus Action to Disengage to avoid AoOs from your target. You can save your BA for something else.
You can use that bonus Action to Dash.
1. Add Charisma Modifier to Initiative to go first (typically)
2. Bonus Action Dash to rush an exposed enemy.
3. Make the attack, hopefully adding devastating Sneak Attack
4. With Fancy Footwork, dance away from retaliatory attack with your remaining movement.
It is equivalent to a master swordsman's lunge. Too fast for them to see. Too late for them to do anything.
The Rogue Inquisitive (which I stubbornly refer to as "Investigator"!), is perhaps my favorite.
With respect to Swashbuckler (with all it's charming swagger), I feel that the Investigator offers the most well-rounded rogue.
It has uses in nearly every aspect of the game...insight into NPC interaction, aid in the rogue's ability to detect traps or threats, and of course the AMAZING bonus action skill to apply Sneak Attack to any target, as long as they fail a Deception check.
For the flexibility to use range or melee on that target? My dagger-tossing rogue is in love with that skill.
Their subclass capstone to add even more Sneak Attack damage is obscene.
I love it.
Easily arcane trickster. They can emulate every other archetype through spells, can multiclass with broader options/synergy, and have archetype features that ALL will see play frequently and synergiez well. Also, ranged rogue is far more competent than a melee rogue.
I really like the Shadowdancer, from Mordenkainen's Codex of Allies.
It looks a lot like B_S_M's home-brewed archetype.
Homestly, they’re all pretty great. As mentioned, it depends so much on your character idea, and there is a rogue to fit allot all of them. I’m really liking my swashbuckler at the moment, but have a good concept for my next rogue, an inquisitive. (From XGtE) she’s a former ambassador’s aide who discovered a plot within her own government, and is on the run. Mid level insight and investigation skills will be off the hook.
Swashbuckler! I wanted some more flavor in combat especially for later on in progression as most archetypes become pretty straightforward in that regard, Theifs and Assassins especially. Have not played a Mastermind, and Arcane Trickster has great versatility with spells, but the mobility and variety presented with the Swashbuckler for melee combat is wicked. Especially if considering dual wield! So many opportunities for sneak attack, and being able to avoid opportunity attacks on up to 2 enemies and be free to move among the fray is so rewarding when done right, and adds lots of enjoyment to the combat. For RP, it still has lots of flavor with Panache at level 9, and is fun archetype to build into any background.
Agree on the Swashbuckling goodness. You can run numbers on damage stats all day, but the ability to be able to move in and out of combat with very little risk is quite strong. Even if you're not dishing huge DPS, your positioning can offer great opportunities for your party. You can move around enemies and interact with that lever of doom, slink straight past the line of goons to strike the big bad boss guy, etc.
Thief. Gotta love those extra movement and dexterity points, along with being able to use all magical objects not intended for you to use.
This seems really over powered, for instance how long does Shadow Body last? What actions can you take in that form? What causes you to drop it?
How many times can you use Shadow Step? Unlimited? In the dark that is basically changes to a 60ft move that prevents opportunity attacks or free advantage every turn.
Shadow Twin, again, how often can you do this? As it reads every round you can generate a clone at half hp, is that half your max hp or current? It does only 1d4 or an additional 1d4?
Fatal Teleport is interesting but vague? What constitutes “severely injured”? And if they are that weak but don’t die outright it is highly likely they will die from 10d10 damage.
Shadow Blade also needs work, for one a limit of some kind, sure you can only do it 2x, but it resets on a short rest and last until dismissed. Why would you ever dismiss it at all? Second it is too strong. No class gets a weapon that does so much damage, it starts as a great sword and goes up, that is too good.
I dig the concept, but it needs some heavy refinement.
Check out Mordenkainen's Codex of Allies - there's a Rogue Archetype called Shadowdancer that's pretty close thematically. Not available on DNDBeyond, but maybe you can use it as a guide for yours.
Arcane Trickster.
Because the only thing better than picking the lock on a full treasure chest is picking the lock on a full treasure chest from over ------> there.
It kinda depends on what your playing style is. i personally love the assassin archetype, but a lot of people prefer the swashbuckler or the mastermind.
I’m having a blast with my Arcane Trickster! So much havoc and utility!!! Want to create a distraction in the town... pick pocket from across the street and plant it in someone else’s pocket and yell it out!
I’ve got a good role and have high charisma and dexterity. I’ve talked the bad guys into working with us!!! I’ve never played a mouth in the group before... and just hit level 8... picked up misty step... and mirror image thanks to being able to switch spells when you level.... I’m about to really mess things up!!!
In my opinion you have missed out the best option, 'Inquisitive'
Inquisitive rogues are usually have a high Wisdom and when paired with expertise in perception and investigation it's amazing.
I'm currently playing an inquisitive rogue and at 10th level I have passive perception of 23, and can almost always get use of my 5d6 sneak damage.
Everyone forgets about Inquisitive lol, which is a shame because It is my favorite to play, and arguably the best one especially for when someone wants to step out of the standard Rogue "trope" of max edgelord lol
Indeed. The Inquisitive has interesting roleplay mechanics, and yet also allows for combat flexibility.
You can apply Sneak Attack to any enemy, provides they fail your Insight check (which should be considerable).
At higher levels, you also get bonus Sneak Attack damage...which is just insult to injury.
I agree with all the other scout lovers the most fun I ever had as a rogues was playing the "scout" architype because of I was basically playing him as a more skill ranger. DM allowed me to start with a long bow since I had proficiency due to being a wood elf. By level 9, I could move 110 feet per round (30ft base + 5ft wood elf + 10ft level 9 feature + 10ft mobile then cunning action dash) if anyone was ever in melee range of me they were mistaken. Plus by that point I had 6 expertise (Perception, Stealth, Athlete, Investigation, Nature, Survival) so I was the skill monkey, and ended up having 20 passive perception by level 5 with all of that shenanigans. I'm just sad that we never got to level 14 where i would have been able to do two sneak attacks via longbow.
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