After quite some time I am back bother y’all with another one of my subclasses. This time around I tried coming up with a more support-oriented Rogue Archetype, let’s see what you guys think...
Sapper
These Rouges are not only experts in sneaky tactics and dirty fighting, but also in the art of creating openings for their allies to exploit.
Expose Weakness
Starting at 3rd level, you are able to force your enemies to show their side to others when hitting them where it hurts the most.
As a bonus action on your turn when you successfully deal Sneak Attack damage, you can decrease the amount of Sneak Attack dice you roll by 1 to grant advantage to the next attack on the target.
Sixth Sense
Starting at 3rd level, you feel the hairs on your neck stand up when there might be creatures hidden from your sight within 30 feet of you.
As a bonus action in your turn you can perform a Perception check against a DC of 8+the target’s CR if it is Invisible due to innate abilities, against their Spell Save DC if due to a spell, or against their Stealth check if it is naturally hidden. On a successful check, you know their location until the end of your next turn, and you can use your Reaction to make them visible to others within 30 feet of the target until the start of the target’s next turn.
You can use this feature once every short rest.
Impose weakness
Starrting at 9th level, as a Bonus action on your turn whenever you land a Sneak Attack on an enemy, you can decrease the number of Sneak Attack dice you roll by 2 and impose disadvantage on any Ability check and saving throw of your choice until the end of the target’s next turn.
You can use this feature twice every short rest.
Extended evasion
Starting at 13th level, whenever you succeed in a Dexterity Saving throw and an ally within 15 feet of you fails the saving throw against the same effect, you can use your reaction to have both you and that ally take half damage instead.
You can use this feature twice per long rest.
Open wound
Starting at 17th level, after you have landed a Sneak Attack on a creature, you can use your Bonus action on your turn to trigger a Sneak Attack against that creature as part of your Attack action, even if you would not have advantage on the Attack. This special Sneak Attack can only be used if you have not already landed a Sneak Attack in this turn, deals half your normal amount of Sneak Attack damage dice, and can be used to trigger Expose weakness or Impose weakness.
The opening lasts an amount of turns equal to your Dexterity modifier.
As always, opinions, comments, suggestions, corrections and ideas are welcomed and appreciated :)
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Hey LeK! This looks like a fun one, especially with opening up weaknesses against targets for your allies. All the features have good synergy that play off the previous improvement which would change the rogue's style of play, which I like a lot. Two big things that I think you should change are:
Bonus Actions. The balance of choices between cunning action, TWF, and the subclass feature is good to give weight to that choice, but all but one of the features uses the bonus action. I think it unnecessarily limits the choices you have as you get to higher levels.
Removing die from your sneak attack feels like a punishment, especially at 3rd level when you only have 2d6 you are halving your output to give advantage to an ally, which isn't a guarantee of anything but vastly improves their chances. For Expose Weakness the only thing I would do is remove the removal of sneak attack damage die and keep everything else the same. Impose Weakness could also do without removing die and changing it from bonus action to something else, maybe tied to Expose Weakness somehow?
My two cents at least! I like the idea and would be the type of character I would want to play if my bard ever meets his end.
I see your points. The idea of using SA dice to fuel the features was more in order to have a trade off between raw damage and support. It is indeed true that al lower levels Expose weakness would take away a good chunk of the increased damage the Rogue is able to dish out, but advantage on the following attack, if the party plans properly, could allow a powerful but risky follow up to land (advantage is always a HUGE boost of chances), and if would apply to any attack, not just weapon ones. I nonetheless see this could go down poorly with most rogue-lovers (I am amongst them, but I like messing with the concept as well :p), so I could probably take out the damage decrease and instead maybe give disadvantage to the following Rogue’s Attack to that target, as in “the enemy is so pissed at you, it gives opening to others but is ready for your next blow”. What do you think?
For Impose weakness, again, it was a trade off, but again I see how it could be felt as unnecessary. A possible solution, as you suggest, might be to make it work like so:
After you used your Expose weakness feature on an enemy, the next time you land a Sneak Attack on that enemy within a number of turns equal to your Dexterity modifier, you can use your Reaction to choose an Ability and impose disadvantage to all skill checks and saving throws for that Ability on the target until the end of their next turn.
As to the general action economy of the subclass, I am maybe thinking of making Sixth sense a Reaction action as well, as it would probably make more sense (da-bum-tss), but I would not change anything else (except IW as above). Do you think that should be enough to make it more “flow-y”?
Again, thank you for your feedback, looking forward for more :)
Hi everyone! o/
After quite some time I am back bother y’all with another one of my subclasses. This time around I tried coming up with a more support-oriented Rogue Archetype, let’s see what you guys think...
Sapper
These Rouges are not only experts in sneaky tactics and dirty fighting, but also in the art of creating openings for their allies to exploit.
Expose Weakness
Starting at 3rd level, you are able to force your enemies to show their side to others when hitting them where it hurts the most.
As a bonus action on your turn when you successfully deal Sneak Attack damage, you can decrease the amount of Sneak Attack dice you roll by 1 to grant advantage to the next attack on the target.
Sixth Sense
Starting at 3rd level, you feel the hairs on your neck stand up when there might be creatures hidden from your sight within 30 feet of you.
As a bonus action in your turn you can perform a Perception check against a DC of 8+the target’s CR if it is Invisible due to innate abilities, against their Spell Save DC if due to a spell, or against their Stealth check if it is naturally hidden. On a successful check, you know their location until the end of your next turn, and you can use your Reaction to make them visible to others within 30 feet of the target until the start of the target’s next turn.
You can use this feature once every short rest.
Impose weakness
Starrting at 9th level, as a Bonus action on your turn whenever you land a Sneak Attack on an enemy, you can decrease the number of Sneak Attack dice you roll by 2 and impose disadvantage on any Ability check and saving throw of your choice until the end of the target’s next turn.
You can use this feature twice every short rest.
Extended evasion
Starting at 13th level, whenever you succeed in a Dexterity Saving throw and an ally within 15 feet of you fails the saving throw against the same effect, you can use your reaction to have both you and that ally take half damage instead.
You can use this feature twice per long rest.
Open wound
Starting at 17th level, after you have landed a Sneak Attack on a creature, you can use your Bonus action on your turn to trigger a Sneak Attack against that creature as part of your Attack action, even if you would not have advantage on the Attack. This special Sneak Attack can only be used if you have not already landed a Sneak Attack in this turn, deals half your normal amount of Sneak Attack damage dice, and can be used to trigger Expose weakness or Impose weakness.
The opening lasts an amount of turns equal to your Dexterity modifier.
As always, opinions, comments, suggestions, corrections and ideas are welcomed and appreciated :)
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Hey LeK! This looks like a fun one, especially with opening up weaknesses against targets for your allies. All the features have good synergy that play off the previous improvement which would change the rogue's style of play, which I like a lot. Two big things that I think you should change are:
My two cents at least! I like the idea and would be the type of character I would want to play if my bard ever meets his end.
AdmiralChry's Homebrew Compendium - A collection of all my classes, subclasses, magic items, and etc.
Hi Admiral! o/
Thank you for your feedback and appreciation :)
I see your points. The idea of using SA dice to fuel the features was more in order to have a trade off between raw damage and support. It is indeed true that al lower levels Expose weakness would take away a good chunk of the increased damage the Rogue is able to dish out, but advantage on the following attack, if the party plans properly, could allow a powerful but risky follow up to land (advantage is always a HUGE boost of chances), and if would apply to any attack, not just weapon ones. I nonetheless see this could go down poorly with most rogue-lovers (I am amongst them, but I like messing with the concept as well :p), so I could probably take out the damage decrease and instead maybe give disadvantage to the following Rogue’s Attack to that target, as in “the enemy is so pissed at you, it gives opening to others but is ready for your next blow”. What do you think?
For Impose weakness, again, it was a trade off, but again I see how it could be felt as unnecessary. A possible solution, as you suggest, might be to make it work like so:
After you used your Expose weakness feature on an enemy, the next time you land a Sneak Attack on that enemy within a number of turns equal to your Dexterity modifier, you can use your Reaction to choose an Ability and impose disadvantage to all skill checks and saving throws for that Ability on the target until the end of their next turn.
As to the general action economy of the subclass, I am maybe thinking of making Sixth sense a Reaction action as well, as it would probably make more sense (da-bum-tss), but I would not change anything else (except IW as above). Do you think that should be enough to make it more “flow-y”?
Again, thank you for your feedback, looking forward for more :)
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games