I disagree that rogues are the weakest, Rogues are the best scaling expert class, so yea, at level 5 they are weaker than ranger but at level 9 they are basically stronger and by level 15 doing significantly more damage than ranger does. Most of the issues are that too many classes are loaded up early with features and damage but have little in the late game. A lot of classes need their damage spread out more evenly like Rogue has.
Unless you have something like a fighter using commander's strike, in OneD&D Rogue's damage is actually more than it was in 5E, due to the light weapon property and also meant that sneak attack on melee weapons is more reliable. Yes Rogue can get more damage if they can use a Reaction in 5E but again, unless you have something like a fighter using Commander's Strike, that is highly unreliable. One D&D gives Rogues the ability to make two attacks and also gives advantage on attacks later on, which just makes them significantly stronger in tiers 3 & 4. Right now, too many classes are too strong in tiers 1 & 2 but then get barely anything in Tiers 3 & 4, which is likely why those tiers aren't generally that popular.
Who cares what happens at level 15? Most campaigns don't go that high. I think there's maybe one official module from WotC that does.
The ability of light weapons to get an extra attack without using your bonus action is locked behind the Nick Weapon Mastery now, which Rogues don't get by default. They have to expend their level 4 feat to take Weapon Master.
Outside of Adventurer's League, which routinely goes into Tier 4 play, there are three adventure modules which reach 15th level.
Tyranny of Dragons
Princess of the Apocalypse
Out of the Abyss
And, yeah, the addition of the Nick property stinks. Likely, it was included to maintain consistency with the 2014 PHB; even with the revisions coming.
rogues can't even use hand crossbows without wasting a feat on it.
Yeah this has always struck me as a bit odd; they get extra proficiencies for rapier which, without the Vex weapon mastery, is a trap since it limits you to one chance at Sneak Attack on your turn for negligible extra damage, and for shortsword which is usually the best option unless you think your campaign will reward dagger for being easier to conceal, or the benefit of being able to throw it (though the latter is kind of up to the player). Hand crossbows seem like such an ideal Rogue weapon though (compact, close range, easy to use).
Weapon Mastery in theory is a good opportunity to bolster a range of Rogue builds but I'm not sure they really manage it; Vex on a rapier is nice, but you can also get that with shortsword and dagger (though you're probably going to go with Nick in that case), so twin daggers, twin shortswords, or one of each still seems the best options for melee Rogues. I feel like shortsword should probably also be Nick, but with daggers, darts and similar small weapons getting a specific "concealable" weapon property that gives you advantage to avoid them being found during a search or something, to make this an explicit feature.
Doesn't really solve the rapier issue though; it should be an ideal weapon for Swashbucklers, but in practice it's always been a trap, though if it were the only way to get Vex that might be enough, as attacking from hidden can get you initial advantage, with Vex enabling you to maintain it.
I do think Rogue needs at least one mastery built in, with the feat being an option if you want access to two for dual wielding (though this could/should also be a feature of the Dual Wielder feat).
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rogues can't even use hand crossbows without wasting a feat on it.
Outside of Adventurer's League, which routinely goes into Tier 4 play, there are three adventure modules which reach 15th level.
And, yeah, the addition of the Nick property stinks. Likely, it was included to maintain consistency with the 2014 PHB; even with the revisions coming.
Yeah this has always struck me as a bit odd; they get extra proficiencies for rapier which, without the Vex weapon mastery, is a trap since it limits you to one chance at Sneak Attack on your turn for negligible extra damage, and for shortsword which is usually the best option unless you think your campaign will reward dagger for being easier to conceal, or the benefit of being able to throw it (though the latter is kind of up to the player). Hand crossbows seem like such an ideal Rogue weapon though (compact, close range, easy to use).
Weapon Mastery in theory is a good opportunity to bolster a range of Rogue builds but I'm not sure they really manage it; Vex on a rapier is nice, but you can also get that with shortsword and dagger (though you're probably going to go with Nick in that case), so twin daggers, twin shortswords, or one of each still seems the best options for melee Rogues. I feel like shortsword should probably also be Nick, but with daggers, darts and similar small weapons getting a specific "concealable" weapon property that gives you advantage to avoid them being found during a search or something, to make this an explicit feature.
Doesn't really solve the rapier issue though; it should be an ideal weapon for Swashbucklers, but in practice it's always been a trap, though if it were the only way to get Vex that might be enough, as attacking from hidden can get you initial advantage, with Vex enabling you to maintain it.
I do think Rogue needs at least one mastery built in, with the feat being an option if you want access to two for dual wielding (though this could/should also be a feature of the Dual Wielder feat).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.