Rogue
Base Class: Rogue

Thief rogue is boring and has a huge gap between level 3 and 9 that other classes don't have. This is an altered version of the thief subclass, which was my original subclass. 

Everything "new" is from other official rogue subclasses, and everything I have changed now matches the current WOTC versions for next year's PHB update. 

 

Second story work and thief's reflexes use the new versions that are supposed to be added to the updated PHB being released next year. 

Supreme sneak at level 9 has been replaced with Duelist's Feint (I renamed it) from the updated swashbuckler rogue. I Wanted to get something between level 3 and 9, so I added part of this feature at level 5 instead of 9, and added a restriction so it essentially replaces uncanny dodge when you use it, and isn't just a buff at level 5. The feature is fully gained at level 9, as normal. D&D beyond won't let move things to level 5 normally, so I had to add the level 5 part to fast hands, with a note that it is actually gained at level 5. The extra attack is from the updated swashbuckler rogue, and the sneak attack part is from the current and updated swashbuckler. (the subclass I wanted to use, but it isn't free)

Magic device at level 13 has been replaced with Cunning Strike, which is given to all rogues at level 5 in the updated version, and improves at level 11 and 14. Here it is all gained at level 13, to match normal rogue subclass progression. I replaced one of the level 14 base class options with a level 9 option (parrying stance) from the updated swashbuckler. 

I think this subclass is weaker than the updated rogue subclasses, but there might be some power creep in the update and this is technically homebrew, so I'm not gonna push it.  

 

 

Below are some other ideas I ended up not using, all from official rogue subclasses unless otherwise noted. 

Initiative advantage. 

During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn

You can use cunning action to gain advantage on the next athletics or acrobatics check you make this turn.

You can use cunning action to make a Perception check to spot a hidden creature or object or to make an Investigation check to uncover or decipher clues.

You have advantage on Perception and Investigation checks if you move no more than half your speed on the same turn.

Supreme sneak (thief rogue)

Gain a fighting style (ranger)

Land's stride (ranger)

+10 to stealth to stay hidden until start of next turn if you don’t move or fall prone on or after your turn (updated ranger)

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the [Tooltip Not Found] action.

At level 5, Once on each of your turns when you miss with a finesse or ranged weapon attack, you can make another attack with that weapon as part of the same action. If you use this feature, you cannot use uncanny dodge until your next turn. 

Second-Story Work

You gain a climbing speed equal to your walking speed, you can use dexterity in place of strength for jumping, and you have advantage on athletics checks to jump and climb.  

Duelist's Feint

You can use sneak attack against any creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. 

Additionally, using the extra attack from fast hands no longer prevents you from using uncanny dodge. 

 

Cunning Strike

When you sneak attack, you can gain up to 2 of the following effects by reducing the damage by the required amounts. The Save DC for these effects = 8 + PB + your Dexterity Modifier. 

Disarm (Cost: 1d6).The target must make a Dexterity save or drop one item of your choice that it’s holding.

Trip (Cost: 1d6).  The target must make a Dexterity save or be knocked prone. Small and tiny creatures have disadvantage on the save, large creatures have advantage, and huge and larger creatures are immune. 

Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking an Opportunity Attack from the target

Poison (Cost: 1d6). The target must make a Constitution save or be Poisoned condition for 1 min. At the end of each of its turns, the Poisoned target can repeat the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your person.

Parrying Stance (Cost: 2d6). Increase your AC by 1d6 until the start of your next turn. 

Knock Out (Cost: 6d6). The target must make a Constitution save or become Unconscious for 1 min or until it takes dmg. They can repeat the save at the end of each of its turns, ending the effect on a success.

Thief’s Reflexes

Once per turn, you can use a 2nd bonus action. It must be a cunning action. You can do this a number of times equal to your proficiency bonus between long rests. 

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