How would you rank the D&D 5E Roguish Archetypes?
Roguish Archetypes 5e is very dependent on the campaign and party make-up. There is don’t a bad one if you play your character to its strengths. Some are better for damage, some for outside of combat.
I see folks rating Swashbucker very high. Though it has some interesting skills, it has overall rogue disadvantages, and the two sets don’t work that well together. One on one, face to face and in melee, yes, they could utilize their sneak attack. However, suppose 10d6+5 +1D8 with a rapier sounds good 44.5 average. If you hit, with a 5 per cent chance to crit, you only get 1 (or two, if two-weapon fighting, then another doesn’t get your Dex modifier for damage.
But with about the same average, a two-weapon champion fighter normally gets 4x(2D6+5). Or 53 typical with 2-handed fighting style or 46 with duelling style and a 1-hander with a shield, and a 15% chance to crit. Against one hit, the rogue can do half the harm, but it has got just an unbiased AC versus complete plate and greeting healing per round once 50% injured. I’d have a fighter for virtually all battles.
That produces the Panache ability, which appears great good, to operate against their incorrect character. Against a tough enemy, it is a wasted action and a very good chance for swashbuckler death. It is particularly when your Panache gets the opposing side to decide to concentrate on you for a few turns. Then your big sneak attack reward stops working. Master Duelist is nice, but against a challenging CR experience (s), you’ll be missing a lot more often than once a short rest.
D&D 5E Roguish Archetypes list
|5e Roguish Archetypes|
|Arcane Trickster (5e)|
|Chi Blocker (5e Subclass)|
|Firearms (5e Sourcebook)/Bushwhacker|
|Mountebank (5e Subclass)|
|Ruffian (5e Subclass)|
|Shadow Hunter (5e Roguish Archetype)|
|Soulknife (5e Subclass)|
The fancy footwork is probably their next greatest ability. Still, it’s possible to do the same with the mobile feat +10 move). The outside of combat (generally ) acrobatics or athletics advantage is fine but not exactly game-changing. The only thing that a swashbuckler may be good to get is by themselves against a single. It is a similar or weaker enemy, especially good if it’s just you and one or two other non-melee personalities you are protecting. Against another group, particularly in smaller areas with other martial characters on your side, you aren’t much better than a rogue with no sub-class.
However, auto-crit on a 1st hit, especially with a ranged weapon to allow you to retreat to your party, is enormous. Add in a decent DC for a target’s con rescue. (so suspicious some very tough opponents, however good against most ) for bettering your surprise crucial stealth assault. You become one of the most powerful first strikes (do not sneeze at 40D6+4D8+10 harm, an average of 168 damage). Along with the other assassin, abilities can be roleplaying/social gold mines.
The Scout has two helpful added expertise (total of 6 expertises, and a good reason for a decent Wisdom. Aside from wisdom saves), tons of extra move (and some critical for avoiding an attack. It is way better than not giving an opportunity attack that has only situational use era ). And at higher levels, they start to shine. The benefit of initiative is huge, probably better than be swashbucklers +2 or 3, and getting it giving everybody else an advantage against a difficult foe on the first round is large. Then, get to use your bonus actions as an assault. (which screams Moderately Armored effort to me personally. ) And two sneak attacks per turn (either because you’re concealing or have your fighter friend up from the BBEG) is practically overpowered.
And do not count out Trickster. The safe thief, together with your invisible mage hand, and later, a means to benefit when and where you want it to get your sneak attack, plus other spells. Forcing disadvantage on saving throws is hard to perform in the game, except for you, and an assortment of helpful spells to keep you secure or assist with thieving.
Thieves are essentially better at thieving, but not so much. Their 17th level skill can be life-saving. It is especially if you become caught thieving or even a wonderful bonus for initial round attacks.
I would rank Scout and the assassin on the top of the Roguish Archetypes 5e. They have both tactical damage benefits that don’t have significant drawbacks. Besides being an assassin, it is acting like you instead of a celebration striker and good out of battle advantages. Then all of the others equally, but not far behind. As a battle character, the Mastermind is a little lacking but is a fantastic support character in battle and may still sneak attack (likely a range).
Each emphasizes another side of this rogue. Each will excel at a different type of play session.
A thief is the old school D&D burglar, sneaking ahead and dealing with locks and traps. All rogues do so to a point, but a burglar is mainly focused on this.
An assassin is another course from early versions of D&D, in case you like using trickery to get close enough to attempt to kill somebody.
An Arcane Trickster, in early D&D terms, is a Magic-User/Thief. You learn some spells that can help you execute the purposes of a rogue.
An inquisitive lets you be a detective. I envision most inquisitive as noirish private eyes. However, some might work for the city watch and be hard-bitten detectives.
A mastermind is to get a rogue that will act as the leader of a group of personalities; you can buff your friends.
A swashbuckler for a rogue is the best at the non-stealthy battle. That is the class for a brassy rapier master.
The Scout is overlapping with a ranger in function. That is the class for someone who wants a ranger type character. It is without any actual spells or even a rogue in the wilderness.
Layout Notes for Roguish Archetypes 5e
Here’s the thought process I required for developing a roguish archetype 5e. Hopefully, it is going to help you build your own, first balanced roguish archetypes.
Step #1 — Overview of these Roguish Archetypes.
As of this writing, there are seven rogue archetypes.
At level 9, 13, and 17, rogues get extra features in their archetypes.
Next, we would like to spot the hidden purpose supporting each of the archetypes. Listed below are my thoughts on each backed up by internet research.
Additionally, it has a lot of unique abilities tied to the use of its mage hand. I should say that the arcane Trickster feels more like a mage with fictitious skills compared to a ninja with magical skills. The biggest drawback it’s, though, is that its spell options are restricted simply to enchantments and illusions.
Assassin: Assassins have just two major elements to their structure. First, they’re big-time damage dealers, getting huge boosts to their attacks when they capture opponents by surprise, reflected in their 3rd and 17th level attributes. Second, they are amazing spies, as they’ve infiltration expertise and imposter skills. Not only are they cool in battle, but they have a lot of taste in roleplaying situations too.
Right from the beginning, they’re pros at Insight, Investigation, and Perception checks. It helps them using their sneak attacks, too, which improves at the 17th level.
Mastermind: Masterminds are the archetypical”villain”, kind of a Game of Thrones’esque rogue that uses deception and manipulation to get their way. They could sense the psychological abilities of others, misdirect attacks on themselves, and trick mindreaders. That is the weakest in the battle of all archetypes, although they may act as a party buff when used correctly. However, I think it’s intentionally designed that way.
At the 3rd level, they can move up to half of their rate whenever someone gets close to them, and in 9th, they get another 10 feet of movement. Afterwards, they gain proficiency in nature and survival and become experts in these skills. To round it all out, they can make two sneak attacks per turn, one of which is a bonus action! In my opinion, this is the most powerful of all archetypes.
Swashbuckler — Swashbucklers are fancy fighters and crowd controls. At 3rd, they avoid opportunity attacks from motion and get to include their Charisma bonus to their initiative. Later, they can charm creatures with their Charisma alone that gives animals they’re up against drawback against targets besides you (they”hey, fight me, ya jerk!” Power). At 13th, they can use their bonus action to gain an advantage on another Acrobatics or Athletics test that they make. And finally, on the 17th, if you miss an attack roll, you can roll it again with advantage (usable once per long break ).
One of the most powerful forces is their ability to shoot two rounds through the first round of battle (!!!) They also receive several boosts to their Stealth and Sleight of Hand skills and can climb fast.
Step #3 — Determine Power Levels for Roguish Archetypes
Now that we’ve observed all of our roguish archetypes, we require a means to monitor their energy levels. This component is a bit trickier since there are no actual rules for class or subclass production in any of their official Fifth Edition substance yet. However, what we can do is know a few important things about the overall look of classes and subclasses:
The main”power” levels are at the 5th, 11th, 17th level. Usually, if a class feature falls on one of these levels, it is a great deal more powerful than others.
The DMG’s rules for creature creation give us a lot of insight into how the game is more balanced. In reality, I feel that pages 273 — 283 of the DMG are effective” that the Rosetta Stone” to how everything in Fifth is balanced.
Every subclass class comes with an inherent mechanical style that directs the stream of the wider level'” engine” By way of example, assassins are meant to have a surprise constantly. Thieves are good at breaking into matters. And swashbucklers are one-off combatants.
Together with the following power level lists, I analyzed the archetype attributes and determined whether it gives the rogue a defensive bump, offensive bump, or pure usefulness. I use the term “CR bulge” a lot, referencing the boost specific attributes that influence monsters’ challenge ratings.
Power Levels for the Roguish Archetypes 5e
Arcane Trickster’s spellcasting mostly adds usefulness. But it will give it access to two strong defensive spells. Protect (a powerful Defensive CR bulge of two levels) along with mage armor (allows the Rogue to go without armor to acquire a foundation 13 armor class).
· 3rd — Mage Hand Legerdemain. That is strictly utility and doesn’t move the needle too much in terms of CR.
· 9th — Magical Ambush. That is mostly situational. However, it will give a little bit of an offensive edge in your spells. If the ninja had more damage-dealing powers in its repertoire, I would say it warrants an increase in offensive CR.
Now, it might look like it is a bonus to your activity economy since it lets you utilize this power for a bonus action. It takes away from the Rogue’s biggest strength, which will be its Cunning Action attribute. Regardless, it is ideal for allowing you to get at a sneak attack. I don’t think it changes things a lot for your Rogue as it’s simply giving it a new method to use its bonus actions to provide itself benefit.
· 17th — Spell Thief is pretty excellent, basically giving the Rogue a free use of counterspell (a 3rd-level spell) then gets to use the spell within the next 8 hours minus the cost of a slot. That has the potential of becoming extremely devastating. But it is crazy situational and may only be used once a long break.
· 3rd — Bonus Proficiencies. Both of these are mostly utility but factor heavily to the assassin’s later abilities. However, the assassin is likely to use a lot of toxins (or at least should).
· This is possibly the most devastating of all of the assassin’s abilities. If the assassin wins initiative, it uses attack rolls against any monster that hasn’t taken a turn. Additionally, it gets a crit on surprising creatures. Combine all this with its sneak attack, any poison it utilizes, etc., and you are looking at at least two levels values of offensive CR bulge. Keep in mind. However, this power is only usable in circumstances where assassins win initiative (I’d highly recommend they take the Alert feat to find +5 initiative incentive ). And it’s best during the surprise round only happens once per experience.
· 9th — Infiltration Experience. That is mostly roleplaying utility but adds some trendy dynamics to the game.
· Again, this is a pure utility to add some interesting storytelling hooks to the game.
· 17th — Departure Strike. Swinging back to the opposite end of the assassin’s repertoire, a passing strike lets you double the damage of your attack against surprised creatures on a failed rescue. Again, this can be another substantial increase in damage output, warranting a big fat offensive CR bump. Once more, it is totally situational and probably not likely to occur in every combat.
· Utility here.
· 3rd — Eye for Detail. More utility.
· 3rd — Insightful Fighting. Another trendy way of gaining an Advantage against monsters (instead of always needing to hide), that arguably. It is much more useful than hiding since it lasts for one freakin’ minute. It is a double rank bonus to offensive CR with this one.
· 9th — Steady Eye. The Advantage to Perception and Intelligence if you move no greater than half of your speed. Useful, but probably not enough to warrant a CR bump.
It’s limited, though (which, using its actions, the economic cost seems somewhat pricey) weighed against your Wisdom modifier. It makes the ninja madder that you gain back after long rests.
· 17th — Eye for Weakness. It is a big damage bump, giving an average of 10 (3d6) more harm when using the Insightful Struggling feature—another bulge in the offensive CR position.
· Some cool utility powers here to the Rogue.
· 3rd — Master of Tactics. It is possible to use Help as a bonus action, plus your range for Help stretches to 30 feet. That is cool and ends up offering your pals bumps in offensive CR.
· 9th — Insightful Manipulator. It is very similar to this Battlemaster’s”Know Your Enemy” power. You can get a bead on an opponent, however, rather than its physical skills. You may read its mental abilities. However, this is largely for utility’s sake.
· 13th — Misdirection. You can misdirect attacks so long as you are hiding behind the other monster. It seems a little situationally awkward if you don’t mostly use it to create your teammates take the strike.
· 17th — Soul of Deceit. The absence of offensive or defensive abilities makes me think that Mastermind is the very “roleplaying-ish” of all the archetypes. If anything, it’s a support function.
· Not only does this increase your action economy by giving you a cool response, but besides, it keeps you from getting hit with chance attacks when you proceed. It’s worth a few bumps in defensive CR.
· 3rd — Survivalist. Expertise in two new abilities (Nature and Survival), of course, equals usefulness.
· 9th — Superior Mobility. An increase in your movement rate is cool but general utility. But when combined with skirmisher, it can be quite powerful.
· Advantage on leash rolls, plus you and the rest of the allies have Advantage on attacks against the first creature you hit until the start of your turn. At most, it might be worth one offensive CR bulge.
· 17th — Sudden Attack. If you strike, you get an extra attack for a bonus action. Additionally, that assault has Sneak Attack. Not only do you receive a boost to the auction market here. But you may use Sneak Attack twice in a round that you otherwise wouldn’t normally be able to (just not against precisely the same goal )–worth 2-3 offensive lumps.
· 3rd — Rakish Audacity. Here is the good 3rd-level combat power. When it may be challenging to clear out creatures within 5 feet of you, you have to make auto-darkening Attacks once you do. Certainly worth a bulge of offensive CR.
· This one isn’t so hot for combat but could be fun to get outside of the action. Essentially, you can charm animals using Charisma (Persuasion) alone. Otherwise, it eats up your auction market.
· 13th — Elegant Maneuver. You can use a bonus action to provide yourself bonuses to Athletics and Acrobatics. Somewhat situational and considerably more useful outside of battle than previously.
· 17th — Master Duelist. That is just about the deadliest of all of the abilities a Swashbuckler has, as it effectively allows you to roster THREE dice and keep the best to create an attack. However, it is only usable once per long or short rest. It is probably worth one offensive CR bulge. Still, I can’t imagine a great deal more than that because its usefulness is far too restricted. However, this is for sure that the power you split out when battling a BBEG.
· 3rd — Fast Hands. You get to use Dexterity (Sleight of Hands), burglars’ tools usages and Use an Object activity as bonus actions. That is primarily utility.
· 3rd — Second-Story Function. More utility, giving you better jumping space and faster climbing.
· 9th — Supreme Sneak. A large increase here since you have the benefit on Dexterity (Stealth) checks should you move no more than half. I’d say that’s worth at least one rank of defensive CR since this will mostly be useful to hide to get the jump on hostile creatures and receive the sneak attack.
· 13th — Use Magic Device. Another cool one that’s hard to quantify, this feature permits you to use any magic item you want. Everything comes down to what your own GM provides you, of course.
· 17th — Thief’s Reflexes. That is the largest and best attribute for Thieves since it allows you to take two turns throughout the first round of combat. That in itself warrants 1-2 positions worth of offensive CR bump.
Analysis of Power Levels for Roguish Archetypes 5e
So what did we find out From looking at those seven archetypes? Here’s what I saw:
· 3rd level consistently offers one or two utility/flavor powers and then one power to enhance battle, typically no more than one position in either defensive or combat skills.
· 9th and 13th level rarely provide anything more than usefulness. The only exception is the Thief, which doesn’t offer any CR bumps at 3rd (unusually) and does so at 9th.
· 17th level is a significant power, and it is inclined to lean towards offensive. Only the Mastermind gets the shaft using its 17th level power. Still, I think that’s because it’s more of a”roleplaying” archetype than one used for battle.
Measure #4 — Produce a New Roguish Archetype Concept
My patron requested a Roguish archetype that relied heavily on Stealth. Therefore, that is what I’m going to do. Interestingly, none of the other archetypes doubles down Stealth. Certainly, they all use it in interesting ways, but there’s no true stealth expert among the bunch.
I Believe I will call this Roguish archetype that the Unseen mostly because it sounds cool AF.
· The Unseen will have a third level utility electricity that fosters it while hidden or using Stealth.
· Its additional third level electricity will give it advantages while it’s hiding, or at least make it simpler for it to conceal.
· At the 9th level, it will have a non-combat associated stealth ability to give it a few more intriguing options out fighting. We need to be careful not to duplicate the Supreme Sneak power for Thieves (that would have worked perfectly).
Also, at the 13th level, it will have a power that allows it to work with its Stealth in situations away from combat.
Finally, at the 17th level, its archetype attribute will let it deal more damage with its Stealth compared to usual. I think it may be cool to completely vanish (i.e. turn invisible) till you make an attack.
To build with this stealth Course, we have to know numerous things about hiding and Stealth, too, which has rather wonky rules in Fifth Edition.
Edition (as it pertains to Rogues):
· It generally takes action to Hide during battle.
· Ordinarily, the DM determines the situation for hiding.
· You can’t hide from a monster that could see you clearly, and you also give away your position if you make a noise.
Signs of its passing might still be noticed, and it will need to remain quiet.
· In battle, if you come from hiding and strategy a monster, it typically sees you unless it’s distracted.
· Most Stealth competitions are made versus a creature’s passive Perception. Passive Perception is adjusted up by five if a monster has an edge and down by five as it has a disadvantage.
· Throughout overland travel, adventurers should move at half of their speed to achieve this stealthily.
When a monster targets you while you are hidden and can not see you, it does so with the drawback to its attack roll.
Besides, the creature must guess your location, which means it could automatically miss you.
When a creature can not see you, you’ve got an Advantage on attack rolls.
· At any time you create an attack, you give away your place when the attack hits or misses.
Step #5 — Create the 3rd-level Utility Feature
We will need to Figure out just what the utility feature is the Unseen profits at 3rd-level. We need this for an entire stealth machine. Of course, any self-respecting rogue will have Stealth as one of the skills they are proficient in and likely use their 2nd-level Expertise to enhance it. So we can cross those out.
I Believe the best usage for The 3rd-level ability is to allow the Rogue a feature like a ranger’s Natural Explorer capability. If you are travelling alone, it is possible to proceed stealthily at a normal pace. But let us take it one step farther and allow it to do this at a speedy pace, too.
Measure #6 — Produce the 3rd-level Combat Feature
The first idea I must Help out our stealthy Rogue was to make it making attacks from hiding wouldn’t show its position. Some might argue that doing it like this may seem overpowered. However, I would refute it isn’t. And here’s why: Insightful Fighting utilizes a bonus activity to make Wisdom (Insight) tests contested using a goal’s Charisma (Deception) check. Should you succeed, you have to use your Sneak Attack from that goal even if you don’t possess an edge. That’s huge! The only weakness is that it doesn’t rely on Dexterity to use it, making it somewhat MAD. So that’s where the balance comes.
But the thing about Insightful Fighting is that it is leveraged against a skill that you will be a specialist in versus a talent that rarely pops up on monster stat blocks (Deception). Whereas, Perception comes up with quite a few stat blocks.
I think the only limit I’ll give is that its assault has to be ranged (such as a sniper).
Step #7 — Create the 9th-level Utility Characteristic
For your 9th-level power, I would like to make it so that a Rogue uses its bonus actions to Search a place. It automatically gets an advantage on its next Hide check. That is good inside or outside of battle. It’s a way to establish surprises against monsters on the road. It might also help place the Rogue in a situation where they could spy on an enemy.
Measure #8 — Create the 13th-level Utility Feature
Next, I presume that it Kind of like a “passive Stealth.” And that plays in well to the dependable Talent feature, which you pick up in 11th level.
You Don’t have to Utilize your actions or bonus actions to spend the Hide activity. You are always considered concealed, and your Stealth is ten + your Stealth modifier.
That is pretty freakin’ potent, so I would say you probably have to be in at least a lightly obscured or heavily manicured area with this feature to operate. And just because you are in Stealth mode does not mean you’re optimally hidden.
However, the rule would Be your passive Stealth is the lowest you could get for your Stealth checks. It is already the case with Reliable Talent anyways.
Measure #9 — Create the 17th-level Combat Feature
Finally, we have our “capstone” archetype attribute on the 17th. Before I decide what I need this to be, let’s look at our build here from 1st level to now.
· As an Unseen Rogue, it’s going to have maxed out Dexterity and double proficiency in Stealth, giving it a powerful +7 to its Stealth skill.
At the 2nd level, the Unseen Rogue selects Cunning Action, which allows it to Hide as a bonus action.
· Besides, it doesn’t reveal itself if it strikes from hiding.
Then, at 5th, it will get an additional +2 to its Stealth due to this proficiency increase.
· Fast forward to 8th level and the Rogue gets another ASI, maxing out its Dex. It currently includes a +11 to its Stealth ability.
At the 9th level, the Unseen Rogue can use its bonus action to look for a place. If it gets a ten or greater, it may make its Stealth check with benefit. Plus, the Rogue additionally gets another proficiency bump at the 9th level. That is an effective +18 to Stealth for the Rogue. Now, the Rogue is damn near invisible as it hides.
· At 11th level, the Unseen Rogue picks up Reputable Talent. That means that the Rogue can not have less than a 23 on its Stealth checks.
· This means that the Rogue never has to use its actions or incentive actions to hide. It automatically hides using a 23 Stealth check.
Level 17. What to find the hidden Rogue that’s already completely imperceptible? Seriously, at this time, not even Greater Invisibility is as good as the rest of its skills. And suppose you recall from my evaluation of the energy levels for each rogue subclasses. In that case, the Unseen Rogue needs to have at least two ranks worthiness of CR-boosting goodness at 17.
Looking back in the
· Should you make a sound, you reveal your position.
· Even though you are effectively invisible, signs of your passing may be noticeable.
· Should you come out of hiding and strategy a monster, it notices you.
These could easily be swept away with one final buff, but that does not give us the boost we need. Maybe we take care of all of these skills and provide the Unseen Rogue with some bonus harm at 17th, likely equivalent to 3d6 like this Inquisitive’s Eye for weakness.
Measure #10 — Putting it All Together
It Gains the Roguish Archetype feature. The following Unseen option is available to a rogue, as well as those normally offered.
You’re a myth. A rumour. A ghost. Your existence rarely goes detected. The single trace you leave is the whisk of a crossbow bolt fired in the location unknown. Even those near you may have difficulty perceiving you as you spend your whole life in the shadows.
When you Select one of these Roguish Archetypes 5e at the 3rd level, suppose you create a ranged attack from concealing. You do not give away your location once the attack hits or misses.
At the 3rd level, you can move stealthily at a regular or fast pace if you’re travelling.
Level, it is possible to execute a quick search to locate the best place to hide. As a bonus action, it is possible to Search the region that you’re in. Your following Dexterity (Stealth) check used to conceal in that area is made out of Advantage on a success. This effect continues until the very end of the next turn.
Concealing comes so naturally to you, which you’re always deemed to be concealed. Provided that you’re in a lightly or heavily obscured place, you can use your Dexterity (Stealth) skill passively. You may still decide to use your action or bonus action to utilize the Hide action to acquire a higher result.
At the 17th level, You get the following benefits:
· You can hide even when a monster can see you.
· Whenever you make sounds, then you don’t reveal your position.
· While going with Stealth, you can’t be tracked by nonmagical means unless you decide to leave a trail.
· If you come out of hiding and strategy a creature, it doesn’t notice you until you attack it or make a sound.
· Attacks that you make From hiding deal an extra 3d6 damage on a successful strike.