Only one ability - Blindsense, which allowed you to find invisible creatures within 10 feet - is the only casualty of these changes. In short, the Rogue is mostly seeing abilities move up and down to space out abilities and integrate subclass abilities more evenly. The current level 20 capstone ability, Stroke of Luck, moves down to level 18 while Rogues - and all other classes - have an Epic Boon at level 20 instead. It’s a nice addition to give you Sneak Attack damage in even more situations. You have Advantage on any Attack Roll that targets a creature that is within 5 feet of at least one of your allies who isn’t Incapacitated. When you attack, you know how to exploit a target’s distraction. Through the next 10 levels, the only ability lost entirely is Blindsense at level 14, which will be replaced by Subtle Strikes at level 13: These are all changes, to be sure, but they’re minor changes and basically just space out when you get certain things.Īt higher levels, there are fewer changes. Level 10: A subclass feature and another feat replace the current Archetype feature at level 9 and the Ability Score increase at level 10.Level 9: Evasion moves from level 7 to level 9.Level 7: Expertise moves from level 6 to level 7.Level 6: A subclass feature replaces Expertise.Here’s a rundown of features that are moving around: The subclass feature you currently get at level 9 being rolled up with the feat at level 10. Evasion is moving from level 7 to level 9, with a feat at level 8 - if you haven’t been following One D&D so far, feats now replace the Ability Score Increase feature for all classes, though there is a feat to increase ability scores as you do now. Expertise is moving from level 6 to level 7, with a subclass feature replacing Expertise at level 6. Many of the changes lightly shuffle existing features. Even with these revisions, Rogues will still play much like they do today, but with some tweaks. We’ve only seen three revised classes in the One D&D playtest so far, and of them Rogues have changed the least - which is good news if you enjoy the class as it is. The One D&D Rogue playtest material focuses on the idea of the Rogue as an expert - so let’s talk about exactly what the updated Rogue class will look like. Rogues aren’t inherently criminal, and the class is flexible enough to embody a number of archetypes, from an intellectual consulting detective to an explorer trying to bring artifacts back to museums - though can certainly still be masterful cat burglars, tomb raiders, or even dangerous assassins. If the Bard is a jack of all trades and a Ranger is a wilderness survivor, the Rogue is capable of focusing their considerable skill and cunning on whatever field of endeavor they wish. True to their names, thieves were experts in stealing. Since the game was being played mostly in dungeons packed with both riches and risks, Thieves (and their Rogue descendants) were designed with a talents, abilities, and skills to make plundering said dungeons easier. While nobody wants to see a return to the elaborate percentile charts of the old days, Rogues have always been specialists who did a few things and did them very well. The Rogue class in Dungeons & Dragons 5e has come a long way from its roots as the Thief class back in the AD&D days, but the One D&D Rogue - and the entire concept of Expert Classes, which includes the Bard, Ranger, and Rogue - is reminiscent of those early Thieves.
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