Friday, November 20, 2020

Tasha's, Class by Class - Rogues

 I've now been able to finally play a Rogue briefly in a kind of substitute game for one of my regular sessions, a Tabaxi Rogue in Wildemount (he's a daring explorer with an English accent and a signature Pith helmet, an archaeologist working for the Cobalt Soul) doing one of the low-level adventures in the Wildemount book. Anyway, they're fun! In Tasha's, we get just one new class feature but two new subclasses!

Class Features:

Steady Aim (3rd level): As a bonus  action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. Basically, this lets you get advantage, and thus sneak attack if you hit, when conditions aren't terribly favorable - a great option when you want to hit something far from any of your allies and when there's no great place to hide.

Sucblasses:

Phantom:

The concept here is that you've developed a close bond with death on a mystical level. As a non-magic (outside of Arcane Tricksters) class, it's always fun to see Rogues get some supernatural element to their abilities.

The Phantom gets to gain temporary proficiencies when they finish rests - either tools or skills - which really lets them be great at nearly anything.

You also get to deal damage to a second target when you get a sneak-attack - rolling half your sneak attack dice (rounded up, for a change) to deal necrotic damage to the other foe, though this is limited to a number of times equal to your proficiency bonus per long rest - though any multi-target damage is pretty great for a class like a rogue.

The real flavorful thing is Tokens of the Departed - allowing you to snatch a physical manifestation of a kind of memory of a thing's soul when they die. Carrying it gives you various helpful bonuses, including a sort of single-question Speak with Dead effect.

Oh, and at level 13 you can walk through walls.

Soulknife:

The psionic rogue subclass, Soulknives' real signature feature is that they can manifest psychic blades as part of an attack, which they can either use in melee or throw, dealing psychic damage. You also get Psionic Energy dice, which get bigger and you get more of them as you level up (you have double your proficiency bonus per long rest, but with some abilities to regain them outside of that.) The dice can be rolled to help you succeed on ability checks you'd other wise have failed, and you can also use them to establish a telepathic connection with allies (great for a Rogue.)

Eventually, you can use your psychic blades to teleport or use them to stun targets hit with them. And at level 13, you can turn invisible - pretty useful for a Rogue.

    Both of these subclasses come with some exciting flavor. The Phantom I think would work fantastically in a Ravenloft-type gothic setting. The Soulknife also feels like the most secret of the rogues - your weapons don't even leave any wounds, and they disappear after you hit with them, so good luck investigating that kill! (I feel like House Dimir on Ravnica would be very, very into Soulknives.)

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