
That’s right, the new PHB isn’t even fully released yet, and we’re already fiddling with it, making up houserules. Quintessential D&D right there: RAW is a suggestion.
The tweaks are tentative, given that the DMG and the MM aren’t out yet. Several things are still in the air (skills, tools, stealth) because they’re vague or wonky in the PHB, and we don’t know what the monsters look like. Does the power creep of player classes mean they’ll be tougher? Are all traps and all locks really a flat DC 15? How do skills work? Time will tell. But for now, here are a few houserules that will hopefully make the 2024 Rogue experience more rewarding, and bring the class back to the middle of the curve damage-wise, because it was behind to begin with and now it dropped to the nether regions in comparison with other martials.
Rogue
In the base class, honestly everything’s GREAT except stealth rules and damage output. So all I got to add is:
- See Invisibility, Truesight and similar don’t let you see creatures that used the Hide action successfully
Pending a more comprehensive stealth fix, because dear god these rules suck, and also I won’t be sure how they even work until the DMG comes out or a designer chimes in with Sage Advice.
- Sneak Attack 1/turn/target
- Extra Attack at lvl 5
My old 5e houserule. This may seem too much (with the Nick Weapon Mastery you can have 3 melee attacks/attack action at lvl 5) but remember that it’s a much bigger hassle to set up sneak attack for multiple targets (stealth and Steady Aim will only cover one attack), Cunning Strike sacrifices sneak attack dice lowering dmg, and often you’ll simply run out of targets. So you won’t actually be dealing 3 x sneak attack dmg every round. Also remember that other martials got boosted even more and deal quite a lot of damage. Needs playtesting, but I’m confident it’s gonna be fine, and if it’s not, I’ll just roll back the extra attack.
- Cunning Strike includes Disarm, like in the playtest
Come to think of it, shouldn’t that be a Weapon Mastery? Do you think books down the line will introduce alternate weapon masteries, like, rapiers normally get Vex, but alternatively you can pick Disarm or whatever? Cause we can beat them to the punch and homebrew that right now!
Arcane Trickster
- you can cast Mage Hand without verbal components
- you can cast without verbal components [Proficiency Bonus] times / long rest
Self-explanatory. Sorcerers are the masters of metamagic, but conceptually this subclass needs Subtle Spell.
- Mage Hand can be used to pick locks and disarm traps
No idea why they removed this ability, and limited Mage Hand to Sleight of Hand, but that’s just silly and we’re bringing it back.
- you can use scrolls of the spells you know
Just clarifying a little thing here – an unfortunate wording appears to prevent Arcane Tricksters and Eldritch Knights from doing that by RAW, because they choose “Wizard” spells, and you can only use scrolls of your “class’s spell list”.
Assassin
- the extra damage from Surprising Strikes is now twice your Rogue level, and applies only on the first sneak attack that hits in the first round
Assassinate, famously, used to let you crit surprised targets. Surprise rules changed, and now we get instead advantage on initiative (new and cool), advantage vs creatures that haven’t acted yet on the first round of combat (as before), and Surprising Strikes: if you sneak attack on the first round, add +rogue lvl to damage. (so like, +3 at lvl 3 and +20 at lvl 20). Although much more reliable, this flat bonus is really underwhelming, and doubling it gets it on par with a crit. I feel that’s appropriate. What’s the point of being an Assassin if you don’t wreck someone once per combat? It’s your job!
As for the crit, I will miss it because it was HEAPS of fun, but I’ll admit that for multiclass martials the “Assassin 3” dip was simply too good, and anything that’s too good is bad design.
And I added the “only on the first sneak attack” clause due to my 1st houserule: now rogues can potentially sneak attack more times per round, and we only want to go nova once.
Soulknife
- Psychic Blades can now be used outside your turn
Opportunity Attacks are finally feasible with psychic blades in 5.5, but for example a Commander’s Strike from your Fighter buddy gives you an attack as a reaction, not called an Opportunity Attack, so it wouldn’t apply. And it’s a pointless restriction.
Thief
- is perfect 10/10 no notes