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Tips, Tricks and Traps: How to Rogue With Style Pay What You Want
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Tips, Tricks and Traps: How to Rogue With Style
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Tips, Tricks and Traps: How to Rogue With Style
Publisher: Dungeon Masters Guild
by Justin C. [Verified Purchaser]
Date Added: 05/24/2019 13:42:04

Although the title is misleading, this is a small booklet on Rogue Archetypes, introducing us to five of them. Dungeoneer - I like the feel of this, but it seems to be limited to only dungeons. Probably a really good archetype for Dungeon of the Mad Mage. Harlequin - I enjoy this take on a tumbler. The only problem I really have is in the wording, such as Acrobatic Strike. When you garner an ooportunity attack and from whom is not quite clear. Mentalist - Mentalism has a property which allows you to roll a Deception check and use it as your AC if it is higher than your AC (at 3rd Level). This looks abusable to me, but I could be wrong. Seems a bit strong to be able to have up to a 29 AC at 3rd level every single turn. Maybe this could be tempered by having the roll at disadvantage? Also, I enjoy Shawn Spencer as a rogue.
Slip - Interesting idea. The 17th level ability is confusing to me. The attack deals 3d6 extra damage, but is this to each target and does it stack with sneak attack? Tinker - Should have just called it Bomber or Bombadier! This is a good archetype for those that enjoy blowing things and creatures (and themselves) up!

I give this a 4 out of 5 stars, mostly for the confusing descriptions of some of the abilities, but I would allow my players to use these if they wanted with some minor tweaks.



Rating:
[4 of 5 Stars!]
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