The Rogue doesn’t get much in the way of alterations to its features, but the new Cunning Strike options are likely to draw the interest of players looking to inject a bit more complexity into their underhanded style.
Core Features
Performance is removed from the list of Skill Proficiencies.
Weapon Proficiencies are trimmed a bit, specifically removing the explicit inclusion of Longswords.
The Rapier is no longer a starting equipment option for Rogues, though it could still be “purchased” if Gold is selected in place of gear.
At 1st level, the Expertise feature is no longer applicable to Thieves’ Tools.
Thieves’ Cant, 1st, now includes the Cant and any other language from the table in Chapter 2 (p. 37).
Weapon Mastery is unlocked for two weapon types at 1st level.
Steady Aim, 3rd, as a Bonus Action to gain Advantage on your next Attack Roll this turn, provided you have not moved. After activating, your Speed is 0 for the rest of the turn.
Cunning Strike
The DC to save against the Rogue’s effects is 8 + Dexterity modifier * Proficiency Bonus (the Rogue’s, not the target’s).
Cunning Strike, 5th, is another new feature that lets you give up a certain number of Sneak Attack damage dice (varies by option) to do different effects. The following are available at 5th level and each cost 1d6:
- Poison - requires a Poisoner’s Kit, target must succeed a Constitution saving throw or be Poisoned for 1 minute
- Trip - Large or smaller target makes a Dexterity saving throw to avoid Prone
- Withdraw - move up to half your Speed without provoking Opportunity Attacks
Improved Cunning Strike, 11th, lets you apply up to two Cunning Strike Effects, paying the stated dice costs for both.
Devious Strikes, 14th, adds more options for Cunning Strike Effects.
- Daze (2d6) - target succeeds a Constitution saving throw or can do only 1 of Movement, Action, or Bonus Action.
- Knock Out (6d6) - the target is Unconscious unless they succeed on a Constitution saving throw. They remain Unconscious for 1 minute, until taking damage, or passing a Constitution saving throw repeated at the end of their turn.
- Obscure (3d6) - Target succeeds on a Dexterity saving throw or is Blinded until the end of their next turn.
Rogues no longer gain Blindsense at 15th level.
Slippery Mind, 15th, now grants proficiency on Charisma saving throws, in addition to Wisdom as before.
Epic Boon unlocks at 19th level.
Subclass Options
Arcane Trickster
Spellcasting, 3rd, cantrips can now be changed one at a time when gaining a Rogue level.
Mage Hand Legerdemain, 3rd, makes casting Mage Hand a Bonus Action, rather than an Action. PHB14 had a list of specific tasks the Mage Hand could engage in, this list is removed for '24 and it is simply stated that the Mage Hand can perform Dexterity (Sleight of Hand) checks.
Versatile Trickster, 13th, is re-designed to incorporate with the Trip Cunning Strike Effect. When using Trip with Mage Hand active, another creature within 5’ of the Mage Hand is also subject to the Trip.
Spell Thief, 17th, replaces the saving throw made by the triggering spellcaster with an Intelligence saving throw. Previously, other spellcaster made a saving throw of their spellcasting ability. The other effects all still apply.
Assassin
The Bonus Proficiencies that used to unlock at 3rd level are replaced with Assassin’s Tools, granting proficiency with Disguise Kit and Poisoner’s Kit, in addition to those items.
Assassinate, 3rd, now grants Advantage on Initiative rolls and replaces how damage is handled on its Surprising Strikes with a bonus equal to the Rogue’s level. Previously, this feature treated all of the attacks it enabled as critical attacks.
Infiltration Expertise, 9th, is completely re-designed and incorporates the PHB14 13th level feature Impostor with a shorter time requirement. The previous version of this feature had you spending a number of days creating a false identity. The new version removes that for the following:
- Masterful Mimicry - perfectly imitate the voice or handwriting of another person. With 1 hour of studying them, imitate both
- Roving Aim - Speed is not set to 0 by using Steady Aim
Envenom Weapons, 13th, grants an additional 2d6 Poison damage when a target fails to save against the Poison Cunning Strike Effect. This damage ignores damage Resistance.
Soulknife
This subclass was originally published in Tasha’s Cauldron of Everything and is imported largely unchanged.
The special dice granted by Psionic Power at 3rd level are renamed Soulknife Energy Dice from Psionic Energy Dice, and they cannot be replenished with a Bonus Action any longer. One SED is restored by a Short Rest, though.
The language requirements for Psychic Whispers have been removed.
Thief
Supreme Sneak, 9th trades PHB14’s remaining Speed-contingent grant of Advantage for a new Cunning Strike Effect option:
- Stealth Attack (1d6) - attacking does not end the Invisible condition if you end your turn in 3/4 Cover or Total Cover.
Use Magic Device, 13th, is re-designed entirely. It now provides the following:
- Attune up to 4 items at a time
- Magic item charges may not be depleted if you roll a 6 on 1d6
- You may cast from any Spell Scroll, using Intelligence as spellcasting ability, but it requires an Arcana check at DC 10 + spell level to cast. Failing the check causes the scroll to disintegrate with no further effect