The Rogue:
Equipment:
Very little has changed here, but I do like the elimination of the choice in equipment, providing the short sword as a primary melee and the short bow as a range option. I am a little "concerned" at the removal of the rapier, perhaps it's being removed from the weapon list, or the finesse attribute has been removed? The Rogue also gains proficiency with finesse Martial Weapons, which is a long overlooked opportunity in 5E.
Thieves' Cant, but now they Can!
The simple change to the Thieves' Cant feature is really next level from a world building perspective. This feature previously just gave access to a "secret" simplified language allowing for covert communication. It was one of my favorite world building aspects, creating all those subtle little interactions, and standardized meanings, but it created a "thieves only" corner of the world, and led to separation from the broader world. I think the addition of a Standard or Rare language really goes a long way to cast the rogue as a character who expertly blends into the broader world. This tone is continued with the addition of Charisma Saving Throws in the 15th level Slippery Mind feature.
Thieves' Tools
The addition of Search and Sleight of hand as Bonus or Cunning action, are the perfect upgrade that I never knew I needed in my game. The granting of a climb speed proves just how far we have come as a rules system when compared to the percentage rolls of the olden days Climb Walls ability. The use of Dexterity in the jump action, was already long in use at my table. In fact, I highly recommend giving two options on any skill check, even if it means different DCs and/or results. It's a nice outreach which allows all players to feel enabled to be good at something or contribute in most situations.
Twice as Good
The change of feature at 14th level creates so much more value for the Thief Subclass. Blindsight was restrictively situational in a world win which most races have access to darkvision, and magical light is common place. The switch to a second Cunning action in a single turn, creates a sense of a thief who just never seems to be out of options, and appears to be just out of reach from the world around them. Limiting it's use just adds to the "special" feel of this feature.
Magically Delicious
One D&D appears to be doing a lot to move our shared campaign worlds towards a higher level of magical infusion, and it feels appropriate to make our thief more at home in such a world. No other change speaks to this as vividly as a fourth attunement slot at 10th level, but I suspect this will be a trend which we see in other classes, most certainly the Wizard group. The chance of using a magical item without expending a charge, though only a 1 in 6 chance, is inspired and speaks volumes on the "happy go lucky" rogue which we all tend to adore. I plan to double down on this with Halflings, either allowing them reroll ones or simple having advantage on this role. Automatic ability of 1st Level and Cantrip scrolls again resonates a world where magic is just an everyday thing, and of course thieves just know about it. I also like the clear and simplified guidelines for use of higher level scrolls.
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