What does “no long range” mean on the soulknife rogue subclass mean?

One of my players just hit level 3 and is taking the soulknife rogue subclass, as written in Tasha’s Cauldron of Everything.

The weapon granted by the class has a weird specification that it has "no long range." I’m curious how this should be interpreted, seeing as I can’t find other examples of such a property.

This is what Tasha’s says:

You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

There are two possibilities in my mind:

  1. The knife simply can’t go beyond 60 feet, just like the range of a ranged spell attack.

  2. The knife can go arbitrarily far, and after 60 feet the attack is at disadvantage.

I’m inclined to lean for the first choice since an infinitely long ranged attack seems dumb. Though I suppose there’s an argument to be made that the manifested blade is a "psychic attack" so you can attack someone so long as you can see them.

This is the language of ranged weapon attacks, per the PHB:

A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s long range.

Can an undead rogue activate Resiliency at exactly 0 HP?

Last week, my unchained rogue got killed; rather than kill me outright, as well as for story purposes, the DM brought me back as undead: I retain my class and skills but apply the "undead" template. As an undead, I now have a Constitution score of 0, which means I would be destroyed when I hit 0 HP (I think?). I also have the rogue talent Resiliency:

Once per day, a rogue with this ability can gain a number of temporary hit points equal to twice her rogue level. Activating this ability is an immediate action that can be performed only when the rogue is brought to below 0 hit points. This ability can be used to prevent the rogue from dying. These temporary hit points last for 1 minute. If the rogue’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

Going by the RAW, it sounds like this means I could activate Resiliency if I am taken below 0 HP, but not if I am taken to exactly 0 HP. Is that correct? If not, how would you rule on this?

(How) Can a Rogue use the Use Magic Device feature to cast spells from Spell Scrolls?

Thief rogues get the Use Magic Device feature at 13th level, which lets them ignore all class, race, and level requirements on the use of magic items.

Spell scrolls are an unintelligible cipher if the spell isn’t on your class’s spell list. If using a spell scroll to cast a spell higher than you’re normally capable of, you need to make an ability check using your spellcasting ability against a DC equal to 10 + spell level.

Since the Thief rogue ignores all class and level requirements on the use of magic items, does this mean they may use spell scrolls without an ability check regardless of their level (essentially allowing them to be able to fake being a high-level caster for any class as the situation warrants)?

Or does the ability just let them attempt to use the scroll, but because the spell’s not on their spell list (because they don’t have a spell list), they need to make the ability check? If so, what ability would they use to make the spellcasting ability check?

How do I allow the Rogue opportunities to be stealthy with a Druid in the party?

My party is currently level 6, and consists of a Halfling Rogue, Human Druid, Halfling Barbarian, and Half-Elf Monk. They’re all excellent players who play tactically and know their class well. I’m currently running into a problem with the Rogue and the Druid.

My Rogue has Expertise in Stealth (+10 at this level) and a Cloak of Elvenkind. This means that her minimum roll (barring four 1s because they’re a Halfling) on a Stealth check is a 12, and her average roll is around a 25. Even on a minimum roll, most NPCs will not be able to see her (and in a few levels that will extend to all NPCs).

However, the party’s current methodology is to have the Druid do the sneaking instead of the Rogue. Their reasoning is that even though it’s highly unlikely that the Rogue will get caught, if she does get caught then really bad things happen – the enemy will know they’re being spied on, the Rogue gets captured, etc. However, the Druid is spying in the form of a rat, spider, owl, or other sneaky animal, so if a bandit spots a bat they probably won’t think much of it. Additionally, the druid will have a much easier time escaping a secure location (say, by summoning 8 Giant Badgers and then Wild Shaping into a spider).

Here’s my problem with this: I see “Being Sneaky” as a core part of a Rogue’s class identity, and the player has invested a lot of resources (proficiency, expertise, and an attuned item) into being sneaky. I try to give all of my players a chance to live out their class identity: The Barbarian gets to hulk out and smash things, the Druid gets to save Dryads and heal cursed forests, the monk gets to take people down bare-handed, etc. I want to have at least some opportunities for the Rogue to get to experience this key feature of their class by sneaking into a secure location or scouting out an enemy party.

How can I design stealth-based encounters or challenges so that the Rogue will be a better choice than the Druid?

Can a Thief rogue disarm an enemy in combat using Sleight of Hand as a bonus action?

One of my players rolled a Thief rogue. At level three they get the Fast Hands feature:

You can use the extra action granted by your Cunning Action to make Dexterity (Sleight of Hand) checks, use your thieves’ tools to disarm a trap or open a lock, or use an object in the environment.

The player asked mid-fight to use a Sleight of Hand check to disarm a foe. Since this isn’t clear in the PHB, the discussion slowed down the fight considerably. To end this discussion, I ruled that the player could make a Sleight of Hand check contested by the enemy’s Strength (Athletics) check.

I still find it hard to see how a Sleight of Hand check could work to disarm mid-combat, since there’s no way you’d be able to "sneakily" take someone’s weapon out of their hands while fighting.

There is an optional "Disarm" rule as listed in the DMG, which uses a weapon attack against an adversary’s Dexterity (Acrobatics) or Strength (Athletics) check to determine whether or not a disarm action succeeds.

Could a Thief rogue disarm an enemy in combat using Sleight of Hand as a bonus action?

Need help on what to do for my level 4 Revived Rogue [closed]

Currently in the middle of my second campaign and my group has just reached level 4th level.

I’m currently playing a Revived Rogue UA (we started before Phantom was revealed) and I’m curious as to if I should take an ability score increase or a feat.

My setup is currently

Strength:10

Dex:19

Constitution:10

Intelligence:12

wisdom:14

Charisma:10

He’s a variant human that took the magic initiate feat taking the cantrips:

-Booming Blade

-Mage hand

The spell he took was find familar.

I’ve looked through a number of half feats for dex and none seem to particularly that good. (Our DM is allowing Unearthed Arcana with the exception of the new Poisoner feat).

Currently our party consists of a Ranger, Bard, and Hexblade Warlock.

Thanks for the help!

Are there any spell level restrictions, above 3rd, for an Arcane Trickster Rogue without multi-classing?

When leveling a pure bread (non-multi-classed) Rogue, at 3rd level you can chose the Arcane Trickster Archetype; and you are only allowed to choose 1st level wizard spells.

You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. The Spells Known column of the Arcane Trickster Spell casting table shows when you learn more wizard spells ‘of 1st level or higher’. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Per the PHB at 7th level you can only choose a 1st or 2nd level spell. There is no mention of being able to choose a 4th (or higher) level spell. The confusion I am having is in the wording much like this question:

What spells can an Arcane Trickster Rogue choose from when gaining levels?

"Higher Levels" is mentioned multiple times however it is not clear if they are referring to higher character levels or higher spell levels.

It states here:

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

With no restrictions as to what spell level as long as it’s a Wizard spell.

My Question: What is the highest spell level I can choose at each level for a Rogue Arcane Trickster?