How do rogues switch weapons?

We have started a game of Heroes & Treasure, a family-friendly tabletop RPG accessible to kids. Looking ahead, I notice that at level 5 rogues gain the ability to switch between weapons:

Level 5: Can switch between any available weapons at will.

This ability is confusing to me, because throughout the rulebook (about 8 pages) there is no mention of equipment or different kinds of weapons. I can’t speak to all of the published levels or adventures, but the 2 levels we are playing tonight also don’t mention any specific equipment. There are also no tokens for different equipment.

So how does the rogue’s ability to switch weapons work? Where do the weapons come from?

Does the Thief rogue’s Use Magic Device feature let them ignore class, race, and level requirements on attuning to magic items?

The Artificer’s Magic Item Savant feature states (E:RftLW p. 58, WGtE p. 180; emphasis mine):

[…] You ignore all class, race, spell, and level requirements on attuning to or using magic items.

In contrast, the Thief rogue’s Use Magic Device feature merely states:

[…] You ignore all class, race, and level requirements on the use of magic items.

The Use Magic Device feature doesn’t mention ignoring requirements on attuning to magic items, only on using them. It seems like that would mean a Thief rogue can not attune to a magic item if it has a specific requirement on who can attune to it (e.g. the holy avenger).

Does the Use Magic Device feature let a Thief rogue ignore class, race, and level requirements on attuning to magic items?

Is my alternative to UA Revived Rogue’s Bolts from the Grave suitably powered?

The October 2019 Unearthed Arcana introduced the Revived archetype for Rogues, which while not being the most mechanically powerful archetype, has some fun flavour that fits very well into the gothic homebrew campaign I’m playing.

Probably the most-used feature is Bolts from the Grave:

Bolts from the Grave

3rd-level Revived feature

You have learned to unleash bolts of necrotic energy from within your revived body. Immediately after you use your Cunning Action, you can make a ranged spell attack against a creature within 30 feet of you, provided you haven’t used your Sneak Attack this turn. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. A creature hit by this attack takes necrotic damage equal to your Sneak Attack. This uses your Sneak Attack for the turn

Working on the assumption that RAW, this allows the Rogue to inflict sneak attack damage twice per round by using their Bonus Action on (any) Cunning Action turn to unleash a Bolt from the Grave, then using their Action to ready an attack that fulfils the necessary conditions to do Sneak attack damage during someone else’s turn. Whether or not this is overpowered is not the question (it probably is…).

Compared with the rest of the party I’m doing a lot of damage, but although this is useful it’s also kind of boring because it slightly reduces the Rogue’s trademark flexibility and takes away their trademark single devastating attack. Obviously I don’t have to use the feature, but then I’m at a disadvantage because I’m not utilising a central part of my archetype.

So, I came up with this alternative version of Bolts from the Grave, and I’m interested in a mechanical analysis of this and to know this:

Is this overpowered relative to Bolts from the Grave?

I’d also be interested to know any thoughts about whether this is overpowered relative to other Rogue archetypes or in general, although obviously that’s a much more complicated question to answer.

Marked for the Grave

3rd-level Revived feature

When you hit a creature with a sneak attack, spirits of your past lives reach from the afterlife to help drag that creature to the depths of hell. They disrupt that creature’s attacks and defenses, and infest its wounds with malevolent energy. You are granted a pool of grave dice equal to your current sneak attack bonus lasting until the beginning of your next turn. Until then, when the affected creature attacks, is attacked, or is hit by an attack, may spend one grave die to grant one of the following effects, as appropriate:

  • When the affected creature makes an attack, the target may roll 1d6 and subtract this from the affected creature’s attack roll as the spirits slow the creature.
  • When the affected creature is attacked, the attacker may roll 1d6 and subtract this from the affected creature’s AC for this attack only as the spirits dull the creature’s reactions.
  • When an attack hits the affected creature, the attacker may add 1d6 necrotic damage to the damage of the attack as the wound festers.

The use of dice must be declared before rolling the relevant attack or damage. Only one dice can be used per attack.

The total damage incurred by this feature will never be more than that of Bolts from the Grave, and will likely be less. The benefits of the feature are shared out among the party in the form of a damage boost or an attack/defense buff (although in the form of a defense/attack debuff on the creature). On average, the attack/defense debuffs will be less than the effects of disadvantage (-3.5 as opposed to -5), so not enormous. Am I missing anything?

My DM is generally favourable to the idea of switching the feature out somehow, but wants to be sure it’s not overpowered in a way we haven’t thought about yet.

Is it reasonable to let Inquisitive Rogues get advantage on Perception and Investigation outside combat?

I am DM in a campaign and recently my players reached level 3. The Rogue chose to take the Inquisitive archetype.

I am looking at the Eye for Detail feature, which allows the rogue to make a Perception check to look for hidden things or an Investigation check to uncover or decipher clues as a bonus action. At first glance I interpret this as an extension of the Cunning Action feature (similar to the Thief’s Fast Hands or Mastermind’s Master of Tactics), by giving the rogue more things to do with their bonus action.

The Eye for Detail feature definitely has uses in combat. Bonus action Perception checks are an excellent counter against foes which like to hide (which my players face semi-regularly). Investigation is more situational, but not useless.

However, outside combat the action economy is not so important. If you are acting on the timescale of minutes rather than seconds it is not practical to track individual actions. But on the same timescale of minutes (rather than hours) you can, in principle, track things by individual actions.

By this reasoning, an Inquisitive Rogue can make twice as many Perception or Investigation checks in a given time-frame as any other character (assuming that is the only activity they are doing, and that the checks fall under the specifications for the Eye for Detail feature). They are able to search faster so, given a fixed time-frame, can search more thoroughly, or search a wider area.

Of course, I don’t actually want to track actions round by round for a search which would take a few minutes. That would involve a stupid amount of die rolling and completely skews the statistics. But I was wondering whether the Inquisitive’s Eye for Detail should still provide some benefit.

Would it be reasonable, under appropriate circumstances, to grant an Inquisitive Rogue advantage on Perception and Investigation checks outside combat? Or would this be unbalanced?

‘Appropriate circumstances’ being cases where simply searching more would plausibly improve chances of success (e.g. hide and seek), the timescale of the activity is short enough to make an intensive effort practical (but long enough to not be measured in rounds), the check pertains to the activities described in Eye for Detail, and the rogue is not dividing their attention between other actions.

My rationale behind this is that, in combat, a rogue can roll twice as many checks as someone else, so rolling advantage is essentially equivalent to that. I figure that a small circumstantial non-combat buff which emphasises the archetype’s strengths is acceptable.

My concern is that this might be too advantageous. This greatly extends the usefulness of the feature by allowing it to be useful outside combat, and advantage is a large bonus. If this makes the archetype far more powerful than it should be, or has unintended interactions, then I should be wary about granting such regular advantage. I have not had much experience with Inquisitive Rogues; if they are a powerful archetype then such a buff would be unneeded, although if they are a weak archetype then this buff might be beneficial.

Note that I am not planning to explicitly modify the Eye for Detail feature. Rather, I will use my latitude as DM to grant advantage based solely on the implied usefulness of the Eye for Detail feature. But I wish to discern whether such a ruling is wise or unbalanced before setting a precedent.

Is this 3rd level rogue feature a balanced replacement for the Inquisitive rogue’s Insightful Fighting feature?

The Inquisitive rogue’s 3rd-level Insightful Fighting feature (XGtE, p. 46) originally states:

At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

This is the homebrew feature I’m interested in having replace Insightful Fighting:

At 3rd level, you gain the ability to analyze incoming attacks and develop a counter to them. Whenever you take the Dodge action, you gain a bonus to your next attack roll equal to your Intelligence modifier. If this attack hits, you can use your Sneak Attack on it even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. This effect lasts until the end of your next turn.

This applies whether the Dodge action is taken using an action or bonus action (if a feature allows Dodge using bonus action).

This supposed to feel like parrying and counterattacking an enemy. I’m playing a more cunning rogue, rather than dexterous one, and find that I’m lagging behind with my attack modifier.

Although I’m planning to homebrew most of the subclass features, for this question I’m asking: How does this replacement feature compare to the original Insightful Fighting? Is it a balanced replacement

I’m not too worried about Eye for Weakness combo (I don’t think I’m gonna reach that high), so I guess it works the same.

Notable concern:

  1. Feature that grant Dodge as bonus action, so you can Dodge, then solo Attack with Sneak.
  2. Same with 1, but instead of Attack, cast True Strike for ‘guaranteed hit’.

Is there any way to increase rogue’s sneak attack range to more than 30 ft for a warlock with rogue subclass?

In our new campaign, our DM allowed us to start at level 3 with two classes so I picked rogue/warlock even though I am going to pursue Warlock beyond level 3. As a level 3 rogue, I am getting sneak attack which gives a damage of 2D6. It works nicely with my Walk Unseen invocation. Only downside is, it requires for me to be within 30 ft of the enemy which breaks my fell flight + plunging shot combo. With plunging shot I can add 1D6 damage as long as I am at least 30 ft above the target. I was wondering if there’s a way to increase sneak attack’s range that way both plunging shot and sneak attack could work from 30+ ft? That way, my eldritch blast can deal 5d6 of damage while attacking when invisible and flying above 30ft (2d6 from being level 3 warlock + 2d6 from rogue’s sneak + 1D6 from plunging shot).

Is the UA Revived rogue’s Bolts from the Grave ranged spell attack made at disadvantage if used after Cunning Action is used to Disengage?

In D&D 5e, if a Rogue playing the Unearthed Arcana The Revived subclass does a melee attack (without using sneak attack), and then uses Cunning Action to Disengage and get away to trigger Bolts from the Grave, is the ranged spell attack made at disadvantage?

The wording on Bolts from the Grave is:

Immediately after you use your Cunning Action, you can make a ranged spell attack against a creature within 30 feet of you…

Because it says “immediately”, does this mean the attack from Bolts from the Grave should be at disadvantage because it’s a ranged spell attack being shot from within 5 feet of the creature?

Or does “immediately” mean Bolts from the Grave occurs after he finishes the Disengage and movement?

How does Shield Master interact with a Rogue’s Uncanny Dodge and Evasion?

Shield Master: a) add shield’s AC to Dexterity saving throw; b) for Dexterity saving throws to do with effect you receive either no damage on a save; half damage* on a fail. (PHB p.170)

Uncanny Dodge: use Reaction to only get half damage* done by an attack. (PHB p.96)

Evasion: for area of effect damage requiring a Dexterity saving throw, you receive either no damage on a save; half damage* on a fail. (PHB p. 96)

Does a rogue’s Evasion work against spells that don’t target an area?

At 7th level, rogues gain the Evasion feature:

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

The Immolation spell certainly allows a Dexterity save for half damage, but it is not an “area effect”:

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. […]

Given that Evasion mentions dodging “certain area effects”, does that prevent it from working spells that do not target an area, such as immolation? Or does evasion apply to all Dexterity saves for half damage?

(Other example spells include enervation and flaming sphere.)