DnD’s Magic Stealer Rogue subclass. Some good ideas, but some really big conceptual problems and probably the worst subclass bar I’ve seen.
#dnd #rogue #unearthedarcana
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's new magic stealer rogue has some
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interesting ideas, but it is very
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heavily dependent on your allies being
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full spellcasters. Like, if you don't
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have two full spellcasters in your
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party, I wouldn't even bother looking at
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the subclass. Like, it is that
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dependent. The first feature, empower
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sneak attack, allows you to add some
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extra sneak attack damage to your sneak
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attack a few times per day, but it
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requires other people to cast a leveled
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spell near you. Sure, you could find a
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way to cast a leveled spell with the
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spell slot, but at that point, like just
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play the full spellcaster. So, if you
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have those two full spellcasters, you'll
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get to use that. It'll be great. It can
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effectively double your sneak attack
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damage, which is pretty nice. But again,
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you're completely dependent on other
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spellcasters. The other feature lets you
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remove a level one or two spell from an
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ally, and the ally that you touch to use
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it regains a level one or two spell
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slot. So like if if you use that on an
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ally or on yourself who isn't a
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spellcaster, they just don't get half
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the feature. So it's like why? I guess
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you have to be the only one in the party
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who isn't a spellcaster to maximize the
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subclass. The level 9 subclass feature
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is easily the highlight of the subass.
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You get three new cunning strike
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options. That's the thing where you like
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drop some sneak attack damage to get a
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rider effect. The first one you hit your
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target and they have disadvantage on
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their first save against a spell for the
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next round. So like you hit them, an
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ally hits them with a big save suck and
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it's awesome. Like that is that is an
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awesome support ability that's going to
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win a lot of fights. Second option, the
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target has to make an intelligence
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saving throw to cast spells. So if they
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spend an action and try to cast a spell,
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they make the save and if they fail the
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save, the action is wasted and the spell
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doesn't work. The DC is also based on
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your dexterity, so it's going to keep up
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with full spellcasters save DCs.
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Intelligent saves are notoriously the
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lowest save, so it's going to be really
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reliable against enemy spellcasters.
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This is going to be fantastic. The third
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option lets you steal a damage
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resistance from your target when you hit
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them. You have to guess which damage
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resistances they have, but hopefully you
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can figure that out ahead of time. And
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you know, it it's nice that it works
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independent of spellcasting. So, like
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you don't have to have an allied
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spellcaster, you don't have have an
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enemy spellcaster, but also like if you
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don't have allied spellcasters, why are
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you playing this subass? The rest of the
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subclass is really kind of just mediocre
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and boring. Um, it's got some good
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ideas. Like I like I like the track that
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they're on, everything except the name,
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but um the fact that it's completely
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dependent on your party, including
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multiple full spellcasters to be
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effective, really just does not feel
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good. Yes, you can coordinate that when
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you're building your party, but I'm
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really nervous that people are going to
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bring this to the wrong game and then be
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like, "Oh, uh, all of the biggest caster
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in the party is an artificer. Half my
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subclass features suck.
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