Ideas for the Rogue (brainstorming the class)

Okay, so for a while, there's been talk of the rogue (DUH!). Okay, obvious out of the way. It seems there are some positives, like the maneuvers, which I think are interesting, but some are similar to the fighter, which I don't agree with, and their skills (and the skill list itself) doesn't make the rogue feel different. Aaand...there's Sneak Attack. And the fact there is little beyond the maneuvers, which means the dreaded "dead levels" (A pet peeve of mine, sorry). Well, I did some brainstorming, and while I posted this in another forum, it's probably more appropriate for here.

So yeah, this was the rogue I came up with. Not perfect, probably needs a lot of work and tweaking, but I think it's a start, if nothing else. Feedback would help 'cause I know, hypothetically, this might be decent.

Rogue
Ability Adjustment: +1 to your Strength, Dexterity, or Intelligence score.
Starting Hit Points: 6 + Constitution modifier
Armor and Shield Proficiencies: Light armor
Weapon Proficiencies: Basic weapons, finesse weapons, and all simple and martial missile weapons.
Other Proficiencies: Thieves’ Tools
Suggested Background: Guild thief
Suggested Specialty: Skill specialist
Suggested Equipment: Leather armor, rapier, 2 daggers, shortbow, quiver of 20 arrows, adventurer’s kit, climber’s kit, thieves’ tools, and 26 gp
 
Class Features
A rogue gains the following class features.
Hit Die: 1d6 per rogue level
Hit Points: 1d6 (or 4) + Constitution modifier per rogue level gained.
Okay, so that's the WotC stuff. Here's mine, more or less. Well, except the Rogue Schemes. That's theirs, too.
Show
Level 1: Sneak Attack
   A skilled rogue uses every variable to his advantage. Be it a slipped foot, a widely missed swing, or shadows, the rogue uses these circumstances to deliver a deadly attack to a vital spot.
   Benefit: You deal extra damage to your enemy. The damage begins at 2d6 at 1st level and increases by 1d6 every two levels after (3d6 at 3rd, 4d6 at 5th, and so on). 
   You must have advantage against the target in order to apply this extra damage.

Level 1: Skill Expertise
   Rogues possess more innate talent and training in mundane tasks than most others. They can decipher writings, bypass security, steal, and gather information more effectively than other classes, making them effective in utility roles.
    Benefit: You gain advantage in two trained skills of your choice.

Level 1: Rogue Talent
   Rogues are good at exploiting weakness, but sometimes, it’s better to use that weakness to create a better one. Instead of killing an enemy outright, or if the rogue is unsure he can make a killing strike, he will try to cripple or disable instead of kill, giving him and his allies a better opportunity to take down the enemy.
   Benefit: You can select special options that allow you to modify or augment your Sneak Attack in different ways. You might deal more damage in specific circumstances, or you might disable an opponent instead of killing them.
   You may choose a rogue talent at 1st level and every three levels thereafter. See the Talents section below for a list of talents. Unless otherwise noted, you can only take a talent once.
   Certain talents require you to give up a certain number of Sneak Attack to apply the effect. If you don’t have a high enough Sneak Attack, you can’t apply the talent until you have enough dice.
   You may apply only one rogue talent each time you deal Sneak Attack damage. If you want to apply multiple talents to an enemy, you must do so on separate attacks, assuming you retain advantage against that enemy. You must also apply a talent before you make the first attack roll, if you choose to use one.

Level 1: Rogue Scheme
   Success comes to you in ways others don’t expect. You have an angle, a plan to help you succeed no matter how high the odds are stacked against you. Your rogue scheme describes how you do what you do, the advantages you have, and the ways you get the better of those who stand in your way.
   Benefit: Choose a rogue scheme. Several scheme options are presented here: acrobat, enforcer, rake, scout, spy, thief, and trickster.
   At 1st level, you gain training in all the skills listed in your scheme.

Acrobat
 
  You have focused your training on perfecting your balance, agility, and quickness. You move with grace as you flip, tumble, roll, and dodge. You might be a cat burglar, creeping across rooftops and scaling walls to steal valuables in hard to reach places. Alternatively, you were a performer in a circus, performing amazing physical stunts.
   Skills: Balance, Climb, Escape Artist, Tumble
Enforcer
  
 You know how to make threats and back them up. You radiate menace, unnerving your foes and possibly even making your companions uncomfortable. You might be a hulking brute or you might just know how to get others to back down.
   Skills: Gather Rumors, Intimidate, Sleight of Hand, Sneak

Rake
   You are a duelist and swashbuckler, though you might be more concerned with looking impressive than actually practicing your combat maneuvers. Your battlefield is typically outside of a tavern, preferably with an audience that can appreciate your style and elegance. After all, one must not simply win a fight. One must look good doing it.
   Skills: Balance, Bluff, Persuade, Tumble

Scout
   You’ve spent some time using your skills and training at scouting. Warning troops in advance, preparing the allies for an invasion, getting records for military leaders, your abilities have lent you well.
   Skills: Climb, Sneak, Spot, Track

Spy
   Gathering sensitive information is an endeavor that can achieve its own rewards. Spying is dangerous and carries severe consequences, but you’re good at it. You’ve learned to make subtle changes to your voice, your gait, and your face. You know your way around, and you hide in plain sight…or do you?
   Skills: Bluff, Disguise, Disable Device, Sleight of Hand

Thief
   You are a criminal. You might be a burglar, bandit, cutpurse, or some other form of scoundrel. Wherever your talents lie, you go your own way and often put your own   interests first. You are most at home in society’s seedy underworld, rubbing elbows with others who share your dubious regard for law and order.
   Skills: Disable Device, Listen, Sleight of Hand, Sneak

Trickster
  
A cheat, opportunist, or ne’er‐do‐well, you use your skills to get the better of people you meet, whether you’re lifting a purse from a merchant in a marketplace or conning a rube out of hard‐earned pay.
   Skills: Bluff, Gather Rumors, Persuade, Sleight of Hand

Level 2: Rogue Trick
   Being quick of foot is way of life for a rogue, as is being quick of mind. To defeat the enemy, a rogue must rely on these forms of quickness to not just win, but stay alive to relish that victory and enjoy the spoils of his exploits.
   Benefit: You may choose from a list of special defensive abilities that will bolster your defenses or exploit an enemy’s folly. Whatever you choose, they are for the purpose of making a rogue’s life easier. 
   You may choose a rogue trick at 2nd level and every three levels thereafter. Unless otherwise stated, you may choose a trick only once. You must also meet any additional requirements a trick has before you can take it.
   See the Tricks section for a list of rogue tricks.

Level 3: Quickness
   The best rogues are those who avoid a problem before it occurs, but if it does, they try to be ready for it so the repercussions against them will be minimal, if non-existant. Having quick hands and feet helps.
   Benefit: You gain a +1 bonus to a specific ability or attribute of your choice. The bonus increases by 1 every three levels after 3rd. You cannot choose a second ability. You may select one of the following abilities:
   - Saving throws against effects that would paralyze, restrain, or stun you
   - Checks to conceal a weapon on your person
   - Saving throws against traps and hazards
   - Checks to avoid detection
   - Damage rolls against enemies that have not yet acted in an encounter
   - Checks to detect traps and hidden objects

Level 10: Skill Mastery
   The best lockpicks, pickpockets, thieves, spies, and infiltrators spend many hours of study and application honing their skills. In time, with enough practice, it becomes second nature to get through simple tasks with little to no effort.
   Benefit: When making a skill check using one of your skills from Skill Expertise or Skill Expansion, you may treat each roll as if it were the roll itself or 5, whichever is higher.
 
Rogue Talents List
Arterial Nick

A twist of the blade or a projectile in the right spot leave a wound that continues to bleed well after the attack itself.
   Effect: Instead of dealing Sneak Attack damage, you can instead deal bleeding damage that applies on this attack and at the start of the enemy’s turn. The damage equals 2 damage per Sneak Attack die. This damage does not stack with a second such attack.
   If the enemy regains hit points (via a spell or potion) or succeeds on a Constitution saving throw (DC 10 + the current number of Sneak Attack dice), no further damage is dealt.     You may take this talent a second time. If you do, you may apply 4 points of damage per Sneak Attack die instead of 2.

Concussive Force
A proper hit to the skull will disorient the enemy enough to throw off its balance and make a skilled swing into a wide arc.
   Effect: On a successful Sneak Attack, the enemy’s next attack has disadvantage.
   You must reduce your Sneak Attack by 3d6 to apply this talent.
   You must have the eardrum smack talent in order to take this talent.

Debilitating Distraction
A strike to break the jaw, a stab to the hand, or whacking the rod out of the way, your methods provide enough distraction to prevent an enemy’s spells from working.
   Effect: On a successful Sneak Attack, the target cannot cast a spell except 0-level spells until the end of the enemy’s next turn.
   You must reduce your Sneak Attack by 4d6 to apply this talent. You can only use this talent with melee attacks.

Eardrum Smack
Hearing is useful for finding what you can’t see. A quick hit to the ears negates that advantage and can ring them for a while.
   Effect: On a successful Sneak Attack, you can deafen the enemy for 1 minute.
   You must reduce your Sneak Attack by 1d6 to apply this talent.

Lethal Backstab
You strike home, so quickly and precisely you wouldn’t have expected your enemy to fall so easily, and yet, it did.
   Effect: If both of your attack rolls would result in a hit, your Sneak Attack dice deal d8’s instead of d6’s.
   You may take this talent a second time. If you do, the dice become d10’s instead of d8’s.

Hamstring Cut
A quick strike with your weapon to the enemy’s hamstring cuts deeply into the muscle, hobbling the enemy and making it unable to pursue you.
   Effect: On a successful Sneak Attack, you can reduce the target’s speed to 10 feet for 1 minute and the target cannot take the disengage action.
   You must reduce your Sneak Attack by 2d6 to apply this talent.

Precision Strike
By sacrificing damage for accuracy, you are more sure of landing an attack when you need it.
   Effect: You may gain a bonus to your highest attack roll when you have advantage against the target.
   You must reduce your Sneak Attack by a number of dice equal to the bonus you apply.

Quick Trip
   You get your body positioned just right. A quick shove or a blade in the right part of the leg and your enemy falls flat on its back.
   Effect: On a successful Sneak Attack, you knock the enemy prone.
   You must reduce your Sneak Attack by 2d6 to apply this talent.
   You must have the hamstring cut talent in order to take this talent.

Smoke in the Eyes
You deftly throw something into the enemy’s eyes. Was it sand or dirt? Was it a smoke pellet? Perhaps pepper for irritation? Whatever it was, it leaves the enemy unable to see properly.
   Effect: On a successful Sneak Attack, the target is blinded until the end of your next turn.
   You must reduce your Sneak Attack by 5d6 to apply this talent.

Stick Them With the Pointy End
You found a weak point at the gargoyle’s stone joints. A dragon’s scales are missing along the elbow. Whatever it is, you found a way around it.
   Effect: On a successful Sneak Attack, any and all resistances are reduced by your current number of Sneak Attack dice for the duration of the attack.
   You must reduce your Sneak Attack by 1d6 to apply this effect.

Rogue Tricks List
Careful Step
Discretion is often the better part of valor. Seems like a good idea idea for you. After all, you’re no warrior. Leave the heavy stuff to the fighter.
   Effect: You gain an additional 5 feet to the disengage action.
You may take this trick multiple times. If you do, add 5 feet to the disengage action each time.

Clever Celerity
You can move so quickly, your enemies won’t even notice you’re gone. Even a sliver of mist can provide the means you need to conceal yourself. Use it.
   Effect: If there are no enemies within 10 feet of you, you can hide in areas that provide only one-quarter cover or are lightly obscured. If an enemy comes within 10 feet under these conditions, that enemy has pinpointed your position.

Danger Sense
You knew they were coming. You don’t know how or why, but you just knew it. It could have the trip wire, the smell of a troglodyte, or just some other circumstance, but you won’t be caught unawares.
   Effect: You gain advantage on all initiative checks.

Defensive Roll
By twisting your body, you can avoid the most dangerous attacks and emerge unscathed.
   Effect: If you succeed on a Dexterity saving throw against an effect that would result in half or reduced damage, such as a fireball spell, you take no damage instead.

Evasion
You’re always ready for a sudden attack. If a wizard or warrior flings something at you, you know to get out of the way as soon as possible.
   Effect: You gain advantage on all Dexterity saving throws.
   You must have the defensive roll trick to take this trick.

Opportunist
Your enemy was dumb enough to attack you. Now, it’s time for them to pay.
   Effect: If an enemy makes an opportunity attack against you and misses, you gain advantage against that enemy until the end of your next turn.
   You must have the rabbit’s dance trick to take this trick.

Rabbit’s Dance
It may be cowardly to run sometimes, but at other times, it’s the only way to keep you alive. Since rogues aren’t clad in full plate, they often have to resort to nimble footwork and picking the appropriate opportunities to escape.
   Effect: Enemies have disadvantage when making opportunity attacks against you.

Skill Expansion
Better to make sure you can get past that trap than leave the practice for another day. The training clearly paid off.
   Effect: You gain advantage on one additional trained skill.
   You may take this trick multiple times. Each time, you can gain advantage in a different trained skill.

Snake’s Lunge
You duck underneath a poorly executed attack, opening up the strike you wanted to make.
   Effect: If you are attacked and the enemy rolls a natural 1 or 2, you gain advantage against that enemy on your next attack. You must make the attack before the end of your next turn.

Wriggle Free
You’ve learned to wiggle and wriggle and squirm more deftly and effectively than others. When you get free, enemies will think you covered yourself in oil.
   Effect: Once per round, on your turn, you can attempt to escape a grab without using your action.

EDIT: Here's a second brainstorm. This one incorporates the maneuvers (with expertise dice), but I tried to seperate them as much from the fighter and monk as possible.
Show
Level 1: Sneak Attack
   A skilled rogue uses every variable to his advantage. Be it a slipped foot, a widely missed swing, or shadows, the rogue uses these circumstances to deliver a deadly attack.
   Benefit: You deal extra damage to your enemy. The damage begins at 2d6 at 1st level and increases by 1d6 every two levels after (2d6 at 3rd, 3d6 at 5th, and so on).
   You must have advantage against the target in order to apply this extra damage. 

Level 1: Skill Mastery
   Rogues possess more innate talent and training in mundane tasks than most others. They can decipher writings, bypass security, steal, and gather information more effectively than other classes, making them effective in utility roles.
   Benefit: When you roll a check for a trained skill and dislike the result, you may reroll the check. You must take the result of the new check, even if it’s lower.
   You may use this ability twice per day and one additional time per day at 3rd level and every 3 levels thereafter (3/day at 3rd, 4/day at 6th, and 5/day at 9th).

Level 1: Rogue Scheme
   Success comes to you in ways others don’t expect. You have an angle, a plan to help you succeed no matter how high the odds are stacked against you. Your rogue scheme describes how you do what you do, the advantages you have, and the ways you get the better of those who stand in your way.
   Benefit: Choose a rogue scheme. Several scheme options are presented here: acrobat, enforcer, rake, scout, spy, thief, and trickster.
   At 1st level, you gain training in all the skills listed in your scheme.

Acrobat
   You have focused your training on perfecting your balance, agility, and quickness. You move with grace as you flip, tumble, roll, and dodge. You might be a cat burglar, creeping across rooftops and scaling walls to steal valuables in hard to reach places. Alternatively, you were a performer in a circus, performing amazing physical stunts.
   Skills: Balance, Climb, Escape Artist, Tumble

Enforcer
   You know how to make threats and back them up. You radiate menace, unnerving your foes and possibly even making your companions uncomfortable. You might be a hulking brute or you might just know how to get others to back down.
   Skills: Gather Rumors, Intimidate, Sleight of Hand, Sneak

Rake
   You are a duelist and swashbuckler, though you might be more concerned with looking impressive than actually practicing your combat maneuvers. Your battlefield is typically outside of a tavern, preferably with an audience that can appreciate your style and elegance. After all, one must not simply win a fight. One must look good doing it.
   Skills: Balance, Bluff, Persuade, Tumble

Scout
   You’ve spent some time using your skills and training at scouting. Warning troops in advance, preparing the allies for an invasion, getting records for military leaders, your abilities have lent you well.
   Skills: Climb, Sneak, Spot, Track

Spy
   Gathering sensitive information is an endeavor that can achieve its own rewards. Spying is dangerous and carries severe consequences, but you’re good at it. You’ve learned to make subtle changes to your voice, your gait, and your face. You know your way around, and you hide in plain sight…or do you?
   Skills: Bluff, Disguise, Disable Device, Sleight of Hand

Thief
   You are a criminal. You might be a burglar, bandit, cutpurse, or some other form of scoundrel. Wherever your talents lie, you go your own way and often put your own   interests first. You are most at home in society’s seedy underworld, rubbing elbows with others who share your dubious regard for law and order.
   Skills: Disable Device, Listen, Sleight of Hand, Sneak

Trickster
   A cheat, opportunist, or ne’er‐do‐well, you use your skills to get the better of people you meet, whether you’re lifting a purse from a merchant in a marketplace or conning a rube out of hard‐earned pay.
   Skills: Bluff, Gather Rumors, Persuade, Sleight of Hand

Level 1: Maneuvers
   Being quick of foot is way of life for a rogue, as is being quick of mind. To defeat the enemy, a rogue must rely on these forms of quickness to not just win, but stay alive to relish that victory and enjoy the spoils of his exploits.
   Benefit: You may choose from a list of special defensive maneuvers that will bolster your defenses or exploit an enemy’s folly. Whatever you choose, they are for the purpose of making a rogue’s life easier.
   You may choose a maneuver at 1st level and every three levels thereafter. You may choose a maneuver only once. You must also meet any additional requirements a maneuver has before you can take it.
   You also gain an expertise die, a d6. You gain an additional d6 every 3 levels after 1st level (2d6 at 4th, 3d6 at 7th, and so on).
   See the Maneuvers section for a list of rogue tricks.

Level 2: Talent
   Rogues are good at exploiting weakness, but sometimes, it’s better to use that weakness to create a better one. Instead of killing an enemy outright, or if the rogue is unsure he can make a killing strike, he will try to cripple or disable instead of kill, giving him and his allies a better opportunity to take down the enemy.
   Benefit: You can select special options that allow you to modify or augment your Sneak Attack in different ways. You might deal more damage in specific circumstances, or you might disable an opponent instead of killing them.
   You may choose a talent at 2nd level and every three levels thereafter. See the Talents section below for a list of talents. Unless otherwise noted, you can only take a talent once.
   Most talents require you to give up a certain number of Sneak Attack dice to apply the effect. If you don’t have a high enough Sneak Attack dice, you can’t apply the talent until you have enough dice.
   You may apply only one rogue talent each time you deal Sneak Attack damage. If you want to apply multiple talents to an enemy, you must do so on separate attacks, assuming you retain advantage against that enemy. You must also apply a talent before you make the first attack roll, if you choose to use one.

Level 10: Backstab
   You’ve spent a lot of time in the ruins, wilds, cities, and jungles of the world. You learn to avoid detection and have gained a knack for disabling your foes at the right time. Your training has made you deadly…under the right circumstances.
   Benefit: When you successfully deal Sneak Attack damage to an enemy, you may add your expertise dice to the damage. Roll all the expertise dice you spend and add half the result (rounded down) to your Sneak Attack damage.
   Both of your attack rolls must result in a hit in order to use this ability.
   This ability counts as a talent, so no other talents can be applied with this ability on a successful Sneak Attack, nor vice versa.

Talents List
Arterial Nick
A twist of the blade or a projectile in the right spot leave a wound that continues to bleed well after the attack itself.
   Effect: Instead of dealing Sneak Attack damage, you can deal bleeding damage that applies on this attack and at the start of the enemy’s turn. The damage equals 2 points per Sneak Attack die. This damage does not stack with a second such attack.
   If the enemy regains hit points (via a spell or potion) or succeeds on a Constitution saving throw (DC 10 + the current number of Sneak Attack dice), no further damage is dealt.
   You may take this talent a second time. If you do, you may apply 4 points of damage per Sneak Attack die instead of 2.

Concussive Force
A proper hit to the skull will disorient the enemy enough to throw off its balance and make a skilled swing into a wide arc.
   Effect: On a successful Sneak Attack, the enemy’s next attack has disadvantage.
   You must reduce your Sneak Attack by 3d6 to apply this talent.
   You must have the eardrum smack talent in order to take this talent.

Debilitating Distraction
A strike to break the jaw, a stab to the hand, or whacking the rod out of the way, your methods provide enough distraction to prevent an enemy’s spells from working.
   Effect: On a successful Sneak Attack, the target cannot cast a spell except 0-level spells until the end of the enemy’s next turn.
   You must reduce your Sneak Attack by 4d6 to apply this talent. You can only use this talent with melee attacks.

Eardrum Smack
Hearing is useful for finding what you can’t see. A quick hit to the ears negates that advantage and can ring them for a while.
   Effect: On a successful Sneak Attack, you can deafen the enemy for 1 minute.
   You must reduce your Sneak Attack by 1d6 to apply this talent.

Hamstring Cut
A quick strike with your weapon to the enemy’s hamstring cuts deeply into the muscle, hobbling the enemy and making it unable to pursue you.
   Effect: On a successful Sneak Attack, you can reduce the target’s speed to 10 feet for 1 minute and cannot take the disengage action.
   You must reduce your Sneak Attack by 2d6 to apply this talent.

Precision Strike
By sacrificing damage for accuracy, you are more sure of landing an attack when you need it.
   Effect: You may gain a bonus to your highest attack roll when you have advantage against the target.
   You must reduce your Sneak Attack by a number of dice equal to the bonus you apply.

Quick Trip
You get your body positioned just right. A quick shove or a blade in the right part of the leg and your enemy falls flat on its back.
   Effect: On a successful Sneak Attack, you knock the enemy prone.
   You must reduce your Sneak Attack by 3d6 to apply this talent.
   You must have the hamstring cut talent in order to take this talent.

Smoke in the Eyes
You deftly throw something into the enemy’s eyes. Was it sand or dirt? Was it a smoke pellet? Perhaps pepper for irritation? Whatever it was, it leaves the enemy unable to see properly.
   Effect: On a successful Sneak Attack, the target is blinded until the end of your next turn.
   You must reduce your Sneak Attack by 4d6 to apply this talent.

Stick Them With the Pointy End
You found a weak point at the gargoyle’s stone joints. A dragon’s scales are missing along the elbow. Whatever it is, you found a way around it.
   Effect: On a successful Sneak Attack, any and all resistances are reduced by your current number of Sneak Attack dice for the duration of the attack.
   You must reduce your Sneak Attack by 1d6 to apply this effect.

Rogue Maneuvers List
Careful Step
Discretion is often the better part of valor. Seems like a good idea idea for you. After all, you’re no warrior. Leave the heavy stuff to the fighter.
   Effect: When taking the disengage action, you may roll expertise dice to add to the distance. You can move 5 feet for every 5 you roll in your total dice rolls, but it cannot exceed your speed.

Child of Mist
You can move so deftly, your enemies won’t even notice you’re gone. Even a sliver of mist can provide the means you need to conceal yourself. Use it.
   Effect: If there are no enemies within 10 feet of you, you can hide in areas that provide only one-quarter cover or are lightly obscured. You can roll the expertise dice you spend to gain a bonus to the check, but can only apply the highest roll as a bonus.
   If an enemy comes within 10 feet under these conditions, that enemy has automatically pinpointed your position.

Danger Sense
You knew they were coming. You don’t know how or why, but you just knew it. It could have the trip wire, the smell of a troglodyte, or just some other circumstance, but you won’t be caught unawares.
   Effect: When you roll for initiative, you can spend expertise dice to improve the result. Roll all the expertise dice you spend, but apply only the highest die roll as a bonus to the check.

Defensive Roll
By twisting your body, you can avoid the most dangerous attacks and emerge unscathed.
   Effect: If you make a Dexterity saving throw against an effect that deals damage, you may spend expertise dice to reduce the damage. Roll all the expertise dice you have, add the rolls, and reduce the damage by the total.

Opportunist
A friend of yours was kind enough to take the enemy’s eyes off you. Too bad for them. The enemy should’ve learned better than to take their eyes off you.
   Effect: If an ally hits an enemy with an opportunity attack, you can use a reaction to attack that enemy if you’re within 30 feet of it. Make an attack roll and roll all the expertise dice you spend, using the highest result as a bonus to the attack roll. On a hit, you may also add your Sneak Attack damage.
   You may not apply a talent to this maneuver.

Rabbit’s Dance
Your enemy was dumb enough to attack you. Now, it’s time for them to pay.
   Effect: If an enemy makes an opportunity attack against you, you can spend expertise dice to reduce the chances of a hit. Roll all the expertise dice you spend, but keep only the highest result. You gain a bonus to AC equal to the result on the attack. On a miss, you gain advantage against that enemy until the end of your next turn.

Snake’s Lunge
You duck underneath a poorly executed attack, opening up the strike you wanted to make.
   Effect: If you are attacked and the enemy misses, you can spend expertise dice to gain advantage. Make an attack roll and roll all the expertise dice you spend, using the highest result as a bonus to the roll. If your result meets or exceeds the enemy’s attack roll, you deal no damage and gain advantage against that enemy until the end of your next turn.

Vault
Jumping and climbing are important skills for a rogue. Clearing small chasms is often more beneficial than fighting your way through the front door.
   Effect: When making a jump, you can use your expertise dice to increase the distance. Roll all the expertise dice you spend, but increase the distance by only the highest result, which is additional feet for a long jump or additional inches for a high jump.

Wriggle Free
You’ve learned to wiggle and wriggle and squirm more deftly and effectively than others. When you get free, enemies will think you covered yourself in oil.
   Effect: Once per round, on your turn, you can attempt to escape a grab without using your action. You can spend expertise dice to improve the check. Roll all the expertise dice you spend, applying only the highest result as a bonus to the check.

 
Okay, so I'm interpreting the rogue as the utility man/woman: They do stuff many others can't, and they believe in using whatever dirty tricks needed to get their job done or take an enemy down, but I don't want the class to get pigeonholed, either, so I tried focusing on skills and Sneak Attack. I thought having an adjacent ally to an enemy was a bit of a cop-out for Sneak Attack, so I tried some ideas for the Rogue to gain advantage in additional situations. Skill Mastery is still a pain, so that'll need work, and finding another way of exploiting rogue skills is another idea, but that's the brainstorm with some tweaks...for now. There's also the fact this class is bypassing Skill Supremacy, but that was the best I could think of, honestly.
Hey,

This isn't session feedback, so I'll be moving it to Playtest Packet Discussion.

Thanks,

Monica
Bumping this because I thought up a second brainstormed rogue, but this time, I put in the maneuvers with the expertise dice and tried to create as many unique maneuvers as possible.
So I recently got to be a player (Usually DM). I decided to find out what the big fuss about Rogues was... I got 2 really good rolls, and 3 ok rolls, and one bad roll. While looking through the skills, the majority are either DEX or CHA. I put my 2 highest scores into those, and picked mostly skills that were NOT DEX or CHA, concidering I was giving them a +4 from the stat bonus. I did take a few DEX and CHA skills that I never wanted to fail (+3 skill and +4 stat) makes for almost never fail. In combat manuver catigory I chose lightning reflexes. My rogue outside of combat can do almost anything, scale a wall, jump through windows, hop from roof to roof, I can get deals at weapon shops by persuading the owner to give me a deal. Inside of combat I use a bow and sneak around fireing from all diffent angles. I also usually take a wait in defensive stance, if a missle weapon comes my way, using my lightning reflexes I grab the missle out of the air and shoot or throw it back at the opponent.
Hes definitely not over powered, and far from useless.  
So I recently got to be a player (Usually DM). I decided to find out what the big fuss about Rogues was... I got 2 really good rolls, and 3 ok rolls, and one bad roll. While looking through the skills, the majority are either DEX or CHA. I put my 2 highest scores into those, and picked mostly skills that were NOT DEX or CHA, concidering I was giving them a +4 from the stat bonus. I did take a few DEX and CHA skills that I never wanted to fail (+3 skill and +4 stat) makes for almost never fail. In combat manuver catigory I chose lightning reflexes. My rogue outside of combat can do almost anything, scale a wall, jump through windows, hop from roof to roof, I can get deals at weapon shops by persuading the owner to give me a deal. Inside of combat I use a bow and sneak around fireing from all diffent angles. I also usually take a wait in defensive stance, if a missle weapon comes my way, using my lightning reflexes I grab the missle out of the air and shoot or throw it back at the opponent.
Hes definitely not over powered, and far from useless.  



It's great you are having fun, but I have a few questions/points.

1) If you have skills that never fail, doesn't that make you a little overpowered? I follow that by pointing out you said "My rogue outside of combat can do almost anything".

2) I think you read the wrong manuever. Lightning Reflexes does not do what you say it does. You are describing Deflect Missles which is a Monk only manuever.
ok for point 1, almost, is the key word, like fighters almost never miss in combat. On point 2 would it make you feel better if on a miss as a reaction, I roll dex to grab the projectile out of the air and fire it back a turn later? Essentially that is what happens.

ok for point 1, almost, is the key word, like fighters almost never miss in combat. On point 2 would it make you feel better if on a miss as a reaction, I roll dex to grab the projectile out of the air and fire it back a turn later? Essentially that is what happens.



I don't know if I would ever allow someone to grab a projectile out of thin air without a power that explicitly lets them do so. A thrown weapon? Sure, with a high DC (20 or 25). But a projectile? That better be a class power or it is not happening...
So I recently got to be a player (Usually DM). I decided to find out what the big fuss about Rogues was... I got 2 really good rolls, and 3 ok rolls, and one bad roll. While looking through the skills, the majority are either DEX or CHA. I put my 2 highest scores into those, and picked mostly skills that were NOT DEX or CHA, concidering I was giving them a +4 from the stat bonus. I did take a few DEX and CHA skills that I never wanted to fail (+3 skill and +4 stat) makes for almost never fail. In combat manuver catigory I chose lightning reflexes. My rogue outside of combat can do almost anything, scale a wall, jump through windows, hop from roof to roof, I can get deals at weapon shops by persuading the owner to give me a deal. Inside of combat I use a bow and sneak around fireing from all diffent angles. I also usually take a wait in defensive stance, if a missle weapon comes my way, using my lightning reflexes I grab the missle out of the air and shoot or throw it back at the opponent.
Hes definitely not over powered, and far from useless.  



Out of combat rogues are quite good. Then again, so are fighters with mighty exertion; they will even get some situations in which they can shine brighter than a rogue. But, lets take a look at what is going on in combat: you were using sneak attack with a bow. Great. What about doing so gave you moments where you got to shine brighter than a fighter using deadly strike with a bow? And, how were you grabbing projectiles out of thin air? The rogue does not get a single power that actually lets him do that...
ok for point 1, almost, is the key word, like fighters almost never miss in combat. On point 2 would it make you feel better if on a miss as a reaction, I roll dex to grab the projectile out of the air and fire it back a turn later? Essentially that is what happens.



Um.. no that wouldn't make me feel better. Lightning Reflexes is a manuever which allows you to increase your Dexterity saving throw, which I read as being the same as the Reflex saving throw of past editions. Something used to dodge dragon's breath or fireballs. If you want to make a dexterity check, I guess like Cyber-Dave I might let you for a thrown weapon, I might allow it for an arrow if you were preforming, but I would not allow you to use Lightning Reflexes since that is a manuever for saving throws, not checks
Also, "Dodge" (defensive stance) and "Ready an Action" (which you would need to do to try and catch a thrown weapon with a Dex check) are both actions. You only get one action a turn. You would not be able to do both in the same round.
So I recently got to be a player (Usually DM). I decided to find out what the big fuss about Rogues was... I got 2 really good rolls, and 3 ok rolls, and one bad roll. While looking through the skills, the majority are either DEX or CHA. I put my 2 highest scores into those, and picked mostly skills that were NOT DEX or CHA, concidering I was giving them a +4 from the stat bonus. I did take a few DEX and CHA skills that I never wanted to fail (+3 skill and +4 stat) makes for almost never fail. In combat manuver catigory I chose lightning reflexes. My rogue outside of combat can do almost anything, scale a wall, jump through windows, hop from roof to roof, I can get deals at weapon shops by persuading the owner to give me a deal. Inside of combat I use a bow and sneak around fireing from all diffent angles. I also usually take a wait in defensive stance, if a missle weapon comes my way, using my lightning reflexes I grab the missle out of the air and shoot or throw it back at the opponent.
Hes definitely not over powered, and far from useless.  



Hmm...I'm pretty sure that's not possible. That said, even if it was, I wouldn't even allow such unless you were at a high level. Grabbing a weapon out of the air is a very difficult trick for even well-trained combatants, so there's no way anyone at lowe levels should do it. I think the monk has such a maneuver, and I see nothing wrong with that, but I'd make Lightning Reflexes (or a derivitive) a requirement before anyone could catch projectiles out of the air.

As for skills, the rogue should be the skill specialist, but the combat is where many have their problems. As I interpret it, many don't like the fact the rogue is just a poor fighter with more skills, so my idea was to Sneak Attack and modify it so status effects could be applied . That way, the rogue still has good potential for damage if he has the enemy's back or can cripple them, making it easier for allies to take down the enemy. Either a status effect or high damage. That was the premise for the brainstorm. Whether it works, I can't say, but it makes for a spicier rogue, I think. 


This is by no means mathematically sound but is more a general idea of what the class could/should look like.

I hold the opinion that heroes are heroic. As such a Thief adds +1 dex, int AND cha ( yes + 1 to 3 abilities)


D6 hit die (6hp + con bonus at first level)


 
When you create your character there are various paths that you can choose that have a different focus. 


Thief paths:


Enforcer (DEX)
The enforcer is essentially a goon. The primary tactics of the enforcer is to flank opponets and stab them in the back.
Flanking attacks can only be made with 1h melee weapons.


L3- Flanking strike – The thief adds their DEX bonus to their hit rolls.


L5- deadly strike – The thief adds 1 additional die to their damage roll. The die is determined by the weapon the thief used in the attack. (eg. A short sword does 1d6 damage. A deadly strike would cause 2d6 damage.)


L7-


L9- Improved deadly strike – the thief adds 2 additional die to their damage roll. The die is determined by the weapon used in the attack. (eg. A Long sword does 1d8 damage. A deadly strike would cause 3d8 damage.)


 


Prowler (INT)


The prowler follows that the quill is mightier than the sword. Rather than best their opponents with brawn (or in the thiefs case agility) they best their opponents by cripiling and disableing them making it easier for the party to score a victory.
Analyze Opponent: The thief uses their intellect to measure their opponent’s ability to conduct battle. This allows the thief to use their INT bonus in a number of different applications. This makes the INT score relevant to this particular path.


L3- Hamstring – halves target movement on successful attack. The thief may use their INT bonus for their attack roll.


L5- Fighting words – By analyzing the target the thief is able to add their INT bonus to damage rolls.


L7- Critical thinking – by analyzing the target the thief is able to add their INT bonus to the critical threat range of their next attack


L9- Immobilize – target movement reduced to 0 on successful attack. The thief may use their INT bonus for their attack roll. 


 L11- Disarm- The thief lands a strike causing the target to drop their weapon. The thief may add their INT score to their attack hit and damge roll for this attack.


 


Deceiver (CHA)


The Deciever is essentially a master con artist. They use their skills to disrupt and distract opponets to allow their fellow party members to gain the upper hand in battle. 
 
L3- Mock – The thief distracts the target drawing its attention (hopefully from a safe distance) to attack the thief. This allows an ally to add the thief CHA bonus on their next damage roll.


L5- Inadequacy – The thief provokes the target into a depressing self-doubting state. The target suffers a penalty to all attack and damage rolls equal to the thief CHA bonus.


L7-bamboozled - Allows an ally to add the thief CHA bonus to the critical threat range of their next attack.


L9- Circular logic – The thief is able to engage the target in a mindboggling array of illogically logical (or is it logically illogical?) mind games rendering the target confused an unable to act the next round. The thief may use their CHA bonus for this “attack” This will only work once per target per battle.


This really opens up many opportunities for a whole array of different playstyles for the thief (rogue) Not only are there plenty of options that make them combat effective there are is huge RP potential as well.