How to Rogue / Rogue stories

Hey Veeky Forums long time Str martial player here, I need your help.

I'm making my first rogue in an upcoming 5e campaign, And need to know ways to be creative with a dexterous mentality and fighting style.

DM is a long time cool dude, always fairly open to us doing stunts and tricks if we roll high enough, did plenty of grappling, throwing, pushing, and general brute shit in the past, but this is my first Dex style character.

Any tips or cool things youve done or seen rogues do in your campaign? any fun ways to abuse the tool proficiency or sneak attacks?

You can always pin people to things with throwing daggers or be streetwise although thats more a general way of thinking than anything else. Always try to be thinking on how to make money.

in theory can a thief archtype use their action to throw dust or sand in someones face and the sleight of hand bonus action to remove the weapon from their hands?

I doubt you can sleight of hand someones weapon considering it is something they are actively holding rather than something you can sneak away from them.

First session, new group, characters made over text chat.

Dirk enters the tavern, asks for a glass of wine, and pays ten times the price to get on the tapper's good side. Then he tosses the wine, stuffs the glass into a leather sack and smashes it with the butt of his dagger.

First encounter happens, and Dirk reaches into his pouch with his gloved hand. He produces a handful of glass sand, which blinds the thug attacking him permanently because it's roleplay and not rollplay.

Suddenly I'm the party leader just because I'm the only person who thinks of plans more complicated than "I cast Magic Missile"

now thats the kinda shit I wanna do, I love it

Our group is VERY role>roll so if I can think of shit like that, I can make it work

hm, what do you think would be enough to make someone lose their grip or at least loosen it? blackjack sneak attack?

I would rule that, because the target is blinded, you could roll DEX or STR to disarm the opponent. But I like to allow that kind of thing, I could definitely understand a GM ruling it out, too

The key to having fun as a Rogue is to pretend you're Batman, and always be making plans. Always assume you're about to get into a fight, and always be preparing a way to subvert the enemy.

Also steal ideas from movies and books, the more obscure they are the cooler people will think you are because they think you're so original

A real rogue would have already stolen the weapon before the encounter or seen signs of the fight set it up so he had the advantage. Do things underhanded, hire thugs, hide gold in your boot in case someone steals from you, keep your weapons hidden, don't let people know your the sneaky guy tell people your a mercenary rather than rogue. Bluff your way into places, watch Fletch. Think about what rogues in movies would do or how they'd play a situation, sneaking doesn't always mean not being seen.

I'll definitely start taking note of cool roguish shit from things I watch

Sadly this campaign is gunna start with the party accidentally running into a battlefield area and having to escape the two armies converging, so acrobatic stunts will be the start before we get to town

Gunna watch Fletch tonight for inspiration, ty user

After being a barbarian for 3 years its gunna be really interesting to think ahead and use underhanded shit instead of just shows of brute force and muscling through shit, I'm very excited

How should rogues deal with nonhuman enemies? as far as I can tell that'll be a bit of a challenge aside from rolling around sneak-crossbowing

Take advantage of their lack of wits and intelligence. You can still trick and trap idiot beasts or mindless undead.

That's the problem, user. You should have been doing all this as a Barbarian.

Conan, progenitor of the archetype, was a sneaky and clever son of a bitch. He was constantly outnumbered, constantly outgunned, but he always pulled through with a plan.

Always be planning.

lol my barb had 7 int sadly, had to stay in character, we had a high int wizard who did a lot of the planning to my chagrin
ooh yeah, setting up traps will be fun

The trick to playing a good rogue, or party member in general if you want to be the smartass trickster because this applies to wizards and the wisdom classes too, is harvesting knowledge and writing everything down. No-one's going to bitch you out for keeping a shitload of notes, and it's the best way to plan ahead. Make frequent knowledge checks, but not too many or people will think you're an asshole for slowing the game down.

its a very small party, only three of us an likely an DM low stat NPC we'll escort, I'm not too worried about slowing down the game and all the players are cool friends ive known for years and have played with before

I like the idea of having notes for every situation, getting info where I can, will make the deception tag handy

Play Thief: the Dark Project, Thief 2: the Metal Age (and if possible Thief 2X: Shadows of the Metal Age) and Thief 3: Deadly Shadows

have played them all and love them, but the level of tech and even magic is pretty low in this campaign, might be difficult to get a lot of the tools garrett has

Be the guy that invents those tools. Have it be a part of your progression. Be the Bat.

DON'T make CHA your dump stat, unless you want to play the brooding, antisocial type (not good as you're immediately the suspect), it's actually easier to avoid suspicion by being sociable and blending in..

cha at +2, I made dex my dump at 10 (rolled REALLY well in stats)

>dumping DEX

You better have a REALLY GOOD fucking plan, then.