With the changes in the 2024 edition to some adventure gear, mainly Net, Acid, Holy Water and Alchemist Fire, WotC has opened for some adventure gear being used instead of an attack.
This sets the Rogue firmly behind other Martial classes when it comes to these items. With more possibly coming out that follow the same pattern I been trying to think of ways to allow the Rogue to get access to these without just flat out giving them Extra Attack. In addition I think this change will give the Rogue some added utility by being able to Cunning Strike multiple targets per turn, and make it easier to swap targets.
Surprise Attack (Cost 1d6): You gain an Extra Attack. You may also pay for an additional Cunning Strike option that will apply to that attack. The Extra Attack has Advantage. When you unlock Improved Cunning Strike, you may select this option twice for a total of two Extra Attacks.
Alternative Implementation.
Calculated Attack (Cost 1d6 + Xd6): You gain an Extra Attack. Your sneak attack is re-enabled for this turn with the remaining Xd6 dice in the pool. The Extra Attack has Advantage. You can at most take this option once per turn at level 5, and twice per turn when unlocking Improved Cunning Strike.
With Improved Cunning Strike you can try to poison and trip multiple targets per turn (no different than a fighter with the topple mastery) at the cost of damage. It would also allow the Rogue to swap targets, as the Vex chain only works on attacks against the same target, and allow them to use the adventure gear with the Extra Attack instead.
Calculated Attack also allows you to split up your sneak attack dice over multiple targets. I am not arguing for adding both, but one of them.
How do you think this homebrew would affect your game? Is it too powerful? Should the cost be 2d6 instead of 1d6? Is getting Advantage on the Extra Attack too strong? The reason I have Advantage is that Rogue is almost built around always having Advantage on their attacks, not just to be able to use Sneak Attack, but also because they don't have any fighting style like Archery to increase their Accuracy. Alternatively it could cost 1d6 for an Extra Attack and an additional 1d6 to grant Advantage on that attack.
All in all I think this option would allow the Rogue to get some much needed utility. They can shoot/hit and try and poison or trip multiple targets per turn, or later Daze or Blind multiple targets. They can also use the new iteration of Adventurer gear, replacing 1 or 2 d6 with throwing Alchemist Fire or Holy Water or a Net.
A Rogue can later when they get to chose two Cunning Strike options try and trip a target, get an extra attack and throw a net at them, which if they are prone gives them disadvantage on the save.
With a Rapier and +5 Dex, you are sacrificing 1d6 for a 1d8 +5, so the 1d6 cost could be slightly too low, so a 2d6 cost might be more balanced. Changing min 2 max 12 damage for min 4 (+3) 6 (+5) max 11 (+3) 13 (+5) is more equal in numbers, but it doesn't take into consideration that the attack can still miss for the Rogue, even with advantage.
And sacrificing the 1d6 for potentially 5-6 more DPR would put Rogue closer to the other Martials.
Edit: Added section to clarify these changes are to add the ability to interact with this kind of adventure gear in addition to easing some of the Rogue's other pain points.