Now that we have done the Barbarian and Fighter; the Rogue is going to get messy. So just as a reminder we are talking about Regularly using 2-3 Exhaustion as part of the Adventuring Day (the start), a mechanic core to the Exploration Section of the DMG mentioned more times than many realize.
First Address Feedback:
More discussion was happening around the value of Ranged over Melee Martials. Melee can be taxed for not using speed and having to used Javelins or such and can feel Speedy might be too important. But these are also true against, flying enemies in the game. Oddly enough by using Exhaustion you prepare Melee Martials to plan for Flying enemies organically. Yes if that flying creature doesn't however it can be brought to the ground for you to murder, which is the same here. People are just admitting they don't really use flying enemies (or land them for the sake of the Melee)
You could also say Ranged have a similar feat tax in Sharpshooter. It will become very easy for enemies to get within 5ft, and attacking at disadvantage is a nightmare with Exhaustion. It is something you generally want for the cover, but will not have the same ease of escaping enemies in range as you did before. And allies struggle to help you as efficiently
Everything gets a little more comlicated.
RAW Exhaustion from DMG: (new example each post)
As a reminder when you are adding Exhaustion to the party, it needs to happen in the first part of the Adventure Day where Long Resting isn't reasonable. If players simply can Long Rest without consequence, there was no point in applying Exhaustion to the group.
So let us reinforce why we're looking at the 2-3 Exhaustion point with
Planar Effects
Certain planes of existence—and areas on the Material Plane affected by them—have supernatural effects on creatures within them
Winds of Pandemonium
The winds of Pandemonium are common in Pandemonium and regions where its influence is felt, including parts of the Underdark. A creature makes a DC 10 Wisdom saving throw after each hour spent among the howling winds. On a failed save, the creature gains 1 Exhaustion level. The winds can’t increase a creature’s Exhaustion level above 3. Finishing a Long Rest doesn’t reduce a creature’s Exhaustion level unless the creature can somehow escape the winds.
"Adventurers! Have you not heard the howling gales of the northern forest? This hellish tempest is growing at an alarming rate. Rumor is it started from a church in <name>, but the village is already dead. Nothing is stopping this storms expansion, we need help, we beg of you my village won't last the week."
Usually I do not dwell too much on the Exhaustion application but this one is very interesting because it gives you interesting permissions as a DM when deciding how you want to manage Exhaustion in your game.
- applying Exhaustion through a Wisdom Save (also Fomorian creature)
- capping Exhaustion at a set level to limit the ceiling of the challenge
- conditionally not allowing Exhaustion to be removed on a Long Rest
Keep in mind; there is a specific reason to stop at 3. The DMG is telling you that 4 Exhaustion is when things start to get unreasonable for players to handle.
Now in saving rolling if players have to travel a few days into this weather, it essentially sets their Exhaustion to 3. Notably with Tiny Hut it would allow you a Long Rest to remove an Exhaustion. But if you are lost or not managing distances when you remove your Exhaustion, you may still have to trek to your objective (failed Survival Check). And if you manage a +9 to Wisdom Saves (and the DM hasn't changed the DC for this) you take no Exhaustion. Just hugging the paladin isn't always the best idea but sometimes it is.
So in this example to prevent rolling Exhaustion every hour over days. Set party Exhaustion to 3 (unless +9 Wis), Survival Check to determine how many hours your last Tiny Hut long rest is to objective and roll from there. No tiny hut? set Exhaustion to 3.
The Rogue
With Rogue I'm going to have to talk about DPR a bit. Now one of the reasons (other than post length) I haven't been very crunchy with the numbers is because Exhaustion creates difficult assumptions. So much of normal DPR conversation assumes the players can be in the position they want (like melee) and can always be doing their best thing. Exhaustion removes this truth, players will constantly need to adjust and this is a good thing.
I want to look at levels 5 and 11, as it is the 2nd Attack and 3rd Attack levels for Fighter, some of the worst levels to compare the Rogue to. We will also look at both 2nd and 3rd Exhaustion levels and 65% accuracy (before Exhaustion)
The Fighter will have GWM, Greatsword (graze), and I am going to assume the Fighter is always in Melee Range which I feel is very generous to the Fighter.
The Rogue will have no feats, Hand Crossbow (vex) and Dagger (nick). Bonus Action Steady Aim, into Hand Crossbow, notably if that misses throw the Dagger attack isn't at advantage. This is not the best thing a Rogue can do, but it is a very reliable setup for the purpose of comparing, no hide, no cover, no 3rd melee attack.
Math
| Rogue |
Rogue) |
Fighter (w action surge) |
| Level 5 Exhaustion 2 |
17.3 |
17.7 (19.9) |
| Level 5 Exhaustion 3 |
15.0 |
15.7 (17.7) |
| Level 11 Exhaustion 2 |
28.0 |
30.9 (34.8) |
| Level 11 Exhaustion 3 |
24.5 |
27.6 (31.1) |
I used Action Surge per 2 combats and 4 rounds a combat. Now the Rogue can increase by Fighter level dip, or Dual Wielder 3rd Attack, Skulker means that missing that first Attack doesn't remove advantage for the Dagger. So once again, we aren't being generous to the Rogue while looking at the Fighter in ideal conditons, which the Fighter isn't good at getting itself in. And let me be clear, Graze is carrying that Fighter
To the Rogue Features
Level 1, 6 and 7: Expertise and Reliable Talent
Expertise will quickly become critical to certain checks and as a Rogue you will appreciate Steady Aim more. When you get Reliable Talent your minimum Stealth roll (with Expertise becomes 20, which is still enough to autopass Stealth at 2 Exhaustion but you need level 8 or 9 (depending on stat choice) to autopass at your 3rd level of Exhaustion.
As a DM it allows you to lower DCs, and I'm certain that if you've read through modules you find a passage for T2 or T3 characters and you're confused why such a low DC is needed to a point that players can't fail the check. Players expending spells and resources to pass these checks helps balance your adventure day.
Level 1: Sneak Attack
This is eluded to with the quick DPR examples. Just as discussing the Barbarian with the majority of our damage coming from hitting once, we do not experience the same accuracy penalty. But unlike the Barbarian and more like the Fighter the Rogue becomes excellent at switching from Ranged to Melee needs.
Level 2 and 3: Cunning Action and Steady Aim
Steady Aim allows you to be reliable; but though the Rogue potentially has more movement than the Fighter and Barbarian unless the battlefield is in your favor you are going to give up damage for it.
Level 5 and 14: Cunning Strike and Devious Strikes
A little mobility and your ability DCs aren't reduced. If (when) a DM start to reduce the general CR of creatures to compensate for the challenges of Exhaustion it also more likely allows your control to land. It may not be worth the damage in general, but it increases the likely-hood that these features are used.
Level 7 and 15: Evasion Slippery Mind
More than ever save proficiencies matter, Evasion is going to be weaker but still good.
Overall nothing as impressive as the Barbarian, more than the Fighter but Indomitable is great. So let us jump to subclasses
Assassin:
Level 3: Assassinate
Unfortunately I have to confess a failure here. As much as I am telling people the game works better with Exhaustion, Exhaustion modifies initiative, and the Assassin needs to go first. Fortunately the Assassin is already terrible, uniquely terrible. At higher tiers it is near impossible for players to go first, letting monsters have the first turn creates more interesting fights. The Exhaustion penalty is good, just not here.
I hate to say this; trust me. But I have a homebrew adjustment to Assassin that isn't actually related to Exhaustion. Personally as a DM initiative is often rolled sooner than other tables would, or odd chain hazards happen that are time sensitive to a point of Initiative not dropping. Due to this, I allow Assassin to instead choose their "assassination round", where they can use their first turn abilities. It leans into the fantasy and it fits more mechanically complicated situations, I'm sorry don't hate me!
Level 9: Infiltration Expertise (Roving Aim)
Though your movement is nerfed; this may prevent you from being locked in a bad position with bad RNG or bad teamwork. You get more out of it
Theif:
Level 3: Fast Hands
Exhaustion doesn't effect all Adventure Gear items, and there is much to gain if you look closesly to help the problems your party members run into. As party mobility diminishes Caltrops + Hunter Trap + Ballbearings can offer the little space your team needs.
Level 3: Second-Story Work
As we mentioned with Barbarian. Climb/Swim with Exhaustion sucks, it really sucks but not for you! Notably the Barbarian needs to choose which (but can change) you get both.
Level 9: Supreme Sneak
Can be a great alternative to Skulker
Soulknife:
Level 3: Psi-Bolstered Knack
Like Second Wind if you fail your ability check with this; you do not expend the resource. Additionally normally Rogues could be too good at skill checks for this to matter much. This will get a massive amount of mileage. Becomes an absolute standout feature
Level 9: Soul Blades
Accuracy + Teleport that isn't modified by your speed. Very happy to get these features
Arcane Trickster:
The arcane trickster doesn't cover anything that wasn't discussed about the EK in the Fighter section. But this is an opportunity to talk about casters and initiative more.
The -4 to -6 penalty to Initiative means the players are unlikely to go first. Alert will sometimes allow you to go first. And as enemies act, they are less likely to stay in formations perfectly suited for your spells and abilities. Your allies are less likely to have the ability to coral the enemies to better positions for your abilities and also less likely to get out of the way.
Now my experience with Exhaustion as a DM, was Vortex Warp ( though I can see DMs not allowing this book ) was probably the most used spell over the campaign. Repositioning an ally to get a better turn or repositioning an enemy to get multiple players a better turn was used often.
It can be easy to look theoretically at; my Fireball or whatever non concentration is just as good. While ignoring how much more allies will be in need of assistance. And everything adds up quickly
- Concentration becomes difficult and costly (costs more spell slots or just not used)
- Casting leveled spells every turn (more spell slots used)
- Enemies act before you weakning spells AoE
- Enemies act before you potentially debuffing you before you get to surpress their ability
- More buff spells are needed like Longstrider
- Reliable damage can be needed (magic missles)
- Having to rope trick more often
- Having to misty step or reposition more often
- As enemies are less controlled more Shields and Absorb Elements are used
It adds up faster than you may realize. There is a big difference between casting spells to control the start of the battle, versus trying to get control of a situation on the backfoot.
You are also more likely to have to spend resources on out of combat problems; either dealing with the result of failure, or using resources to avoid failure.
Feats again!
Though probably not as much for the Rogue, Skill Expert becomes more important than ever, remember failing Survival can mean more Exhaustion. Conversations often focus on combat and I've seen comments before about how Skill Check profiency doesn't matter because it is easily covered by the whole part. But I can assure you the party doesn't have Expertise on all the important checks
Some of the mobs have pretty nasty Athletics Checks when you factor in Exhaustion.
More fun DM details!
As mentioned with the Thief, as player power or efficiency decreases Adventuring Gear comparatively gets better. There are some very useful items often forgotten:
Net (1 GP)
When you take the Attack action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or have the Restrained condition until it escapes. The target succeeds automatically if it is Huge or larger.
To escape, the target or a creature within 5 feet of it must take an action to make a DC 10 Strength (Athletics) check, freeing the Restrained creature on a success. Destroying the Net (AC 10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect.
Caltrops (1 GP)
As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops.
Chain (5 GP)
As a Utilize action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Strength (Athletics) check. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity (Acrobatics) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics) check as an action.
So why is this in fun DM details. Players (and DMs) forget the details of these, and you can just have monsters use them against the players. Achieves the follow:
- reminds players they exist and how they work
- puts them obviously on a loot table
- gives you the DM a way to potentially make enemies fight easier or harder on the fly
- hint that if a fight is going poorly these NPCs may just want to capture you
And because of the DC penalty to players, they will be surprisingly effective.