Rogues do need some attention, that's for sure. I'll just quote the relevant sections from my huge list of suggestions thread. I think this is a good way to fix the Rogue:
- Add the Expertise class feature for Rogues. It’s one of their defining features, Rogues/Thieves have always been the skill class in D&D. They need Expertise to retain that role. Also, maybe give them one more proficient skill at character creation, because right now you can make a Ranger that has more skills than a Rogue, and that steps on the class identity as the skill experts.
- Fix Sneak Attack. It shouldn’t be a separate ability on the hotbar. It would be much better as a toggle, just like you use for Repelling Blast. This would allow us to potentially Sneak Attack with an offhand attack, with a special arrow shot, with an Opportunity Attack, and so forth. As it should be. Still only once per turn, of course. Also, please roll each of the Sneak Attack dice separately, instead of rolling once and multiplying. It should be consistent damage, not swingy.
- Add another type of Cunning Action, to make up for the fact that you gave bonus action Disengage and Hide to everyone. That takes a lot of the Rogue’s specialness away, and only having one Cunning Action (Dash) seems kind of anemic compared to many other class features. My suggestions would be either Cunning Action: Throw (bonus action, once per round), Cunning Action: Dodge (bonus action), or Cunning Action: Hide (once per round can Hide without using any action at all).
- Limit offhand attacks to once per round. Right now, the Thief subclass emerges as this obvious damage beast, which is not really what it’s supposed to be. I love the extra bonus action, that’s fantastic, but it should be used for utility purposes, not to make extra attacks that the class shouldn’t have.
Also, related:
- Make these traps disarmable. I found tons of traps in the game that could not be disarmed, and it was very disappointing, as a Rogue player. There were 23 trap disarm kits (I don’t know why we need these, instead of just using Thieves’ Tools, but whatever) in my inventory at the end of my playthrough, and virtually no traps to disarm. I found at least two trapped chests that couldn’t be disarmed, all those traps in the swamp couldn’t be disarmed, the mines along the side approach to the goblin camp couldn’t be disarmed, the proximity bombs in the Zhentarim hideout couldn’t be disarmed, and so on. Disarming traps is an important part of the D&D style of game for many people, so please make most of the things disarmable.
- Improve the AI of enemies when you are Hiding. Right now they mostly just stand around and wait to die if you are hidden. This is pretty bad. They should come searching for the hidden character(s), or go take cover somewhere, or do something sensible. Right now, you can’t even play a stealthy hit-and-run playstyle without automatically exploiting an obvious failure in the AI, which is not fun.
- Change the fact that activating Dash instantly breaks Hide and Invisibility. This especially makes no sense given the fact that you can activate Dash first, and then Hide, and still move at double speed while Hiding.
- Show the roll (either in the combat log, or as a pop-up such as when disarming the 5% of traps that you can actually disarm) when lockpicking. We need to know whether we failed due to a low roll, or failed because the difficulty is high.