D&D 5E Any Rogue/Warlock ideas?

variant

Adventurer
My current plan is a human (variant) Rogue Swashbuckler multiclassed into a Warlock. I haven't decided if it should be a bladelock or a tomelock. I also haven't decided on a patron.
 
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chaossdragon

First Post
This was something I was toying with myself, till i found out there was another rogue in party already...

Fiend patron, Bladelock. This way you can grant yourself temp hp with every kill, and you have a decent concealable weapon, that will grant extra attacks (don't know what swashies get so may not stack).
 

Yunru

Banned
Banned
Chain. Definitely. If nothing else (and there's tonnes else, great scouting pact), you've a (probably) invisible familiar to help get Sneak Attack even when you don't have advantage.
 

Kithas

First Post
Chain. Definitely. If nothing else (and there's tonnes else, great scouting pact), you've a (probably) invisible familiar to help get Sneak Attack even when you don't have advantage.
Or you can have it use the help action to give advantage...
 


I am currently playing a Warlock 3 / Rogue 4 / Fighter 1 in campaign and absolutely loving it. Lock can give rogues that bit of magical punch to really get over the top while also keeping to the non-Arcane Trickster archetypes and providing some nice opportunities for extra damage (Hex comes to mind here)

Depending on what you want to do the fighter levels are completely optional, but of course are very nice for the extra nova burst via action surge. I'm using Pact of the Chain and Assassin, and will be going up to Fighter 5 for an extremely skillful, combat capable character that has some really cool ways to start engagements and generate surprise via warlock magic and social skills (Disguise Self & Silent Image at will for example). Plus, having an Imp or Quasit as a familiar can be very useful, they help you proc sneak attack by being next to an enemy, and can do so while being invisible. As for a patron, Fiend probably has the best early mechanical benefits with Dark One's Blessing but depending on how deep you want to go into Lock Great Old One can be really interesting as well.


Overall, in my experience this idea makes for a really cool character that is reminiscent of 4E's assassin if that one played by rogue rules. I thoroughly recommend it!

P.S. If your GM isn't opposed to poisons, and your character isn't either, take a gander in the DMG at the specialist poisons listed. They can do wonders for your damage, give you some relatively good save-or-sucks, and add to your RP potential all at once.
 

KVN

First Post
I too am really enjoying my current Rogue/Warlock character. We are at 9th level, and I have 3 levels each of Rogue, Warlock, and Fighter. I have previously played an Arcane Trickster and Eldritch Knight, but this seems to fit my concept of a martial character with some magical talents much better.

I went with Chain and Old One, Misty Visions and Voice of the Chain Master. These provide really top tier scouting abilities! With Awakened Mind I can share a "cartoon version" of what I am seeing through the Imp familiar with all my party members, thus including the other players in the extensive scouting and tactical set-up parts of the game sessions. This is huge, and lets us dictate the terms of many battles. Of course, the monsters sometimes still achieve surprise but it is us doing so much more often.

We make extensive use of Misty Visions. Before a battle, creating a "fog box" with the color a bit odd so my pals recognize it (our DM lets them get advantage on their Int checks to see through it) lets us fight with some advantage in the early rounds. Dissonant Whispers has been really handy a few times, and Invisibility and Hex are nice options, but in truth the spell slots have gone mostly unused lately. Hex competes with both Cunning Action (bonus action) and Misty Visions (concentration). In combats I have been mostly sticking to providing missile fire support.

In the martial classes I went with Assassin and Battle Master. I enjoy opening the fight with a crit or two when I can get away with it, and the (most recently added) Superiority Dice have been really fun so far! I can turn a miss into a hit, and/or lob an extra damage die on top when my hits are feeling too small.

Next level I plan to get the Sharpshooter feat, and after that I am torn between the overdue Dex bump or the 5th Fighter level for two attacks. Of course, this is only if we live that long....
 

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