Tiefling airship pirate?

tardigrade

Explorer
I'm in a 9th-level 5e campaign and the DM has given us the chance to change characters in a few sessions. Although we're having great fun I've had more near-death experiences than every other character put together, and (for reasons) *any* magic is currently extremely unreliable in this campaign, so I'm thinking of trading in my current rather squishy full caster for something that can make a bit more of a contribution in melee.

The core concept is a winged tiefling swashbuckler; former airship pirate (privateer, technically), so specialised for mid-air boarding actions (although as far as I know we won't see any of these in the campaign). I'm aware that winged tieflings are considered somewhat OP and have asked the DM about this, by the way. I'm a bit underwhelmed by the official swashbuckler subclass benefits in SCAG after level 3, though, so I'm looking for alternatives to Rogue (swashbuckler) 9. My current favoured option is probably Fighter (Battle Master) 5/Rogue (Swashbuckler) 4, which gives dual wielding, multiattack and goading/feinting/menacing attack, all of which fit the concept well. Cutting Words would also fit, but I think I probably need that extra attack so Bard (Lore) isn't really an option, and although Vicious Mockery could be fun in principle I suspect I'd never actually use it in combat. Feats-wise, Crossbow Expert and Defensive Duellist both look good. Oh, and we'll probably be allowed two uncommon magic items (DMG) - I may push my luck with this and ask for a flame tongue (rare).

Am I missing any obvious class abilities or multiclass synergies that would fit a (literally) devilish swashbuckler-type? Ideally I'd like to try an entirely nonmagical character this time (I've only played full casters before).
 

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Tony Vargas

Legend
One of the neatest things about 5e, mechanically, is how seamless it is to take a character DEX for melee instead of STR. Fighter(BM)/Rogue(Swashbuckler) should work nicely. Keep in mind that, as you're not a caster anymore, you need to be creative with the 'stunting,' if you don't want to just fall into the damage-trading rut.

Be sure to work out an (Airship)Pirate Background with the DM!
(And listen to Abney Park for inspiration.) ;)
 

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