Sentinel + Rogue = sneak attack on your turn and sneak attack on another turn.
Action - attack
Bonus Action - saved for Cunning Action or Dual Wield (your choice)
Reaction - Sentinel or Uncanny Dodge
The damage output is consistently quite high. The negative is that you can't sentinel from 10 feet away using a reach weapon. And that means you can't cheese it up using a whip and standing behind the burly fighters. You can combine this with all sorts of MC options, if you want, for all sorts of fun.
As mentioned above, Assassin is quite powerful for burst damage and it's consistent, too. Combine with anything that grants extra attacks and/or extra die of damage and all those automatic assassinate crits add up. One example, skulker feat doesn't reveal position on a ranged miss. This essentially means you can keep firing until you get a hit, which will be a crit and you'll get sneak attack damage because it's a surprise attack and therefore you have advantage.
For more cheese, take 5 levels of fighter, archer, rogue for the other levels, assassinate, skulker, sharpshooter. Now you can fire a longbow from 600' without disadvantage. Now you'll get your sneak attack dice because the surprise attack grants advantage vice just canceling the disadvantage. Skulker means if you miss with the first shot you don't fire again in the round and use your sharpshooter -5/+10 ability on the attack as missing has no real consequences. Heck, use it on every shot as you have advantage. When you do hit, fire your second shot. Move. Bonus action to hide again. Rinse. Repeat. You can also use your short rest abilities and use action surge and Battlemaster maneuvers for extra attacks and extra 1d8(x2) damage per hit.
Action - attack
Bonus Action - saved for Cunning Action or Dual Wield (your choice)
Reaction - Sentinel or Uncanny Dodge
The damage output is consistently quite high. The negative is that you can't sentinel from 10 feet away using a reach weapon. And that means you can't cheese it up using a whip and standing behind the burly fighters. You can combine this with all sorts of MC options, if you want, for all sorts of fun.
As mentioned above, Assassin is quite powerful for burst damage and it's consistent, too. Combine with anything that grants extra attacks and/or extra die of damage and all those automatic assassinate crits add up. One example, skulker feat doesn't reveal position on a ranged miss. This essentially means you can keep firing until you get a hit, which will be a crit and you'll get sneak attack damage because it's a surprise attack and therefore you have advantage.
For more cheese, take 5 levels of fighter, archer, rogue for the other levels, assassinate, skulker, sharpshooter. Now you can fire a longbow from 600' without disadvantage. Now you'll get your sneak attack dice because the surprise attack grants advantage vice just canceling the disadvantage. Skulker means if you miss with the first shot you don't fire again in the round and use your sharpshooter -5/+10 ability on the attack as missing has no real consequences. Heck, use it on every shot as you have advantage. When you do hit, fire your second shot. Move. Bonus action to hide again. Rinse. Repeat. You can also use your short rest abilities and use action surge and Battlemaster maneuvers for extra attacks and extra 1d8(x2) damage per hit.
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