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A Knife in the Dark, A Rogues Handbook
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<blockquote data-quote="clutchbone" data-source="post: 6704052" data-attributes="member: 98332"><p><strong>8. Multiclassing</strong></p><p> </p><p>The first 8-13 levels of rogue are surprisingly rich with features and Ability Score Increases, depending on your archetype. This makes it a bit tricky to decide when level to multiclass, but in general any class feature that I've previously rated Blue or Skyblue is usually worth keeping in your build, as are ASIs. If you're going to multiclass, try to jump out before you hit a sub-par feature, or at least make an equal trade. </p><p> </p><p>What You Lose When Multiclassing:</p><p></p><p>1 level dip: You lose nothing but a relatively weak capstone ability (1 auto hit/short rest).</p><p>2-3 levels: It's up to you if the trade-off is worth losing an Ability Score Improvement (you won't miss Elusive or 1d6 worth of Sneak Attack).</p><p>4 levels: You won't miss out on an ASI, but you lose a Roguish Archetype feature and 2d6 SA dice</p><p>5 levels: As above, but with a net loss of 1 ASI. Note that many classes get an Extra Attack at this level, which is very good.</p><p>6 levels: As above, but you also lose 3d6 SA and Slippery Mind (nooo!)</p><p>7 levels: As above, but you also lose Blindsense. Not a big deal.</p><p>8 levels: As above, but you also lose a Roguish Archetype feature and 4d6 SA.</p><p> </p><p></p><p><strong><span style="color: #0000ff">Rogue/Barbarian</span></strong></p><p>Become a Whirling Dervish, combining unconventional fighting styles with focused bloodlust. Surprisingly effective strength build.</p><p>Suggested build: Mountain Dwarf, Swashbuckler 15/Totem Warrior 5</p><p></p><p>Shield proficiency is nice, Unarmored defense is equal to or better than light armor, Reckless Attack works well with Sneak Attack and Fancy Footwork, Bear Totem resistance stacks with Uncanny Dodge, Danger Sense stacks with Evasion, and Extra Attack is always welcome.</p><p></p><p><span style="color: #0000ff"><strong>Rogue/Bard</strong></span></p><p>Become a Masquerader, ingratiating yourself with your victims while awaiting the perfect moment to strike.</p><p>Suggested build: Half-Elf Assassin 17/Lore Bard 3</p><p></p><p>As per Sage Advice, Reliable Talent & Jack of all Trades together let you take 10 on initiative checks (and also add 1/2 of your proficiency bonus), which is crazy good for assassinate/death strike. You also get four more proficient skills, two of which will have Expertise. </p><p></p><p><strong>Rogue/Cleric</strong></p><p>Become a Divine Blade, because your god's crusades are not always fought on a battlefield.</p><p>Suggested build: Wood Elf Assassin 12/War Cleric 8* </p><p></p><p>Clerics have a lot of effective low level buffs. Shield and whip proficiency is nice. Bonus action attacks (Wis mod) times per long rest is pretty sweet, and Channel Divinity (Guided Strike) gives +10 on an attack roll, very good for assassinate. Finally, Divine Strike helps offset the lost Sneak Attack dice, with +1d8 on a weapon attack, 1 use per turn, all day long.</p><p></p><p>*Trickery is a close second: more thematic, domain spells, & Cloak of Shadows = good. Blessing of the Trickster, poison Divine Strike = bad. Invoke Duplicity is okay, but competes with both Cunning Action & other concentration spells. </p><p> </p><p><strong><span style="color: #800080">Rogue/Druid</span></strong></p><p>Become a Skinchanger, using your animal forms to infiltrate areas that no humanoid could.</p><p>Suggested build: Thief 17/Moon Druid 3</p><p></p><p>Shield proficiency is nice, but you're mainly here for Wild Shaping for sneaking around in mouse/lizard/etc form with your rogue skill modifiers. It's a shame you can't sneak attack with beast attacks.</p><p></p><p><strong><span style="color: #00ffff">Rogue/Fighter</span></strong></p><p>Become a Swordmaster, defeating your challengers with unrivaled skill and perfect form.</p><p>Suggested build: Variant Human Swashbuckler 12/Battlemaster 8</p><p></p><p>Fighting Styles are awesome (Two-Weapon Style works great with Fancy Footwork), Riposte maneuver lets you Sneak Attack as a reaction, Extra Attack is always good, and you can end up with seven ASI's (full class rogues get six) if you go with the recommended Rogue 12/Fighter 8 spread. If the Battlemaster's maneuvers seem like to much paperwork for you, Champions are also surprisingly good for Improved Criticals; crits double Sneak Attack dice! With Xanathar's Guide To Everything, Arcane Archers are decent for ranged rogues, while Samurai pair very well with Swashbucklers.</p><p></p><p><span style="color: #800080"><strong>Rogue/Monk</strong></span></p><p>Become a Ninja, mixing pressure-point attacks with mystic traditions to neutralize your enemies from the shadows. </p><p>Suggested build: Half-elf Assassin 14/Shadow Monk 6</p><p></p><p>While this seems like it should be an ideal pairing, Monk and Rogue don't mesh well. Martial Arts, Ki points, Unarmored Movement, Deflect Missiles, and Slow Fall all scale with your total monk levels, so multiclassing hurts you there. You cannot Sneak Attack with unarmed strikes, which lessens the value of Flurry of Blows. Cunning Action is superior to Step of the Wind, and Deflect Missiles conflicts with Uncanny Dodge, although can theoretically Sneak Attack with returned missiles off-turn. Really the only things here for you are Unarmored Defense+Unarmored Movement, Extra Attack, and Shadow Step; bonus action teleports within dim light/darkness + auto advantage goes great with Sneak Attack. Just remember that attacking in darkness without darkvision will negate Sneak Attack.</p><p></p><p><strong>Rogue/Paladin</strong></p><p>Become an Inquisitor, rooting out and eliminating heretics, acolytes of rival deities, and unholy abominations.</p><p>Suggested build: Assassin 12/Vengeance Paladin 8</p><p></p><p>Lay on Hands, spell slots, and Divine Smite (via spell slots) all scale with your paladin level, making them less effective for a multiclass character. However, shield proficiency, Dueling fighting style, Extra Attack, and Aura of Protection are all great. The real draw here is Vow of Enmity from the Vengeance oath for auto-advantage vs 1 enemy per short rest.</p><p> </p><p><span style="color: #00ffff"><strong>Rogue/Ranger</strong></span></p><p>Become a Vagabond, traveling the world and surviving however you can.</p><p>Suggested build: Thief 15/Gloom Stalker 5</p><p></p><p>Favored Enemy & Natural Explorer are weak, as is the whole Beastmaster subclass. The <em>hunter's mark</em> spell, proficiencies with shields/longbows/whips/heavy crossbows, a Fighting Style, and extra attack are good, but the Gloom Stalker (from Xanathar's Guide to Everything) is amazing. Extra attack, movement, and damage in the first round with no conditions, plus darkvision! This single-handedly eliminates the major drawback for many race choices, having disadvantage on attack rolls in darkness invalidate your sneak attack.</p><p> </p><p><strong><span style="color: #ff0000">Rogue/</span></strong><span style="color: #ff0000"><strong>Sorcerer</strong></span></p><p>Become a Hedge Mage, using your street smarts and natural magics to confound your foes.</p><p>Suggested build: Thief 17/Draconic Sorcerer 3</p><p></p><p>The double proficiency on Cha checks vs dragons is mutually exclusive with Expertise, but extra hp is always welcome, and the base AC modifier is equal to wearing a suit of +1 studded leather, so that's nice. However, Sorcery points are based on sorcerer level, so this is bad for a multiclass character. For Metamagic, Quickened Spell works with the attack action, Subtle Spell is quite thematic, and Twinned Spell gives you great bang for your buck.</p><p></p><p><span style="color: #00ffff"><strong>Rogue/Warlock</strong></span></p><p>Become an Occultist, signing fell contracts with dark powers to further your pursuit of wealth and influence.</p><p>Suggested build: Half-elf Swashbuckler 11/Blade Pact 9 (Hexblade)</p><p><em></em></p><p><em>Hex</em> is your new best friend. Impose disadvantage on Wis check to spot you or Dex checks to hinder their initiative rolls.[sblock=Patron]</p><p><strong><span style="color: #0000ff">Archfey</span></strong>: Adds some useful save-or-suck spells (<em>faerie fire</em> is the real draw for AoE auto-advantage) and some illusions. Gain a short range AoE charm/frighten ability, but note that it can affect allies too. Unlike the <em>charm person</em> spell, targets do not know that they were charmed by you, so there's plenty of opportunity for RP abuse here. At 6th level, Misty Escape might compete with Uncanny Dodge for your reaction, but it applies to any damage, not just attacks, it sets up Sneak Attack, and it foils multiattackers. </p><p>Fiend: </p><p><strong><span style="color: #ff0000">Fiend</span></strong>: Adds mostly damage spells and some save-or-sucks. Gain Cha+warlock level temp hp whenever you kill a hostile creature. Less effective for multiclass rogues with unmaxed Cha. At 6th level, Add 1d10 to any of your ability checks or saving throws. This includes initiative rolls and death saving throws.</p><p><span style="color: #000000"><strong>Great Old One</strong></span>: Adds save-or-suck spells (<em>tasha's hideous laughter</em> makes one enemy prone for melee Sneak Attacks) and some divination. Gain 30ft <a href="http://dnd.wizards.com/articles/features/sageadvice_july2015" target="_blank">one-way telepathy</a>. Ask your DM how this works with social skills like Deception or Intimidate. At 6th level, Entropic Ward competes with Uncanny Dodge for your reaction, but it has a chance to set up Sneak Attack.</p><p><span style="color: #00ffff"><strong>Hexblade </strong></span><strong>(Xanathar's Guide to Everything):</strong> Charisma as your attack stat, medium armor, shields, proficiency with the few finesse weapons you're missing, Hexblade's Curse... all at level one. Holy crap! The single best multiclass option for melee rogues, hands down. [/sblock][sblock=Pact Boon]</p><p>Chain: Have your familiar use the Help action to set up Sneak Attack. Help action doesn't break invisibility, so choose an Imp or Quasit, or Sprite if you're good.</p><p>Blade: Smuggle your rapier into any location. Bonus points if you use it to steal someone's ancestral weapon out of their keep.</p><p>Tome: Learn any three cantrips. I strongly recommend Guidance and either Booming Blade or Greenflame Blade, if you don't have them already.[/sblock][sblock=Invocations] </p><p> Beguiling Influence - gain proficiency in Deception and Persuasion</p><p> <span style="color: #0000ff">Book of Ancient Secrets</span> - you can learn and cast any ritual you buy or find, regardless of class requirement. Top choice for Tome warlocks.</p><p> <span style="color: #0000ff">Devil's Sight </span>- <span style="color: #00ffff">Humans</span> and other night-blind races will want this, but everyone can pair it with darkness to confound enemies - and allies - to great effect.</p><p> Fiendish Vigor - 1d4+4 temp hp as an action. Use before every fight. Only useful at low levels so replace it eventually. </p><p> Mask of Many Faces - thematic but weak, especially for small pcs as they can't use this to look medium sized.</p><p> <span style="color: #00ffff">Misty Visions</span> - <em>silent image</em> at will! So much fun to be had. Top choice.</p><p> <span style="color: #0000ff">One With Shadows</span> - works well with Sneak Attack and ambushes, but it costs an action to use and you can't move.</p><p> Voice of the Chain Master - might be fun, but there are better choices.</p><p> <span style="color: #00ffff">Thirsting Blade</span> 5th blade pact - two attacks on attack action. Top choice and the main reason for a Rogue to go Blade Pact.</p><p><span style="color: #00ffff">Improved Pact Weapon</span> (XGtE): Pact weapon is your spellcasting focus, becomes a +1 magic item, and can be a ranged weapon. Charisma-based ranged attacks! [/sblock]</p><p><strong><span style="color: #0000ff">Rogue/Wizard</span></strong></p><p>Become a Magician, improving your skills in both sleight-of-hand and magic with constant practice and study.</p><p>Suggested build: Arcane Trickster 13/(Divination, or Bladesinging) 7</p><p></p><p>Spellcasting - You'll want to max your Dex first, but Int comes right after. See the Arcane Trickster section for advice on spell selection.</p><p>Arcane Recovery - This can recover your Arcane Trickster spells too! Works best with an odd-numbered amount of wizard levels.[sblock=Arcane Tradition]</p><p>Arcane Tradition, 2nd level</p><p><strong>Abjuration</strong> - the prevented damage scales with wizard level. Trigger it with Shield and stack it with False Life.</p><p><strong>Conjuration</strong> - You can use this feature to create a dagger, crowbar, telescope, key (although it might take weeks to guess the right shape), stepladder... use your imagination. Errata: "The conjured object also disappears if it deals any damage", so one stab and your conjured dagger goes *poof*.</p><p><strong><span style="color: #00ffff">Divination</span></strong> - Portent is the best school feature, at any level. Replace any d20 roll on any creature you can see with a pre-rolled d20, 2/day. Doesn't work if you're blinded, though.</p><p><strong>Enchantment</strong> - Unlike the Charm spell, targets do not know that they were charmed by you, so there's plenty of opportunity for RP abuse here, but the 5ft limit is crippling.</p><p><span style="color: #ff0000"><strong>Evocation</strong></span> - I advise using weapons for damage (and Sneak Attack) and spells for everything else, so don't choose Evocation.</p><p><span style="color: #0000ff"><strong>Illusion</strong></span> - Learn 1 more cantrip and buff your <em>minor illusion</em>. Great for ambushes or distractions.</p><p><strong><span style="color: #ff0000">Necromancy</span></strong> - This only works when you kill creatures with spells, not weapons. Pass.</p><p><strong>Transmutation</strong> - Scam merchants with solid bars of "silver", then skip town. Turn an iron lock into wood, then set it on fire. Be creative.</p><p><span style="color: #00ffff"><strong>Bladesinging </strong></span><strong>(Sword Coast Adventurers Guide)</strong> - 1 min buff to AC, speed, acrobatics, & concentration checks. Twice per short rest. Great for melee rogues. Restricted to elves, unless your DM says otherwise.</p><p><span style="color: #0000ff"><strong>War Magic </strong></span><strong>(Xanathar's Guide to Everything): </strong>The reaction bonus to failed saving throws is nice, as is the bonus to initiative.</p><p></p><p>Arcane Tradition, 6th level</p><p><span style="color: #800080"><strong>Abjuration</strong></span> - Call me selfish (I don't care, I'm a rogue!), but I'd rather spend my class features on myself and not others.</p><p><strong><span style="color: #00ffff">Conjuration</span></strong> - Teleporting 30ft as an action is okay for "oh no!" situations like being grappled, and swapping places with your meatshield can be a lifesaver.</p><p><strong>Divination</strong> - This is kind of like having a subsidy for casting Divination spells, which you otherwise might avoid using in favor of saving slots for combat.</p><p><strong>Enchantment</strong> - This works best if there are either two enemies and no allies nearby (in which case good luck to you), or vs ranged attacks which will probably target an ally instead.</p><p><span style="color: #ff0000"><strong>Evocation</strong></span> - I advise using weapons for damage (and Sneak Attack) and spells for everything else, so don't choose Evocation.</p><p><strong>Illusion </strong>- Use your action to edit your existing illusion. This would be better if you could use your reaction as well to adapt to monster actions. Oh well.</p><p><span style="color: #0000ff"><strong>Necromancy</strong></span> - There are plenty of ways to abuse this.</p><p><strong><span style="color: #00ffff">Transmutation</span></strong> - This is really nice. Proficiency in Con Saves is probably the best choice to keep "always on", but darkvision is good for humans.</p><p><span style="color: #00FFFF"><strong>Bladesinging </strong></span><strong>(Sword Coast Adventurers Guide)</strong> Extra Attack. EA is generally better than <em>greenflame</em> or <em>booming blade </em>(two chances to land a Sneak Attack and/or a critical hit > somewhat conditional extra damage), so don't use up your cantrip choices with those if you're going to get this. Restricted to elves, unless your DM says otherwise.</p><p><span style="color: #ff0000"><strong>War Magic (Xanathar's Guide to Everything): </strong></span>Bonus spell damage is wasted on rogues.[/sblock]</p></blockquote><p></p>
[QUOTE="clutchbone, post: 6704052, member: 98332"] [B]8. Multiclassing[/B] The first 8-13 levels of rogue are surprisingly rich with features and Ability Score Increases, depending on your archetype. This makes it a bit tricky to decide when level to multiclass, but in general any class feature that I've previously rated Blue or Skyblue is usually worth keeping in your build, as are ASIs. If you're going to multiclass, try to jump out before you hit a sub-par feature, or at least make an equal trade. What You Lose When Multiclassing: 1 level dip: You lose nothing but a relatively weak capstone ability (1 auto hit/short rest). 2-3 levels: It's up to you if the trade-off is worth losing an Ability Score Improvement (you won't miss Elusive or 1d6 worth of Sneak Attack). 4 levels: You won't miss out on an ASI, but you lose a Roguish Archetype feature and 2d6 SA dice 5 levels: As above, but with a net loss of 1 ASI. Note that many classes get an Extra Attack at this level, which is very good. 6 levels: As above, but you also lose 3d6 SA and Slippery Mind (nooo!) 7 levels: As above, but you also lose Blindsense. Not a big deal. 8 levels: As above, but you also lose a Roguish Archetype feature and 4d6 SA. [B][COLOR=#0000ff]Rogue/Barbarian[/COLOR][/B] Become a Whirling Dervish, combining unconventional fighting styles with focused bloodlust. Surprisingly effective strength build. Suggested build: Mountain Dwarf, Swashbuckler 15/Totem Warrior 5 Shield proficiency is nice, Unarmored defense is equal to or better than light armor, Reckless Attack works well with Sneak Attack and Fancy Footwork, Bear Totem resistance stacks with Uncanny Dodge, Danger Sense stacks with Evasion, and Extra Attack is always welcome. [COLOR=#0000ff][B]Rogue/Bard[/B][/COLOR] Become a Masquerader, ingratiating yourself with your victims while awaiting the perfect moment to strike. Suggested build: Half-Elf Assassin 17/Lore Bard 3 As per Sage Advice, Reliable Talent & Jack of all Trades together let you take 10 on initiative checks (and also add 1/2 of your proficiency bonus), which is crazy good for assassinate/death strike. You also get four more proficient skills, two of which will have Expertise. [B]Rogue/Cleric[/B] Become a Divine Blade, because your god's crusades are not always fought on a battlefield. Suggested build: Wood Elf Assassin 12/War Cleric 8* Clerics have a lot of effective low level buffs. Shield and whip proficiency is nice. Bonus action attacks (Wis mod) times per long rest is pretty sweet, and Channel Divinity (Guided Strike) gives +10 on an attack roll, very good for assassinate. Finally, Divine Strike helps offset the lost Sneak Attack dice, with +1d8 on a weapon attack, 1 use per turn, all day long. *Trickery is a close second: more thematic, domain spells, & Cloak of Shadows = good. Blessing of the Trickster, poison Divine Strike = bad. Invoke Duplicity is okay, but competes with both Cunning Action & other concentration spells. [B][COLOR=#800080]Rogue/Druid[/COLOR][/B] Become a Skinchanger, using your animal forms to infiltrate areas that no humanoid could. Suggested build: Thief 17/Moon Druid 3 Shield proficiency is nice, but you're mainly here for Wild Shaping for sneaking around in mouse/lizard/etc form with your rogue skill modifiers. It's a shame you can't sneak attack with beast attacks. [B][COLOR=#00ffff]Rogue/Fighter[/COLOR][/B] Become a Swordmaster, defeating your challengers with unrivaled skill and perfect form. Suggested build: Variant Human Swashbuckler 12/Battlemaster 8 Fighting Styles are awesome (Two-Weapon Style works great with Fancy Footwork), Riposte maneuver lets you Sneak Attack as a reaction, Extra Attack is always good, and you can end up with seven ASI's (full class rogues get six) if you go with the recommended Rogue 12/Fighter 8 spread. If the Battlemaster's maneuvers seem like to much paperwork for you, Champions are also surprisingly good for Improved Criticals; crits double Sneak Attack dice! With Xanathar's Guide To Everything, Arcane Archers are decent for ranged rogues, while Samurai pair very well with Swashbucklers. [COLOR=#800080][B]Rogue/Monk[/B][/COLOR] Become a Ninja, mixing pressure-point attacks with mystic traditions to neutralize your enemies from the shadows. Suggested build: Half-elf Assassin 14/Shadow Monk 6 While this seems like it should be an ideal pairing, Monk and Rogue don't mesh well. Martial Arts, Ki points, Unarmored Movement, Deflect Missiles, and Slow Fall all scale with your total monk levels, so multiclassing hurts you there. You cannot Sneak Attack with unarmed strikes, which lessens the value of Flurry of Blows. Cunning Action is superior to Step of the Wind, and Deflect Missiles conflicts with Uncanny Dodge, although can theoretically Sneak Attack with returned missiles off-turn. Really the only things here for you are Unarmored Defense+Unarmored Movement, Extra Attack, and Shadow Step; bonus action teleports within dim light/darkness + auto advantage goes great with Sneak Attack. Just remember that attacking in darkness without darkvision will negate Sneak Attack. [B]Rogue/Paladin[/B] Become an Inquisitor, rooting out and eliminating heretics, acolytes of rival deities, and unholy abominations. Suggested build: Assassin 12/Vengeance Paladin 8 Lay on Hands, spell slots, and Divine Smite (via spell slots) all scale with your paladin level, making them less effective for a multiclass character. However, shield proficiency, Dueling fighting style, Extra Attack, and Aura of Protection are all great. The real draw here is Vow of Enmity from the Vengeance oath for auto-advantage vs 1 enemy per short rest. [COLOR=#00ffff][B]Rogue/Ranger[/B][/COLOR] Become a Vagabond, traveling the world and surviving however you can. Suggested build: Thief 15/Gloom Stalker 5 Favored Enemy & Natural Explorer are weak, as is the whole Beastmaster subclass. The [I]hunter's mark[/I] spell, proficiencies with shields/longbows/whips/heavy crossbows, a Fighting Style, and extra attack are good, but the Gloom Stalker (from Xanathar's Guide to Everything) is amazing. Extra attack, movement, and damage in the first round with no conditions, plus darkvision! This single-handedly eliminates the major drawback for many race choices, having disadvantage on attack rolls in darkness invalidate your sneak attack. [B][COLOR=#ff0000]Rogue/[/COLOR][/B][COLOR=#ff0000][B]Sorcerer[/B][/COLOR] Become a Hedge Mage, using your street smarts and natural magics to confound your foes. Suggested build: Thief 17/Draconic Sorcerer 3 The double proficiency on Cha checks vs dragons is mutually exclusive with Expertise, but extra hp is always welcome, and the base AC modifier is equal to wearing a suit of +1 studded leather, so that's nice. However, Sorcery points are based on sorcerer level, so this is bad for a multiclass character. For Metamagic, Quickened Spell works with the attack action, Subtle Spell is quite thematic, and Twinned Spell gives you great bang for your buck. [COLOR=#00ffff][B]Rogue/Warlock[/B][/COLOR] Become an Occultist, signing fell contracts with dark powers to further your pursuit of wealth and influence. Suggested build: Half-elf Swashbuckler 11/Blade Pact 9 (Hexblade) [I] Hex[/I] is your new best friend. Impose disadvantage on Wis check to spot you or Dex checks to hinder their initiative rolls.[sblock=Patron] [B][COLOR=#0000ff]Archfey[/COLOR][/B]: Adds some useful save-or-suck spells ([I]faerie fire[/I] is the real draw for AoE auto-advantage) and some illusions. Gain a short range AoE charm/frighten ability, but note that it can affect allies too. Unlike the [I]charm person[/I] spell, targets do not know that they were charmed by you, so there's plenty of opportunity for RP abuse here. At 6th level, Misty Escape might compete with Uncanny Dodge for your reaction, but it applies to any damage, not just attacks, it sets up Sneak Attack, and it foils multiattackers. Fiend: [B][COLOR=#ff0000]Fiend[/COLOR][/B]: Adds mostly damage spells and some save-or-sucks. Gain Cha+warlock level temp hp whenever you kill a hostile creature. Less effective for multiclass rogues with unmaxed Cha. At 6th level, Add 1d10 to any of your ability checks or saving throws. This includes initiative rolls and death saving throws. [COLOR=#000000][B]Great Old One[/B][/COLOR]: Adds save-or-suck spells ([I]tasha's hideous laughter[/I] makes one enemy prone for melee Sneak Attacks) and some divination. Gain 30ft [URL="http://dnd.wizards.com/articles/features/sageadvice_july2015"]one-way telepathy[/URL]. Ask your DM how this works with social skills like Deception or Intimidate. At 6th level, Entropic Ward competes with Uncanny Dodge for your reaction, but it has a chance to set up Sneak Attack. [COLOR=#00ffff][B]Hexblade [/B][/COLOR][B](Xanathar's Guide to Everything):[/B] Charisma as your attack stat, medium armor, shields, proficiency with the few finesse weapons you're missing, Hexblade's Curse... all at level one. Holy crap! The single best multiclass option for melee rogues, hands down. [/sblock][sblock=Pact Boon] Chain: Have your familiar use the Help action to set up Sneak Attack. Help action doesn't break invisibility, so choose an Imp or Quasit, or Sprite if you're good. Blade: Smuggle your rapier into any location. Bonus points if you use it to steal someone's ancestral weapon out of their keep. Tome: Learn any three cantrips. I strongly recommend Guidance and either Booming Blade or Greenflame Blade, if you don't have them already.[/sblock][sblock=Invocations] Beguiling Influence - gain proficiency in Deception and Persuasion [COLOR=#0000ff]Book of Ancient Secrets[/COLOR] - you can learn and cast any ritual you buy or find, regardless of class requirement. Top choice for Tome warlocks. [COLOR=#0000ff]Devil's Sight [/COLOR]- [COLOR=#00ffff]Humans[/COLOR] and other night-blind races will want this, but everyone can pair it with darkness to confound enemies - and allies - to great effect. Fiendish Vigor - 1d4+4 temp hp as an action. Use before every fight. Only useful at low levels so replace it eventually. Mask of Many Faces - thematic but weak, especially for small pcs as they can't use this to look medium sized. [COLOR=#00ffff]Misty Visions[/COLOR] - [I]silent image[/I] at will! So much fun to be had. Top choice. [COLOR=#0000ff]One With Shadows[/COLOR] - works well with Sneak Attack and ambushes, but it costs an action to use and you can't move. Voice of the Chain Master - might be fun, but there are better choices. [COLOR=#00ffff]Thirsting Blade[/COLOR] 5th blade pact - two attacks on attack action. Top choice and the main reason for a Rogue to go Blade Pact. [COLOR=#00ffff]Improved Pact Weapon[/COLOR] (XGtE): Pact weapon is your spellcasting focus, becomes a +1 magic item, and can be a ranged weapon. Charisma-based ranged attacks! [/sblock] [B][COLOR=#0000ff]Rogue/Wizard[/COLOR][/B] Become a Magician, improving your skills in both sleight-of-hand and magic with constant practice and study. Suggested build: Arcane Trickster 13/(Divination, or Bladesinging) 7 Spellcasting - You'll want to max your Dex first, but Int comes right after. See the Arcane Trickster section for advice on spell selection. Arcane Recovery - This can recover your Arcane Trickster spells too! Works best with an odd-numbered amount of wizard levels.[sblock=Arcane Tradition] Arcane Tradition, 2nd level [B]Abjuration[/B] - the prevented damage scales with wizard level. Trigger it with Shield and stack it with False Life. [B]Conjuration[/B] - You can use this feature to create a dagger, crowbar, telescope, key (although it might take weeks to guess the right shape), stepladder... use your imagination. Errata: "The conjured object also disappears if it deals any damage", so one stab and your conjured dagger goes *poof*. [B][COLOR=#00ffff]Divination[/COLOR][/B] - Portent is the best school feature, at any level. Replace any d20 roll on any creature you can see with a pre-rolled d20, 2/day. Doesn't work if you're blinded, though. [B]Enchantment[/B] - Unlike the Charm spell, targets do not know that they were charmed by you, so there's plenty of opportunity for RP abuse here, but the 5ft limit is crippling. [COLOR=#ff0000][B]Evocation[/B][/COLOR] - I advise using weapons for damage (and Sneak Attack) and spells for everything else, so don't choose Evocation. [COLOR=#0000ff][B]Illusion[/B][/COLOR] - Learn 1 more cantrip and buff your [I]minor illusion[/I]. Great for ambushes or distractions. [B][COLOR=#ff0000]Necromancy[/COLOR][/B] - This only works when you kill creatures with spells, not weapons. Pass. [B]Transmutation[/B] - Scam merchants with solid bars of "silver", then skip town. Turn an iron lock into wood, then set it on fire. Be creative. [COLOR=#00ffff][B]Bladesinging [/B][/COLOR][B](Sword Coast Adventurers Guide)[/B] - 1 min buff to AC, speed, acrobatics, & concentration checks. Twice per short rest. Great for melee rogues. Restricted to elves, unless your DM says otherwise. [COLOR=#0000ff][B]War Magic [/B][/COLOR][B](Xanathar's Guide to Everything): [/B]The reaction bonus to failed saving throws is nice, as is the bonus to initiative. Arcane Tradition, 6th level [COLOR=#800080][B]Abjuration[/B][/COLOR] - Call me selfish (I don't care, I'm a rogue!), but I'd rather spend my class features on myself and not others. [B][COLOR=#00ffff]Conjuration[/COLOR][/B] - Teleporting 30ft as an action is okay for "oh no!" situations like being grappled, and swapping places with your meatshield can be a lifesaver. [B]Divination[/B] - This is kind of like having a subsidy for casting Divination spells, which you otherwise might avoid using in favor of saving slots for combat. [B]Enchantment[/B] - This works best if there are either two enemies and no allies nearby (in which case good luck to you), or vs ranged attacks which will probably target an ally instead. [COLOR=#ff0000][B]Evocation[/B][/COLOR] - I advise using weapons for damage (and Sneak Attack) and spells for everything else, so don't choose Evocation. [B]Illusion [/B]- Use your action to edit your existing illusion. This would be better if you could use your reaction as well to adapt to monster actions. Oh well. [COLOR=#0000ff][B]Necromancy[/B][/COLOR] - There are plenty of ways to abuse this. [B][COLOR=#00ffff]Transmutation[/COLOR][/B] - This is really nice. Proficiency in Con Saves is probably the best choice to keep "always on", but darkvision is good for humans. [COLOR=#00FFFF][B]Bladesinging [/B][/COLOR][B](Sword Coast Adventurers Guide)[/B] Extra Attack. EA is generally better than [I]greenflame[/I] or [I]booming blade [/I](two chances to land a Sneak Attack and/or a critical hit > somewhat conditional extra damage), so don't use up your cantrip choices with those if you're going to get this. Restricted to elves, unless your DM says otherwise. [COLOR=#ff0000][B]War Magic (Xanathar's Guide to Everything): [/B][/COLOR]Bonus spell damage is wasted on rogues.[/sblock] [/QUOTE]
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