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[5E] Fighter/Rogue multiclass
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<blockquote data-quote="BacchusNL" data-source="post: 7953938" data-attributes="member: 6982024"><p>Assasin subclass for rogue is a bit of a trap, I think, tbh. Not only are suprise rounds very dependant on how generous your GM wants to be it also requires the rest of your party to play along (and not suck at stealth). And looking at the of the rest of your party....they look more like the "So anyway, I started blasting"-types <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>Here's what I would do for a level 12 Archer. I'm going to assume atleast the recent UA's are allowed since you mentioned the tatoos: start with a Wood Elf Ranger 8 str 17 dex 14 con 16 wis 10 int 8 cha (with the class variant UA).</p><p>Lvl1: If you want to be a skill monkey take the Canny feature, if you want to be more durable take Tireless. Also take Favored Foe for 3 free hunter's marks that don't require concentration.</p><p>Lvl 2: Archery fighting style and spells. Goodberry/ Aid are always solid</p><p>Lvl 3: Gloomstalker for all the goodies it brings. Being quasi-greater invisible in darkness is going to pay off big next level. 1 more lvl 1 spell: Fog Cloud and Detect Magic can have utility no matter what level you are.</p><p>Lvl 4: Elven Accuracy feat. Bump dex to 18 and have triple advantage on all attacks made from darkness on enemies that dont have truesight/ tremor sense ect. It's way to good.</p><p>Lvl 5: Extra Attack and lvl 2 spells. Healing spirit is to good to pass up, pass without a trace/ silence and spike growth can also be good.</p><p>Lvl 6-12 Arcane Trickster Rogue. Find Familiar/ Mage Hand/ Message will all make your life tons easier when scouting (avoid spells that use a DC), pick up the Sharpshooter feat @ lvl 9, at level 7 you can pick a level 2 wizard spell of choice (probably misty step) plus the always fantastic mirror image.</p><p></p><p>When you party hits level 13 you can round out your dex to 20 with your level 8 rogue feat. Crossbow Expert 2 levels later. Or switch those around if you want.</p><p></p><p>On the first round you can pick an enemy, Hunter's Mark it, Attack 3x, add 1d6 on all attacks and on one of them 1d8 (gloomstalker trait) + 4d6 (sneak attack). You also have triple advantage, which is often active when you are in darkness (or from familiar/ hiding as bonus action) and can use Sharpshooter for +10 damage. You are also a skill monkey with some of the best healing spells in the game (goodberry to get people up with your familiar, healing spirit for healing between encounters) that has all the cantrip/ spell tools needed for scouting aswell.</p></blockquote><p></p>
[QUOTE="BacchusNL, post: 7953938, member: 6982024"] Assasin subclass for rogue is a bit of a trap, I think, tbh. Not only are suprise rounds very dependant on how generous your GM wants to be it also requires the rest of your party to play along (and not suck at stealth). And looking at the of the rest of your party....they look more like the "So anyway, I started blasting"-types :p Here's what I would do for a level 12 Archer. I'm going to assume atleast the recent UA's are allowed since you mentioned the tatoos: start with a Wood Elf Ranger 8 str 17 dex 14 con 16 wis 10 int 8 cha (with the class variant UA). Lvl1: If you want to be a skill monkey take the Canny feature, if you want to be more durable take Tireless. Also take Favored Foe for 3 free hunter's marks that don't require concentration. Lvl 2: Archery fighting style and spells. Goodberry/ Aid are always solid Lvl 3: Gloomstalker for all the goodies it brings. Being quasi-greater invisible in darkness is going to pay off big next level. 1 more lvl 1 spell: Fog Cloud and Detect Magic can have utility no matter what level you are. Lvl 4: Elven Accuracy feat. Bump dex to 18 and have triple advantage on all attacks made from darkness on enemies that dont have truesight/ tremor sense ect. It's way to good. Lvl 5: Extra Attack and lvl 2 spells. Healing spirit is to good to pass up, pass without a trace/ silence and spike growth can also be good. Lvl 6-12 Arcane Trickster Rogue. Find Familiar/ Mage Hand/ Message will all make your life tons easier when scouting (avoid spells that use a DC), pick up the Sharpshooter feat @ lvl 9, at level 7 you can pick a level 2 wizard spell of choice (probably misty step) plus the always fantastic mirror image. When you party hits level 13 you can round out your dex to 20 with your level 8 rogue feat. Crossbow Expert 2 levels later. Or switch those around if you want. On the first round you can pick an enemy, Hunter's Mark it, Attack 3x, add 1d6 on all attacks and on one of them 1d8 (gloomstalker trait) + 4d6 (sneak attack). You also have triple advantage, which is often active when you are in darkness (or from familiar/ hiding as bonus action) and can use Sharpshooter for +10 damage. You are also a skill monkey with some of the best healing spells in the game (goodberry to get people up with your familiar, healing spirit for healing between encounters) that has all the cantrip/ spell tools needed for scouting aswell. [/QUOTE]
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