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Best Magic Initiate spell for a scout Rogue
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<blockquote data-quote="ECMO3" data-source="post: 8391901" data-attributes="member: 7030563"><p>I have a level 3 scout Rogue I am playing, the character is part of a small party with 2 wizards (evoker, diviner) and a sword and board Paladin. Due to the lack of martials, I find the party relies on my character a good bit for damage and I use a mix of a crossbow and a magic dagger. The dagger is similar to a dagger of venom except the poision damage is 1d6 instead of 2d10 and is unlimited use instead of once a day. My character is S11, D16, C10, I10, W14, Ch14. When he does melee he uses cunning action and kites and tries to avoid direct melee as much as possible. He wears elven chain for a 16AC which is great for a Rogue but not great overall considering how often he gets attacked.</p><p></p><p>I am going to take magic initiate at level 4, mostly for the Booming Blade damage boost and to keep enemies I attack from walking up and following me on their turn when I melee (or at least to make them take damage if they do it). I am also going to take minor illusion so that means Warlock or Sorcerer. Wizard is an option too, but I only have a 10 intelligence so the others would be better. Two party members already have familiars, so I don't really want to do find familiar. I need something that will be more useful in combat especially with my low hps and mediocre AC.</p><p></p><p>What is a good spell option? It is single use since I don't have slots. I am thinking maybe Hex because it has an hour duration so I might get a couple combats out of it and it has good out of combat uses, but I am only attacking once a turn so the damage boost is not great. Also thinking about shield, but I will have uncanny dodge in a couple levels so how valuable will one shield spell a day be? Absorb elements is another option as that will work on some things uncanny dodge doesn't work on. The campaign is taking place in Icewind Dale where it is cold and cold damage is fairly common (along with acid for some reason) so I might get some use out of AE. Maybe cause fear, make one enemy afraid and then he can't close with me. Probably good for 2 or 3 turns a day at the cost of a 1st turn attack. I might get some use out of this as I often win initiative and sometimes have trouble setting up SA on the first turn. So losing an action to throw a spell is not always be that bad.</p><p></p><p>Opinions??</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8391901, member: 7030563"] I have a level 3 scout Rogue I am playing, the character is part of a small party with 2 wizards (evoker, diviner) and a sword and board Paladin. Due to the lack of martials, I find the party relies on my character a good bit for damage and I use a mix of a crossbow and a magic dagger. The dagger is similar to a dagger of venom except the poision damage is 1d6 instead of 2d10 and is unlimited use instead of once a day. My character is S11, D16, C10, I10, W14, Ch14. When he does melee he uses cunning action and kites and tries to avoid direct melee as much as possible. He wears elven chain for a 16AC which is great for a Rogue but not great overall considering how often he gets attacked. I am going to take magic initiate at level 4, mostly for the Booming Blade damage boost and to keep enemies I attack from walking up and following me on their turn when I melee (or at least to make them take damage if they do it). I am also going to take minor illusion so that means Warlock or Sorcerer. Wizard is an option too, but I only have a 10 intelligence so the others would be better. Two party members already have familiars, so I don't really want to do find familiar. I need something that will be more useful in combat especially with my low hps and mediocre AC. What is a good spell option? It is single use since I don't have slots. I am thinking maybe Hex because it has an hour duration so I might get a couple combats out of it and it has good out of combat uses, but I am only attacking once a turn so the damage boost is not great. Also thinking about shield, but I will have uncanny dodge in a couple levels so how valuable will one shield spell a day be? Absorb elements is another option as that will work on some things uncanny dodge doesn't work on. The campaign is taking place in Icewind Dale where it is cold and cold damage is fairly common (along with acid for some reason) so I might get some use out of AE. Maybe cause fear, make one enemy afraid and then he can't close with me. Probably good for 2 or 3 turns a day at the cost of a 1st turn attack. I might get some use out of this as I often win initiative and sometimes have trouble setting up SA on the first turn. So losing an action to throw a spell is not always be that bad. Opinions?? [/QUOTE]
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Best Magic Initiate spell for a scout Rogue
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