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Best Magic Initiate spell for a scout Rogue
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<blockquote data-quote="jgsugden" data-source="post: 8392403" data-attributes="member: 2629"><p><strong>Find Familiar </strong>is a good choice, but you've already shot it down.</p><p></p><p><strong>Hex </strong>has already been brought up, but you missed some of the advantages of it. It is great to help you slip by guards by giving them disadvantage on their wisdom checks, to help you break a grapple if you're caught by giving the guard disadvantage on their athletics checks, to hide your deception by giving disadvantage on wisdom ability checks, etc... My monk has it, and it is used for the disadvantage on the ability check more often than for the damage boost (although the damage boost on ranged attacks is nice for him).</p><p></p><p><strong>Gift of Alacrity </strong>is good if allowed as discussed above. </p><p></p><p><strong>Bless </strong>as a cleric spell is nice - especially because it allows you to take guidance as a cantrip which is really useful for a skill centric class like rogue. That however does not play nice with your goal of Booming Blade (which is noise for a rogue). <strong>Healing Word </strong>is an option to consider to allow you to bounce back up an ally. <strong>Command </strong>also if you have the DC to make it useful, and it gets high RP scores from me.</p><p></p><p><strong>Comprehend Languages </strong>is not something you think of all the time, but it useful for a scout to be able to understand any language. </p><p></p><p><strong>Unseen Servant </strong>gives you a lot of capability to control your environment without exposing yourself to danger. It is also a lot of RP fun.</p><p></p><p><strong>Silent Image </strong>may be a good option depending upon how your DM rules illusions. Under RAW, the enemy should see the illusion and not recognize it as an illusion unless there is physical interaction or an action used to investigate it - meaning that the spell DC is rarely relevant as physical interaction is usually easier than using up an action to investigate it. The monk I mentioned above also has Silent Image from the Shadow Touched feat and it is a real useful spell for him. </p><p></p><p><strong>Shield </strong>and <strong>Absorb Elements </strong>use our reaction, which is nice for a rogue that already has uses for their action and bonus action on most turns. <strong>Hellish Rebuke </strong>also uses a reaction, but is DC dependent and really just does damage - and the damage is just gravy to a rogue. </p><p></p><p><strong>Dissonant Whispers </strong>is a very versatile spell. If you have a good ability score (and thus high DC to your save) it can be used creatively for a lot of purposes, such as breaking grapples, wasting reactions to prevent OAs, positioning enemies where you want them, getting away from a guard, etc... Most rogues will not have the DC to make it really worthwhile, but from an RP perspective it gets a really high score in my book.</p><p></p><p><strong>Goodberry </strong>gives you a lot of tiny heals, and also access to Guidance as a cantrip. Again, this doesn't work with Booming Blade.</p><p></p><p>Finally, consider asking the DM if you can make up a spell, or if there are any campaign specific homebrew spells the DM has created they'd recommend. One of my players is a Harry Potter fan and designed a spell called Accio that they took with this feat. It allows them to pull any object of up to 5 lbs they've touched in the last day to them, with the object taking the shortest path and traveling 80 feet a round (concentration, up to 1 minute). I also have a spell that is a 1st level 5' teleport (as an action - somatic components only) that is great to break grapples, get past doors, enter a building, etc... and a 1st level polymorph self spell that allows the caster to turn the casterinto a hamster for up to 1 minute (as the 4th level polymorph spell, but limited to self and the form of a hamster), and a bonus action spell that shunts the PC to the Shadowfell until the end of their turn (allowing them to relocate in the Shadowfell version of where they are and return to the Prime in that new location - they run a risk of the Shadowfell not being empty where they are).</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8392403, member: 2629"] [B]Find Familiar [/B]is a good choice, but you've already shot it down. [B]Hex [/B]has already been brought up, but you missed some of the advantages of it. It is great to help you slip by guards by giving them disadvantage on their wisdom checks, to help you break a grapple if you're caught by giving the guard disadvantage on their athletics checks, to hide your deception by giving disadvantage on wisdom ability checks, etc... My monk has it, and it is used for the disadvantage on the ability check more often than for the damage boost (although the damage boost on ranged attacks is nice for him). [B]Gift of Alacrity [/B]is good if allowed as discussed above. [B]Bless [/B]as a cleric spell is nice - especially because it allows you to take guidance as a cantrip which is really useful for a skill centric class like rogue. That however does not play nice with your goal of Booming Blade (which is noise for a rogue). [B]Healing Word [/B]is an option to consider to allow you to bounce back up an ally. [B]Command [/B]also if you have the DC to make it useful, and it gets high RP scores from me. [B]Comprehend Languages [/B]is not something you think of all the time, but it useful for a scout to be able to understand any language. [B]Unseen Servant [/B]gives you a lot of capability to control your environment without exposing yourself to danger. It is also a lot of RP fun. [B]Silent Image [/B]may be a good option depending upon how your DM rules illusions. Under RAW, the enemy should see the illusion and not recognize it as an illusion unless there is physical interaction or an action used to investigate it - meaning that the spell DC is rarely relevant as physical interaction is usually easier than using up an action to investigate it. The monk I mentioned above also has Silent Image from the Shadow Touched feat and it is a real useful spell for him. [B]Shield [/B]and [B]Absorb Elements [/B]use our reaction, which is nice for a rogue that already has uses for their action and bonus action on most turns. [B]Hellish Rebuke [/B]also uses a reaction, but is DC dependent and really just does damage - and the damage is just gravy to a rogue. [B]Dissonant Whispers [/B]is a very versatile spell. If you have a good ability score (and thus high DC to your save) it can be used creatively for a lot of purposes, such as breaking grapples, wasting reactions to prevent OAs, positioning enemies where you want them, getting away from a guard, etc... Most rogues will not have the DC to make it really worthwhile, but from an RP perspective it gets a really high score in my book. [B]Goodberry [/B]gives you a lot of tiny heals, and also access to Guidance as a cantrip. Again, this doesn't work with Booming Blade. Finally, consider asking the DM if you can make up a spell, or if there are any campaign specific homebrew spells the DM has created they'd recommend. One of my players is a Harry Potter fan and designed a spell called Accio that they took with this feat. It allows them to pull any object of up to 5 lbs they've touched in the last day to them, with the object taking the shortest path and traveling 80 feet a round (concentration, up to 1 minute). I also have a spell that is a 1st level 5' teleport (as an action - somatic components only) that is great to break grapples, get past doors, enter a building, etc... and a 1st level polymorph self spell that allows the caster to turn the casterinto a hamster for up to 1 minute (as the 4th level polymorph spell, but limited to self and the form of a hamster), and a bonus action spell that shunts the PC to the Shadowfell until the end of their turn (allowing them to relocate in the Shadowfell version of where they are and return to the Prime in that new location - they run a risk of the Shadowfell not being empty where they are). [/QUOTE]
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