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Building a Champion/ Rogue
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<blockquote data-quote="pdegan2814" data-source="post: 6769033" data-attributes="member: 6801202"><p>If you're only looking at the Level 20 build, I'd say 16 levels of Fighter(Champion) and 4 levels of Rogue(Assassin). That gives you the 18-20 Crit range, half your Proficiency bonus(+3 at lvl20) added to Dex checks, meaning your Initiative rolls, 3 attacks per turn plus 1 Action Surge per short rest, and you still get 7 ASI/feat slots. Max your Dex, grab Alert, Sharpshooter and possibly Crossbow Expert, then take Archery as one of the two Fighting Styles you get to choose. You'll also have the main Assassin abilities, Advantage on attacks against targets that haven't taken a turn yet in combat, and auto-crits on surprised targets. The 2d6 Sneak Attack damage is definitely nice, but you can only get that once per round. But with a Dex of 20, you'll have +13 to your Initiative rolls, +17 to your Stealth rolls if it was one of your Expertise skills at Rogue 1, and +13 to Hit with your attack rolls using ranged/finesse weapons. You'll be a MASTER sniper. Get the drop on your targets from a long range(because...Sharpshooter), open fire with a surprise round, burn your Action surge, and take 6 shots with Advantage, each one auto-critting if it hits. If you're feeling lucky, or if you're reasonably sure the target(s) have low AC, take the -5hit/+10dmg feature of Sharpshooter with each attack as well, though that +10 won't double on a Crit. Make sure you're set up somewhere with cover so you can use your Cunning Action to Hide and leave the survivors wondering who the hell just hit them. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Even if you can't get a surprise round, odds are VERY good that you'll be attacking before your enemies, so you'll have advantage on all your attacks in the first round of combat. Burn your Action Surge and go nova on them while you have the upper hand. And if you find yourself in melee, make sure you took Two-Weapon Fighting as the 2nd Fighting Style, so you can use your Bonus Action for an extra strike on your nova round that isn't nerfed(though at that point missing out on 5 HP of damage hopefully won't be a huge deal, if you'd rather take a defense-oriented Style).</p><p></p><p>Of course, it's one thing to look at how the build functions at the end of its level progression, it's another thing to look at how it will function each step of the way. Remember, you have to actually PLAY the character up to Level 20. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="pdegan2814, post: 6769033, member: 6801202"] If you're only looking at the Level 20 build, I'd say 16 levels of Fighter(Champion) and 4 levels of Rogue(Assassin). That gives you the 18-20 Crit range, half your Proficiency bonus(+3 at lvl20) added to Dex checks, meaning your Initiative rolls, 3 attacks per turn plus 1 Action Surge per short rest, and you still get 7 ASI/feat slots. Max your Dex, grab Alert, Sharpshooter and possibly Crossbow Expert, then take Archery as one of the two Fighting Styles you get to choose. You'll also have the main Assassin abilities, Advantage on attacks against targets that haven't taken a turn yet in combat, and auto-crits on surprised targets. The 2d6 Sneak Attack damage is definitely nice, but you can only get that once per round. But with a Dex of 20, you'll have +13 to your Initiative rolls, +17 to your Stealth rolls if it was one of your Expertise skills at Rogue 1, and +13 to Hit with your attack rolls using ranged/finesse weapons. You'll be a MASTER sniper. Get the drop on your targets from a long range(because...Sharpshooter), open fire with a surprise round, burn your Action surge, and take 6 shots with Advantage, each one auto-critting if it hits. If you're feeling lucky, or if you're reasonably sure the target(s) have low AC, take the -5hit/+10dmg feature of Sharpshooter with each attack as well, though that +10 won't double on a Crit. Make sure you're set up somewhere with cover so you can use your Cunning Action to Hide and leave the survivors wondering who the hell just hit them. :) Even if you can't get a surprise round, odds are VERY good that you'll be attacking before your enemies, so you'll have advantage on all your attacks in the first round of combat. Burn your Action Surge and go nova on them while you have the upper hand. And if you find yourself in melee, make sure you took Two-Weapon Fighting as the 2nd Fighting Style, so you can use your Bonus Action for an extra strike on your nova round that isn't nerfed(though at that point missing out on 5 HP of damage hopefully won't be a huge deal, if you'd rather take a defense-oriented Style). Of course, it's one thing to look at how the build functions at the end of its level progression, it's another thing to look at how it will function each step of the way. Remember, you have to actually PLAY the character up to Level 20. :) [/QUOTE]
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