D&D 5E Half (High) Elf Swashbuckler

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I don't want to do a deep dive into optimization math since that isn't really your thing, but sacrificing sneak attack dice for extra crit really isn't worth it until at least level 12, and then only on even levels. (When you're only down 1d6 sneak attack from a single-class rogue.)

Yeah the expanded crit range is only worth 13% of average damage, so average damage would have to be 27 or 54 (flip-flopping between even and odd levels, as you point out.)

No, for me the appeal is more about the fun of getting crits, and throwing all those dice on the table, more frequently.

But even then, not worth giving up...or delaying...the various rogue goodies. And one less feat means I couldn't take Mage Slayer at high level.
 

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And one less feat means I couldn't take Mage Slayer at high level.

Our Swashbuckler Rogue in the high-level game has Mage Slayer and it is absolutely murderous, I have to say. Definitely caused a bunch of casters to have to consider "alternate courses of action" when he gets close to them.
 

I would swap off to Half-Elf Variant with the High Elf's cantrip, but that seems like an opinion thing, trade off 1 dex for 2 CHA is a trade that I could see both going for and not going for.

Either way, it could definitely be a fun build.
 

Hot take: Do not take fighter or hexblade levels. Stick with a true rogue swashbuckler. After all... if all that matters is just gathering a pile of game mechanics together to do the most damaging build, then the flavor of any subclass is unnecessary. You might as well forsake all class flavor altogether and just build yourself a frankenstein's monster of game mechanics and then call yourself whatever you want.

However, the fact you wished to play a high elf swashbuckler seems to me to indicate you wish to actually run with that specific characterization. So don't sully that flavorful identity by multiclassing just to get "better mechanics". The swashbuckler is powerful enough on its own mechanically, and is much stronger flavor-wise than any cobbled-together build just for bigger numbers. :)

I have an even better Idea: start at level 1 and look how everything is playing out. You will notice very soon, how often you find yourself wishing that you had a shield in the offhand, or some extra armor or extra hp. Maybe you find yourself in the situation, that you want to expand your magic. From an optimizer´s point of view, it might be terrible, but I tell you from my current character, that it is fun to play and still effective enough.
 

I would swap off to Half-Elf Variant with the High Elf's cantrip, but that seems like an opinion thing, trade off 1 dex for 2 CHA is a trade that I could see both going for and not going for.

Either way, it could definitely be a fun build.

Good thought!
 

Yeah, going to go half-elf (high elf variant), and use a rapier after all. Every rogue I've ever played has dual-wielded; time for something new.

I'll just have to accept that on some rounds I don't do any damage. And use Cunning Action to maximize my chance of having advantage.

(Dagger in offhand just for style points, of course...)
 

Hot take: Do not take fighter or hexblade levels. Stick with a true rogue swashbuckler. After all... if all that matters is just gathering a pile of game mechanics together to do the most damaging build, then the flavor of any subclass is unnecessary. You might as well forsake all class flavor altogether and just build yourself a frankenstein's monster of game mechanics and then call yourself whatever you want.

However, the fact you wished to play a high elf swashbuckler seems to me to indicate you wish to actually run with that specific characterization. So don't sully that flavorful identity by multiclassing just to get "better mechanics". The swashbuckler is powerful enough on its own mechanically, and is much stronger flavor-wise than any cobbled-together build just for bigger numbers. :)

I disagree on flavor, because in my mind the true swashbuckler is of the "swashbuckler movie" variety, which leans heavily on an interpretation of Western dueling by way of fencing, taken to extreme in the Princess Bride where the two contenders for world's greatest swordsman name off fencing moves while they fight. In any case this requires both the deadliness of a rogue and the strategic skills best embodied by the Battlemaster. A swashbuckler who can neither parry or riposte is unworthy of the name. And the very term "swashbuckler" refers to the use of a buckler, which a pure rogue can't use without grabbing a shield proficiency elsewhere.

That said, the D&D "swashbuckler" subclass seems to lean heavier on the literary swashbuckler, who is as much about cunning, acrobatics, and feats of daring do as actual mastery of the blade. Swordplay is emphasized more in movies because it is a lot more effective to choreograph and film a sword fight than describe one in a compelling manner. The Princess Bride's emphasis on calling out moves and having banter originated in the book where it was probably a conceit to the difficulty of making the written description of the actual fighting interesting, as well as the fact that the book was the work of a screenwriter inspired more by movies than other books.
 

(Dagger in offhand just for style points, of course...)

Hey, once in a blue moon you chuck it at someone whom you can't reach with your rapier. And if you start with good stats then late game when you've taken every ASI or feat you actually need you get the dual wielding feat just for the AC bonus.

Also, you can hold it in your teeth while swinging from ropes and chandeliers.
 



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