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Help in getting a second sneak attack
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<blockquote data-quote="Thurmas" data-source="post: 7369294" data-attributes="member: 6866167"><p>I haven't seen it mentioned, but I think a major option that is worth exploring is poison. That fits rogues more then any other class and the rules already have everything you need for it. You can use the poisons supplied in the DMG or you can create your own to operate as you see fit. They can do straight damage, or they can inflict conditions such as Blind or Paralyzed. You can even create effects, such as sending the poisoned creature into a rage, attacking the nearest creature each turn. Use spells for inspiration on effects. The nice thing is, poison works best for a rogue since you only get a single application, so it doesn't mesh well with multiattack. </p><p></p><p>You can give magic items that support poison, such as a dagger sheath that poisons a dagger as a free action each turn, or a quiver that poisons crossbow bolts.</p><p></p><p>Add to that, hunting for and discovering poisons taken from slain creatures can add a whole new element to exploration, combat and awards. Purchasing rare poisons can be a good money sink.</p><p></p><p>Others have mentioned the Feat Crossbow Expert, which I think works for a rogue better then just about anyone. It adds an extra bit of damage, 8 or so damage a turn. It provides an additional attack for sneak attack if the main attack misses. It gives flexibility by attacking a ranged attack. Sharpshooter can be taken later for an even more damage increase. And it gives another avenue for magic items.</p><p></p><p>Lastly, as others mentioned, you can create magic items. Just make sure you gear them toward being better for a rogue. Items that can only be used once a turn excel at this. For example:</p><p></p><p>Strahd's Fang: Once per turn when you hit a creature with this dagger, you may deal an additional 1d12 necrotic damage. You gain temporary hitpoints equal to half the necrotic damage dealt. Constructs and Undead are immune to this effect.</p><p></p><p>Donkey Punch: Once per turn when you make an attack, you may fire a bolt of pure force from this magical hand crossbow. Make an ranged attack roll and on a hit, instead of its normal damage, it deals 3d8 Force damage and the creature must make a constitution saving throw or be knocked prone.</p><p></p><p>I think there are plenty of options to increasing your Rogue's damage without trying to create unique feats or change the rules. I think keeping your sneak attack working the way it is is important. Trying to make it happen multiple times a turn or even round just kinda takes away the whole "sneaking" aspect of it. Keep it as is and it makes those rare natural 20s and getting to roll 14 d6s at once all that more special.</p></blockquote><p></p>
[QUOTE="Thurmas, post: 7369294, member: 6866167"] I haven't seen it mentioned, but I think a major option that is worth exploring is poison. That fits rogues more then any other class and the rules already have everything you need for it. You can use the poisons supplied in the DMG or you can create your own to operate as you see fit. They can do straight damage, or they can inflict conditions such as Blind or Paralyzed. You can even create effects, such as sending the poisoned creature into a rage, attacking the nearest creature each turn. Use spells for inspiration on effects. The nice thing is, poison works best for a rogue since you only get a single application, so it doesn't mesh well with multiattack. You can give magic items that support poison, such as a dagger sheath that poisons a dagger as a free action each turn, or a quiver that poisons crossbow bolts. Add to that, hunting for and discovering poisons taken from slain creatures can add a whole new element to exploration, combat and awards. Purchasing rare poisons can be a good money sink. Others have mentioned the Feat Crossbow Expert, which I think works for a rogue better then just about anyone. It adds an extra bit of damage, 8 or so damage a turn. It provides an additional attack for sneak attack if the main attack misses. It gives flexibility by attacking a ranged attack. Sharpshooter can be taken later for an even more damage increase. And it gives another avenue for magic items. Lastly, as others mentioned, you can create magic items. Just make sure you gear them toward being better for a rogue. Items that can only be used once a turn excel at this. For example: Strahd's Fang: Once per turn when you hit a creature with this dagger, you may deal an additional 1d12 necrotic damage. You gain temporary hitpoints equal to half the necrotic damage dealt. Constructs and Undead are immune to this effect. Donkey Punch: Once per turn when you make an attack, you may fire a bolt of pure force from this magical hand crossbow. Make an ranged attack roll and on a hit, instead of its normal damage, it deals 3d8 Force damage and the creature must make a constitution saving throw or be knocked prone. I think there are plenty of options to increasing your Rogue's damage without trying to create unique feats or change the rules. I think keeping your sneak attack working the way it is is important. Trying to make it happen multiple times a turn or even round just kinda takes away the whole "sneaking" aspect of it. Keep it as is and it makes those rare natural 20s and getting to roll 14 d6s at once all that more special. [/QUOTE]
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