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Level Plan For A Multiclassed Swashbuckler?
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<blockquote data-quote="Blue" data-source="post: 7639504" data-attributes="member: 20564"><p>You have a concept and a story. You avoid pitfalls of multiclassing like missing ASIs. You are good to go.</p><p></p><p>Another thing you have going is that you have ability scores higher then point buy, which means quicker access to feats or to advancing secondary ability scores. Add that to the extra fighter one and I like how you're taking advantage of it.</p><p></p><p>If you are looking for some suggestions, read below. But you don't have to - your plan is fine.</p><p></p><p>First is what level does the DM reasonably expect the game to go up to? Most games spend the vast majority of play in the first two tiers, and many never get up to the teens.</p><p></p><p>Then, plan on coming together at latest about half that level - so your concept is "firing" for at least half your time of play. (If you are starting above 1st or the DM is explicitly leveling quickly for the first few levels, then instead aim for being fully online for the average of starting and ending level.)</p><p></p><p>5th and 11th levels are a big power bumps for straight-classed characters, and that's reflected in foes. Make sure that you aren't far behind at those levels. For example you don't have the fighter 5th level boost (extra attack) until 9th, or the rogue 5th level boost (uncanny dodge plus 3d6 SA) until 11th. You may want to do less switching back and forth until you have 5th in one class or another.</p><p></p><p>SA means you need to land one blow to do your big damage - having multiple attacks helps land it. Fighter is about multiple attacks each adding decent damage. Both of those benefit from more attacks, but you aren't set up for two weapon fighting, and extra attack is delayed until 9th. I worry that you might have a lot of "whiff" rounds, where you get one attack, miss, and that's it. </p><p></p><p>Samurai ability to for three rounds give yourself advantage will help a little, but that's about one combat a day if you use them all one after another so it's not a large help. It also scales with number of attacks (mroe attacks = more rolls at advantage), so the big gap between getting it and extra attack slows how much it helps. With other rogues besides Swashbuckler it helps get sneak attack by providing Adv if there is no ally nearby, but Swashbuckler helps alleviate that pain with an additional way to get SA.</p><p></p><p>If Samurai fits your character concept, go with it. If it was picked for nifty bonuses, others like Battlemaster might work better. Precision can make sure you land those sneak attacks, and the Superiority Dice are only used when you miss instead of before like Samurai's advantage, and they recover on a short rest instead of long. Riposte, which I see you have planned with Martial Adept, help you deliver it again since it's a different turn. With BM you will have more superiority dice then Martial Adept and they get bigger.</p><p></p><p>(Samurai is no means bad. It does help land blows, help set up SA, and gives a greater chance of crits which multiply all your SA dice.)</p><p></p><p>You mentioned being willing to look into other multiclasses. Bard (College of Swords) gives a number of swashbucklery flourishes that both fit mechanically but also may fit thematically. The problem is that it really wants bard 5 to refresh those bardic inspirations on a short rest instead of a long, would want some more CHR for more dice, and overlaps fighter in both giving extra attack.</p><p></p><p>Now, if you are playing into your teens (of level), a big concern would be wisdom saves. Raising you CON gives bonuses to HPs as well, but raising your WIS isn't that useful. You may want to move your +2 CON ASIs ones sooner, and take Resilient (WIS) instead. This way both will be getting better, instead of having the same WIS save at 1st and 20th.</p></blockquote><p></p>
[QUOTE="Blue, post: 7639504, member: 20564"] You have a concept and a story. You avoid pitfalls of multiclassing like missing ASIs. You are good to go. Another thing you have going is that you have ability scores higher then point buy, which means quicker access to feats or to advancing secondary ability scores. Add that to the extra fighter one and I like how you're taking advantage of it. If you are looking for some suggestions, read below. But you don't have to - your plan is fine. First is what level does the DM reasonably expect the game to go up to? Most games spend the vast majority of play in the first two tiers, and many never get up to the teens. Then, plan on coming together at latest about half that level - so your concept is "firing" for at least half your time of play. (If you are starting above 1st or the DM is explicitly leveling quickly for the first few levels, then instead aim for being fully online for the average of starting and ending level.) 5th and 11th levels are a big power bumps for straight-classed characters, and that's reflected in foes. Make sure that you aren't far behind at those levels. For example you don't have the fighter 5th level boost (extra attack) until 9th, or the rogue 5th level boost (uncanny dodge plus 3d6 SA) until 11th. You may want to do less switching back and forth until you have 5th in one class or another. SA means you need to land one blow to do your big damage - having multiple attacks helps land it. Fighter is about multiple attacks each adding decent damage. Both of those benefit from more attacks, but you aren't set up for two weapon fighting, and extra attack is delayed until 9th. I worry that you might have a lot of "whiff" rounds, where you get one attack, miss, and that's it. Samurai ability to for three rounds give yourself advantage will help a little, but that's about one combat a day if you use them all one after another so it's not a large help. It also scales with number of attacks (mroe attacks = more rolls at advantage), so the big gap between getting it and extra attack slows how much it helps. With other rogues besides Swashbuckler it helps get sneak attack by providing Adv if there is no ally nearby, but Swashbuckler helps alleviate that pain with an additional way to get SA. If Samurai fits your character concept, go with it. If it was picked for nifty bonuses, others like Battlemaster might work better. Precision can make sure you land those sneak attacks, and the Superiority Dice are only used when you miss instead of before like Samurai's advantage, and they recover on a short rest instead of long. Riposte, which I see you have planned with Martial Adept, help you deliver it again since it's a different turn. With BM you will have more superiority dice then Martial Adept and they get bigger. (Samurai is no means bad. It does help land blows, help set up SA, and gives a greater chance of crits which multiply all your SA dice.) You mentioned being willing to look into other multiclasses. Bard (College of Swords) gives a number of swashbucklery flourishes that both fit mechanically but also may fit thematically. The problem is that it really wants bard 5 to refresh those bardic inspirations on a short rest instead of a long, would want some more CHR for more dice, and overlaps fighter in both giving extra attack. Now, if you are playing into your teens (of level), a big concern would be wisdom saves. Raising you CON gives bonuses to HPs as well, but raising your WIS isn't that useful. You may want to move your +2 CON ASIs ones sooner, and take Resilient (WIS) instead. This way both will be getting better, instead of having the same WIS save at 1st and 20th. [/QUOTE]
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