Thanks for your answers. I considered your suggestions, but am still not quite sure about the next levels.
Meanwhile, our DM ruled the following:
1.) We are playing the variant rule for resting now (short rest = 1 day; long rest = 7 days), so I won't take much advantage of "per short rest" stuff.
2.) My DM ruled that we are restricted to two classes for multiclassing. So, I am restricted to Rogue/Fighter in my further class options.
My current build:
Race: Humant(variant)
Class: Rogue (11) / Fighter (1)
Archetype: Arcane Trickster with Familiar (Owl), giving me Advantage in Fights due Help Action.
Abilities: STR 8 | DEX 20 | CON 14 | WIS 12 | INT 12 | CHA 13
Feats:Crossbow Expert (second attack with Bonus Action), Sharpshooter (-5 AT/+10 DMG)
Fighting-Style: Ranged combat with Hand-Crossbow using Bonus-Aktion for second attack with Sharpshooter (-5/+10).
Possibilities:
Because I think the real high Rogue levels don't offer that good stuff, I am pretty sure to stop at Rogue 15-17. The question is more like when should I pick the fighter levels best? Both classes offer nice stuff. I want to find out, which suits best for the next levels[/U]. (I left out features that are not important for me or because of the rest variant rule.)
1.) Fighter (5) -> Rogue (15)
2.) Fighter (3) -> Rogue (15) -> Fighter (5) :
3.) Rogue (15) -> Fighter (5):
Final thoughts:
Extra Attack: Extra Attack let's me take more advantage out of Sharpshooter, simply because I have one more shot/round. Otherwise, I get a lot of cool stuff from the following Rogue levels in really late game (Haste, Slippery Mind, ...). It almost feels like the possibility to boost myself with Haste + the 2D6 extra damage would compensate the missing attack quite well.
Superior Dice: I really like the fact to turn a miss into a hit with Precision Attack or shove a creature 15 feet with Pushing Attack (down cliffs, etc.). The question is, when to go for those two levels. Now or until Rogue 15? We are doing a short rests at maximum once per dungeon. So, I won't be able to spam those shots.
Stop at Fighter (3): It sounds like a wasted ASI, but it really isn't, because both Rogue 12 and Rouge 16 offer an ASI. So, I will have the same amount of ASI + progress in the Rogue class.
I am interested in your suggestions! Thanks in advance!
Meanwhile, our DM ruled the following:
1.) We are playing the variant rule for resting now (short rest = 1 day; long rest = 7 days), so I won't take much advantage of "per short rest" stuff.
2.) My DM ruled that we are restricted to two classes for multiclassing. So, I am restricted to Rogue/Fighter in my further class options.
My current build:
Race: Humant(variant)
Class: Rogue (11) / Fighter (1)
Archetype: Arcane Trickster with Familiar (Owl), giving me Advantage in Fights due Help Action.
Abilities: STR 8 | DEX 20 | CON 14 | WIS 12 | INT 12 | CHA 13
Feats:Crossbow Expert (second attack with Bonus Action), Sharpshooter (-5 AT/+10 DMG)
Fighting-Style: Ranged combat with Hand-Crossbow using Bonus-Aktion for second attack with Sharpshooter (-5/+10).
Possibilities:
Because I think the real high Rogue levels don't offer that good stuff, I am pretty sure to stop at Rogue 15-17. The question is more like when should I pick the fighter levels best? Both classes offer nice stuff. I want to find out, which suits best for the next levels[/U]. (I left out features that are not important for me or because of the rest variant rule.)
1.) Fighter (5) -> Rogue (15)
- Fighter 2: Action surge (almost useless with variant resting rule)
- Fighter 3: Battlemaster Superior Dice (Fighter 3) - Precision Attack to turn a miss into a hit. Pushing Attack(15 feet) to shove enemies from cliffs, etc.
- Fighter 4: ASI
- Fighter 5: Extra Attack
- Rogue 12: Extra ASI - RP-Feat or Resilient: Constitution
- Rogue 13: +1W6 Sneak Attack Bonus + Level 3 spells
- Rogue 14: Haste spell + Blindsight
- Rogue 15: Slippery Mind (Proficiency with WIS saving throws) +1W6 Sneak Attack Bonus
2.) Fighter (3) -> Rogue (15) -> Fighter (5) :
- Fighter 2: Action surge (almost useless with variant resting rule)
- Fighter 3: Battlemaster Superior Dice (Fighter 3) - Precision Attack to turn a miss into a hit. Pushing Attack(15 feet) to shove enemies from cliffs, etc.
- Rogue 12: Extra ASI - RP-Feat or Resilient: Constitution
- Rogue 13: +1W6 Sneak Attack Bonus + Level 3 spells
- Rogue 14: Haste spell + Blindsight
- Rogue 15: Slippery Mind (Proficiency with WIS saving throws) +1W6 Sneak Attack Bonus
- Fighter 4: ASI
- Fighter 5: Extra Attack
3.) Rogue (15) -> Fighter (5):
- Rogue 12: Extra ASI - RP-Feat or Resilient: Constitution
- Rogue 13: +1W6 Sneak Attack Bonus + Level 3 spells
- Rogue 14: Haste spell + Blindsight
- Rogue 15: Slippery Mind (Proficiency with WIS saving throws) +1W6 Sneak Attack Bonus
- Fighter 2: Action surge (almost useless with variant resting rule)
- Fighter 3: Battlemaster Superior Dice (Fighter 3) - Precision Attack to turn a miss into a hit. Pushing Attack(15 feet) to shove enemies from cliffs, etc.
- Fighter 4: ASI
- Fighter 5: Extra Attack
Final thoughts:
Extra Attack: Extra Attack let's me take more advantage out of Sharpshooter, simply because I have one more shot/round. Otherwise, I get a lot of cool stuff from the following Rogue levels in really late game (Haste, Slippery Mind, ...). It almost feels like the possibility to boost myself with Haste + the 2D6 extra damage would compensate the missing attack quite well.
Superior Dice: I really like the fact to turn a miss into a hit with Precision Attack or shove a creature 15 feet with Pushing Attack (down cliffs, etc.). The question is, when to go for those two levels. Now or until Rogue 15? We are doing a short rests at maximum once per dungeon. So, I won't be able to spam those shots.
Stop at Fighter (3): It sounds like a wasted ASI, but it really isn't, because both Rogue 12 and Rouge 16 offer an ASI. So, I will have the same amount of ASI + progress in the Rogue class.
I am interested in your suggestions! Thanks in advance!
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