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*Dungeons & Dragons
Rogue (11) Multiclass options
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<blockquote data-quote="bbrown12" data-source="post: 7245788" data-attributes="member: 6872180"><p>Thanks for your answers. I considered your suggestions, but am still not quite sure about the next levels.</p><p></p><p><strong>Meanwhile, our DM ruled the following:</strong></p><p>1.) We are playing the <strong>variant rule for resting</strong> now (short rest = 1 day; long rest = 7 days), so I won't take much advantage of "per short rest" stuff.</p><p>2.) My DM ruled that we are restricted to two classes for multiclassing. So, I am <strong>restricted to Rogue/Fighter</strong> in my further class options.</p><p></p><p></p><p><u><strong>My current build:</strong></u></p><p></p><p><strong>Race: </strong>Humant(variant)</p><p><strong>Class: </strong>Rogue (11) / Fighter (1)</p><p><strong>Archetype:</strong> Arcane Trickster with Familiar (Owl), giving me Advantage in Fights due Help Action. </p><p><strong>Abilities:</strong> STR 8 | DEX 20 | CON 14 | WIS 12 | INT 12 | CHA 13</p><p><strong>Feats:</strong>Crossbow Expert (second attack with Bonus Action), Sharpshooter (-5 AT/+10 DMG)</p><p><strong>Fighting-Style:</strong> Ranged combat with Hand-Crossbow using Bonus-Aktion for second attack with Sharpshooter (-5/+10). </p><p></p><p></p><p><strong><u>Possibilities:</u></strong></p><p></p><p>Because I think the real high Rogue levels don't offer that good stuff, I am <strong>pretty sure to stop at Rogue 15-17.</strong> The question is more like <strong><em>when</em> should I pick the fighter levels best?</strong> Both classes offer nice stuff. I want to find out, which suits best <strong>for the next levels[/U]</strong>. <em>(I left out features that are not important for me or because of the rest variant rule.)</em></p><p></p><p><strong>1.) Fighter (5) -> Rogue (15)</strong></p><p></p><ul> <li data-xf-list-type="ul">Fighter 2: Action surge (almost useless with variant resting rule)</li> <li data-xf-list-type="ul">Fighter 3: Battlemaster <strong>Superior Dice</strong> (Fighter 3) - Precision Attack to turn a miss into a hit. Pushing Attack(15 feet) to shove enemies from cliffs, etc.</li> <li data-xf-list-type="ul">Fighter 4: ASI</li> <li data-xf-list-type="ul">Fighter 5: <strong>Extra Attack</strong></li> <li data-xf-list-type="ul">Rogue 12: Extra ASI - RP-Feat or Resilient: Constitution</li> <li data-xf-list-type="ul">Rogue 13: +1W6 Sneak Attack Bonus + Level 3 spells</li> <li data-xf-list-type="ul">Rogue 14: <strong>Haste spell</strong> + Blindsight</li> <li data-xf-list-type="ul">Rogue 15: <strong>Slippery Mind</strong> (Proficiency with WIS saving throws) +1W6 Sneak Attack Bonus</li> </ul><p></p><p><strong>2.) Fighter (3) -> Rogue (15) -> Fighter (5) :</strong></p><p></p><ul> <li data-xf-list-type="ul">Fighter 2: Action surge (almost useless with variant resting rule)</li> <li data-xf-list-type="ul">Fighter 3: Battlemaster <strong>Superior Dice</strong> (Fighter 3) - Precision Attack to turn a miss into a hit. Pushing Attack(15 feet) to shove enemies from cliffs, etc.</li> <li data-xf-list-type="ul">Rogue 12: Extra ASI - RP-Feat or Resilient: Constitution</li> <li data-xf-list-type="ul">Rogue 13: +1W6 Sneak Attack Bonus + Level 3 spells</li> <li data-xf-list-type="ul">Rogue 14: <strong>Haste spell</strong> + Blindsight</li> <li data-xf-list-type="ul">Rogue 15: <strong>Slippery Mind</strong> (Proficiency with WIS saving throws) +1W6 Sneak Attack Bonus</li> <li data-xf-list-type="ul">Fighter 4: ASI</li> <li data-xf-list-type="ul">Fighter 5: <strong>Extra Attack</strong></li> </ul><p></p><p><strong>3.) Rogue (15) -> Fighter (5):</strong></p><p></p><ul> <li data-xf-list-type="ul">Rogue 12: Extra ASI - RP-Feat or Resilient: Constitution</li> <li data-xf-list-type="ul">Rogue 13: +1W6 Sneak Attack Bonus + Level 3 spells</li> <li data-xf-list-type="ul">Rogue 14: <strong>Haste spell</strong> + Blindsight</li> <li data-xf-list-type="ul">Rogue 15: <strong>Slippery Mind</strong> (Proficiency with WIS saving throws) +1W6 Sneak Attack Bonus</li> <li data-xf-list-type="ul">Fighter 2: Action surge (almost useless with variant resting rule)</li> <li data-xf-list-type="ul">Fighter 3: Battlemaster <strong>Superior Dice</strong> (Fighter 3) - Precision Attack to turn a miss into a hit. Pushing Attack(15 feet) to shove enemies from cliffs, etc.</li> <li data-xf-list-type="ul">Fighter 4: ASI</li> <li data-xf-list-type="ul">Fighter 5: <strong>Extra Attack</strong></li> </ul><p></p><p><strong><u>Final thoughts:</u></strong></p><p></p><p><strong>Extra Attack:</strong> 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.</p><p></p><p><strong>Superior Dice:</strong> 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. </p><p></p><p><strong>Stop at Fighter (3):</strong> 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.</p><p></p><p></p><p>I am interested in your suggestions! Thanks in advance!</p></blockquote><p></p>
[QUOTE="bbrown12, post: 7245788, member: 6872180"] Thanks for your answers. I considered your suggestions, but am still not quite sure about the next levels. [B]Meanwhile, our DM ruled the following:[/B] 1.) We are playing the [B]variant rule for resting[/B] 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 [B]restricted to Rogue/Fighter[/B] in my further class options. [U][B]My current build:[/B][/U] [B]Race: [/B]Humant(variant) [B]Class: [/B]Rogue (11) / Fighter (1) [B]Archetype:[/B] Arcane Trickster with Familiar (Owl), giving me Advantage in Fights due Help Action. [B]Abilities:[/B] STR 8 | DEX 20 | CON 14 | WIS 12 | INT 12 | CHA 13 [B]Feats:[/B]Crossbow Expert (second attack with Bonus Action), Sharpshooter (-5 AT/+10 DMG) [B]Fighting-Style:[/B] Ranged combat with Hand-Crossbow using Bonus-Aktion for second attack with Sharpshooter (-5/+10). [B][U]Possibilities:[/U][/B] Because I think the real high Rogue levels don't offer that good stuff, I am [B]pretty sure to stop at Rogue 15-17.[/B] The question is more like [B][I]when[/I] should I pick the fighter levels best?[/B] Both classes offer nice stuff. I want to find out, which suits best [B]for the next levels[/U][/B]. [I](I left out features that are not important for me or because of the rest variant rule.)[/I] [B]1.) Fighter (5) -> Rogue (15)[/B] [LIST] [*]Fighter 2: Action surge (almost useless with variant resting rule) [*]Fighter 3: Battlemaster [B]Superior Dice[/B] (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: [B]Extra Attack[/B] [*]Rogue 12: Extra ASI - RP-Feat or Resilient: Constitution [*]Rogue 13: +1W6 Sneak Attack Bonus + Level 3 spells [*]Rogue 14: [B]Haste spell[/B] + Blindsight [*]Rogue 15: [B]Slippery Mind[/B] (Proficiency with WIS saving throws) +1W6 Sneak Attack Bonus [/LIST] [B]2.) Fighter (3) -> Rogue (15) -> Fighter (5) :[/B] [LIST] [*]Fighter 2: Action surge (almost useless with variant resting rule) [*]Fighter 3: Battlemaster [B]Superior Dice[/B] (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: [B]Haste spell[/B] + Blindsight [*]Rogue 15: [B]Slippery Mind[/B] (Proficiency with WIS saving throws) +1W6 Sneak Attack Bonus [*]Fighter 4: ASI [*]Fighter 5: [B]Extra Attack[/B] [/LIST] [B]3.) Rogue (15) -> Fighter (5):[/B] [LIST] [*]Rogue 12: Extra ASI - RP-Feat or Resilient: Constitution [*]Rogue 13: +1W6 Sneak Attack Bonus + Level 3 spells [*]Rogue 14: [B]Haste spell[/B] + Blindsight [*]Rogue 15: [B]Slippery Mind[/B] (Proficiency with WIS saving throws) +1W6 Sneak Attack Bonus [*]Fighter 2: Action surge (almost useless with variant resting rule) [*]Fighter 3: Battlemaster [B]Superior Dice[/B] (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: [B]Extra Attack[/B] [/LIST] [B][U]Final thoughts:[/U][/B] [B]Extra Attack:[/B] 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. [B]Superior Dice:[/B] 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. [B]Stop at Fighter (3):[/B] 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! [/QUOTE]
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