ranged rogue 5e

Otherwise ignoring cover and getting more distance is quite nice as well! Taking the Healer feat turns you into an on-the-go cleric. Thieves’ Cant: Highly situational. Air: Dexterity bonus, but nothing else useful. I always thought instead of giving Hunters a melee spec, they should have given Rogues a ranged spec. A place to discuss the latest version of Dungeons and Dragons, the fifth edition, known during the playtest as D&D Next. Eye for Detail: Useful for use during combat, but other Roguish Archetypes have better add-ons to cunning action. Blue: Fantastic options, often essential to the function of your character. Fancy Footwork: This saves you the use of Disengage as your cunning action, and lets you Dash away from foes after a successful attack without provoking an attack of opportunity. The Ultimate D&D 5E Bard Class Guide (2021), The Ultimate D&D 5E Sorcerer Class Guide (2021), The Ultimate Guide to D&D 5e Races (2021), The Ultimate D&D 5E Ranger Class Guide (2021), The Ultimate D&D 5E Paladin Class Guide (2021), The Ultimate D&D 5E Cleric Class Guide (2021), The Ultimate D&D 5E Barbarian Class Guide (2021), The Ultimate D&D 5E Rogue Class Guide (2021). Assuming 10 CON, a Rogue11 will have 58 health while a Rogue5/Fighter6 will have 64.You heavily delay some utility (expertise, reliable talent), potential damage (extra sneak) and survivability (evasion) but gain massive combat damage (extra attack, action surge) become somewhat more hearty (extra health, second wind) are more likely to actually hit to get your sneak attack off (archery) and if I had to pick between Battle Maneuvers or any Rogue level 9 archetype ability, Maneuvers always wins imo. Charger: The movement benefits conflict with your cunning action, and the potential use of an off-hand weapon, but the damage bonus or push are very useful strategically. Proficiency in both Persuasion and Deception makes a compelling negotiator. GoblinVGtM: The Goblin’s mobility options overlap with cunning action, but otherwise, a great choice. An attempt to gain sneak attack in exchange for your bonus action is helpful, but it’s not as reliable as a sure-fire way to get sneak attack like battlefield positioning provided by an ally or stealth. and how to choose one that best suits the character you’d like to play. Lastly I plan to spend my starting gold on some poisons to cinch the archetype. At the 3rd level when you choose this archetype you gain proficiency with the poisoner's kit. Stocking up on utility items like caltrops, bolas, and alchemist’s fire gives you a combat edge against slower opponents and flammable objects. I play a rogue, and am also going powerful ranged combatant route. Drow: the increased Darkvision radius is great, but as always, Sunlight Sensitivity is a huge drawback. Crossbow is a great feat, thief is a great subclass, so is arcane trickster, and they all give you options to choose from that are worth it. Jump to: navigation, search. Survivalist: Two skill proficiencies with built in Expertise. VGtM    Volo’s Guide to Monsters Your best options are a rapier or scimitar, and dagger for two-weapon fighting, or a hand crossbow at range. Rogue5/Fighter6 w/ 20 DEX & Sharpshooter: 1d20+6 to hit, 2d8+30 (assuming two longbow attacks hit) + 3d6. Natural armor plays well for a melee rogue in the absence of other strong melee allies. eval(ez_write_tag([[250,250],'gameoutonline_com-medrectangle-4','ezslot_2',125,'0','0']));Strength: You don’t need to use Strength or strength-based skills. Sunlight sensitivity is a tough hurdle to overcome, and severely hampers your sneak attack opportunities. EEPC      Elemental Evil Player’s Companion Persuasion: The most important Charisma-based skill. You're also able to target whichever enemy is next to an ally at will, as opposed to getting tied up in 1v1 combat with no sneak attack. The classic multi class for rogue into anything throughout multiple editions is into Fighter. This ensures you can find and dispatch them. I was already thinking about the darkvision problem. .ehsOqYO6dxn_Pf9Dzwu37{margin-top:0;overflow:visible}._2pFdCpgBihIaYh9DSMWBIu{height:24px}._2pFdCpgBihIaYh9DSMWBIu.uMPgOFYlCc5uvpa2Lbteu{border-radius:2px}._2pFdCpgBihIaYh9DSMWBIu.uMPgOFYlCc5uvpa2Lbteu:focus,._2pFdCpgBihIaYh9DSMWBIu.uMPgOFYlCc5uvpa2Lbteu:hover{background-color:var(--newRedditTheme-navIconFaded10);outline:none}._38GxRFSqSC-Z2VLi5Xzkjy{color:var(--newCommunityTheme-actionIcon)}._2DO72U0b_6CUw3msKGrnnT{border-top:none;color:var(--newCommunityTheme-metaText);cursor:pointer;padding:8px 16px 8px 8px;text-transform:none}._2DO72U0b_6CUw3msKGrnnT:hover{background-color:#0079d3;border:none;color:var(--newCommunityTheme-body);fill:var(--newCommunityTheme-body)} Perception: The most important skill for Rogues, and most other classes as well. The key is shaped like a finger bone. InheritorSCAG: Not terribly useful for Rogues aside from the piece of inheritance, which may be plot relevant, and gives you an interesting backstory. Stealth proficiency and reach on melee weapons make a great addition you your skillset, since rogues aren’t proficient with reach weapons normally. Thief vs. Arcane Trickster: I've played a Thief for some levels a few years ago. Half-Orc: Poor ability spread for Rogue. Ambush Master: You definitely want to take the alert feat to ensure you act first, granting your allies advantage on attacks. Rogue Subclass The Ranged Killer is an archetype geared towards the rogues who prefer a long-range fighting style. Rogues who embrace this archetype are at home in the wilderness and among barbarians and fighters, as they serve as Imposter: The bonus to Deception is welcome, but this is very similar to Infiltration Expertise and is mostly for flavor. I can tell you from experience that being the party scout without Darkvision can kind of fall apart. .LalRrQILNjt65y-p-QlWH{fill:var(--newRedditTheme-actionIcon);height:18px;width:18px}.LalRrQILNjt65y-p-QlWH rect{stroke:var(--newRedditTheme-metaText)}._3J2-xIxxxP9ISzeLWCOUVc{height:18px}.FyLpt0kIWG1bTDWZ8HIL1{margin-top:4px}._2ntJEAiwKXBGvxrJiqxx_2,._1SqBC7PQ5dMOdF0MhPIkA8{height:24px;vertical-align:middle;width:24px}._1SqBC7PQ5dMOdF0MhPIkA8{-ms-flex-align:center;align-items:center;display:-ms-inline-flexbox;display:inline-flex;-ms-flex-direction:row;flex-direction:row;-ms-flex-pack:center;justify-content:center} You pretty much have no real way of healing yourself - ranged combat is safer. With Fast Hands you can use your Healer’s Kit as a bonus action, allowing you to stabilize and heal fallen allies quickly. Turns. Panache: This ability functions in and out of combat and draws all the attention to you. Cookies help us deliver our Services. You think dipping fighter is always a bad choice? At 3rd level, a rogue gains the Roguish Archetype feature. Elegant Maneuver: This is highly situational, but it ensures you’ll really nail those cinematic leaps and tumbles. This Archetype has fewer combat options than others available to the Rogue. Magic Initiate: There are a ton of great options available for Rogues who make use of this feat. This can KO a target before they act. Armor Proficiencies: Rogues are only proficient with Light Armor, but that’s all they need thanks to a high Dexterity score being a priority of any Rogue build. But it's not everything. Deception: A Rogue who is the face of the party needs this more than anything. DMG     Dungeon Master’s Guide DO NOT start as a fighter, you would lose out on two skills for no reason. Cloistered ScholarSCAG: Two knowledge skills and two languages give you some background if you’re an intelligence-based Rogue, but otherwise not very useful. What are the best builds, feats, and skills for the Rogue 5e class in Dungeons and Dragons? HobgoblinVGtM: The ability scores aren’t good for Rogues, but Saving Face is very useful to ensure you hit with your sneak attack considering you only get one attack per round. Standard: Proficiency in many skills makes the Rogue the most useful party member both in and out of combat. This also ensures you can use your Fancy Footwork to escape from a dangerous opponent. I was thinking about taking Fighter on the first level. ShifterERLW: Darkvision is a boon, but the subraces conflict or overlap with the class abilities of Rogues. A lesser investment would be at least one level of fighter to get +2 to hit, or three to get battlemaster (with Rogues, to hit bonuses are very important). … Stout: This subrace is the most durable, great for a melee Rogue. Moderately Armored: Not useful for a Rogue. Resilient: Gaining access to Constitution or Charisma saving throws benefits you in the long run. It focuses on the builds that don’t quite satisfy the players who want variety. Simic HybridGGTR: Versatile abilities and racial bonuses allow you to optimize your Rogue build. Rogue 11/Fighter 6 gets me 5 ASI (20 DEX, sharpshooter, crossbow expert, and lucky), extra attack (2x as likely to get sneak attack off, 3x as likely to if I use bonus action to attack again with hand crossbow as bonus) and maneuvers which will likely add more damage and do an extra effect. Boots of Stone – Once per long rest, as an action, turn into stone for up to 24 hours. See our Ultimate 5e Rogue Fighter Multiclass Guide for an in-depth analysis on how Rogue and Fighter synergize. Rogues don't have access to the higher damage melee weapons (Maul, Greataxe), so the damage output is basically the same as with melee. There's an equally strong case to be made for just maxing DEX first. Do I get it right that fighter would be the better choice in that case? Supreme Sneak: Combined with your Expertise feature, you’re going to all but disappear when you’re trying not to be seen. Dexterity, relevant skills, darkvision, mobility and a natural attack to boot.eval(ez_write_tag([[250,250],'gameoutonline_com-large-mobile-banner-2','ezslot_8',113,'0','0']));eval(ez_write_tag([[250,250],'gameoutonline_com-large-mobile-banner-2','ezslot_9',113,'0','1'])); Tiefling: Tieflings make compelling Rogues. DDO Rouge Build: Ranged Repeater. Either way, partial investments are worth it. Therefore I hope that you can help me a bit, optimizing my character. Elf: Dexterity increase and Darkvision play to your strengths. I think it all fits pretty well with the whole theme of sneaking around rooftops and such, taking a spot, and shooting through a window for that perfect bow+sneak+poison+crit then disappear in to the distance archetype. Slippery Mind: Too little too late, but useful none the less. Thief archetype can use it's bonus actions to throw down caltrops, hunting traps, even throw acid-that's all very powerful. SmugglerGoS: A flavorful and useful background that affords you two good skills and vehicle proficiency. Mercenary VeteranSCAG: Athletics, Persuasion, vehicles, and a rank net you a great selection of benefits. Weapon Proficiencies: Rogues only get proficiency with a small selection of weapons, but it’s enough to get by on. When attacking a target beyond normal range, you have disadvantage on the Attack roll. Healer: Not useful for a Rogue unless you’re a Thief. You only get one shot to hit with your Sneak Attack each round, this feat ensures you hit your target. Hey so I've read through everyone's discussions so far, and I was wondering why you haven't considered assassin? The observant feat is weird because its usefulness depends on how your DM uses passive checks; that weirdness led me to ban that feat in my own games. Thief also has options for dealing with things like undead or trolls because it has acid and holy water. Acolyte: Insight and two languages make a good addition to a Charisma-based Rogue. Skulker: Perfect for snipers, better for Rogues. Intelligence: Very important for Arcane Trickster casting, and useful for all the skills associated with it otherwise. The Digital Dungeon Master has painstakingly created 5e character sheets to help you get going. Compared to other Roguish Archetype damage increase abilities, this is wholly underwhelming. Avg 39 with sneak, 27 without Uses Bonus Action. Halfling: The Dexterity increase and Luck both amplify your effectiveness. Forest: Dexterity and Intelligence for boosting Arcane Trickster usefulness. Because an going for +2 DEX on the AS at level 4 seems more important. Feinting will give you advantage as a bonus action against a foe with an addition of 1d8 damage. Spell Sniper: Sneak attack doesn’t work with spells, only weapon attacks. Rogue5/Fighter6 w/ 20 DEX & Crossbow Expert: 1d20+11 to hit, 5d6+10 (assuming two attacks hit.) The dexterity increase and Darkvision that Elves posses play to a Rogue’s strengths. Depending on how strictly the DM rules on darkness and such, you may want to look at Skulker or rolling as a non-human with Darkvision. That's not much and my DM didn't allow me to pick them up after the fight. The swashbuckler sits at the top of our Rogue 5E archetypes list. Gnome: Gnomes make strong Rogues, specifically the Deep Gnome. The battle maneuvers and superiority dice are great, especially if I get the much coveted assassinate in round 1 so I can do an additional 2d8 damage, but also in later rounds (making the post 1st round assassin much better, IMO). This subclass affords you spellcasting and several abilities that enhance it. Your skillset allows you to go anywhere and kill anyone without leaving a trace or arousing suspicion. Bluff your way to riches. Ear for Deceit: This is more useful in combination with Insightful Fighting than on its own. Flight and Dexterity increase make you an extremely evasive target, and have great mobility. ._9ZuQyDXhFth1qKJF4KNm8{padding:12px 12px 40px}._2iNJX36LR2tMHx_unzEkVM,._1JmnMJclrTwTPpAip5U_Hm{font-size:16px;font-weight:500;line-height:20px;color:var(--newCommunityTheme-bodyText);margin-bottom:40px;padding-top:4px}._306gA2lxjCHX44ssikUp3O{margin-bottom:32px}._1Omf6afKRpv3RKNCWjIyJ4{font-size:18px;font-weight:500;line-height:22px;border-bottom:2px solid var(--newCommunityTheme-line);color:var(--newCommunityTheme-bodyText);margin-bottom:8px;padding-bottom:8px}._2Ss7VGMX-UPKt9NhFRtgTz{margin-bottom:24px}._3vWu4F9B4X4Yc-Gm86-FMP{border-bottom:1px solid var(--newCommunityTheme-line);margin-bottom:8px;padding-bottom:2px}._3vWu4F9B4X4Yc-Gm86-FMP:last-of-type{border-bottom-width:0}._2qAEe8HGjtHsuKsHqNCa9u{font-size:14px;font-weight:500;line-height:18px;color:var(--newCommunityTheme-bodyText);padding-bottom:8px;padding-top:8px}.c5RWd-O3CYE-XSLdTyjtI{padding:8px 0}._3whORKuQps-WQpSceAyHuF{font-size:12px;font-weight:400;line-height:16px;color:var(--newCommunityTheme-actionIcon);margin-bottom:8px}._1Qk-ka6_CJz1fU3OUfeznu{margin-bottom:8px}._3ds8Wk2l32hr3hLddQshhG{font-weight:500}._1h0r6vtgOzgWtu-GNBO6Yb,._3ds8Wk2l32hr3hLddQshhG{font-size:12px;line-height:16px;color:var(--newCommunityTheme-actionIcon)}._1h0r6vtgOzgWtu-GNBO6Yb{font-weight:400}.horIoLCod23xkzt7MmTpC{font-size:12px;font-weight:400;line-height:16px;color:#ea0027}._33Iw1wpNZ-uhC05tWsB9xi{margin-top:24px}._2M7LQbQxH40ingJ9h9RslL{font-size:12px;font-weight:400;line-height:16px;color:var(--newCommunityTheme-actionIcon);margin-bottom:8px} However, there aren’t a lot of reasons to try to stop a melee opponent next to you, since you are on the squishy side of melee characters. I want to be a strong combatant. Eurèka-xavius September 5, 2019, 10:18pm #5. ._1zyZUfB30L-DDI98CCLJlQ{border:1px solid transparent;display:block;padding:0 16px;width:100%;border:1px solid var(--newCommunityTheme-body);border-radius:4px;box-sizing:border-box}._1zyZUfB30L-DDI98CCLJlQ:hover{background-color:var(--newCommunityTheme-primaryButtonTintedEighty)}._1zyZUfB30L-DDI98CCLJlQ._2FebEA49ReODemDlwzYHSR,._1zyZUfB30L-DDI98CCLJlQ:active,._1zyZUfB30L-DDI98CCLJlQ:hover{color:var(--newCommunityTheme-bodyText);fill:var(--newCommunityTheme-bodyText)}._1zyZUfB30L-DDI98CCLJlQ._2FebEA49ReODemDlwzYHSR,._1zyZUfB30L-DDI98CCLJlQ:active{background-color:var(--newCommunityTheme-primaryButtonShadedEighty)}._1zyZUfB30L-DDI98CCLJlQ:disabled,._1zyZUfB30L-DDI98CCLJlQ[data-disabled],._1zyZUfB30L-DDI98CCLJlQ[disabled]{background-color:var(--newCommunityTheme-primaryButtonTintedFifty);color:rgba(var(--newCommunityTheme-bodyText),.5);fill:rgba(var(--newCommunityTheme-bodyText),.5);cursor:not-allowed}._1zyZUfB30L-DDI98CCLJlQ:active,._1zyZUfB30L-DDI98CCLJlQ:disabled,._1zyZUfB30L-DDI98CCLJlQ:hover,._1zyZUfB30L-DDI98CCLJlQ[data-disabled],._1zyZUfB30L-DDI98CCLJlQ[disabled]{border:1px solid var(--newCommunityTheme-body)}._1O2i-ToERP3a0i4GSL0QwU,._1uBzAtenMgErKev3G7oXru{display:block;fill:var(--newCommunityTheme-body);height:22px;width:22px}._1O2i-ToERP3a0i4GSL0QwU._2ilDLNSvkCHD3Cs9duy9Q_,._1uBzAtenMgErKev3G7oXru._2ilDLNSvkCHD3Cs9duy9Q_{height:14px;width:14px}._2kBlhw4LJXNnk73IJcwWsT,._1kRJoT0CagEmHsFjl2VT4R{height:24px;padding:0;width:24px}._2kBlhw4LJXNnk73IJcwWsT._2ilDLNSvkCHD3Cs9duy9Q_,._1kRJoT0CagEmHsFjl2VT4R._2ilDLNSvkCHD3Cs9duy9Q_{height:14px;width:14px}._3VgTjAJVNNV7jzlnwY-OFY{font-size:14px;line-height:32px;padding:0 16px}._3VgTjAJVNNV7jzlnwY-OFY,._3VgTjAJVNNV7jzlnwY-OFY._2ilDLNSvkCHD3Cs9duy9Q_{font-weight:700;letter-spacing:.5px;text-transform:uppercase}._3VgTjAJVNNV7jzlnwY-OFY._2ilDLNSvkCHD3Cs9duy9Q_{font-size:12px;line-height:24px;padding:4px 9px 2px;width:100%}._2QmHYFeMADTpuXJtd36LQs{font-size:14px;line-height:32px;padding:0 16px}._2QmHYFeMADTpuXJtd36LQs,._2QmHYFeMADTpuXJtd36LQs._2ilDLNSvkCHD3Cs9duy9Q_{font-weight:700;letter-spacing:.5px;text-transform:uppercase}._2QmHYFeMADTpuXJtd36LQs._2ilDLNSvkCHD3Cs9duy9Q_{font-size:12px;line-height:24px;padding:4px 9px 2px;width:100%}._2QmHYFeMADTpuXJtd36LQs:hover ._31L3r0EWsU0weoMZvEJcUA{display:none}._2QmHYFeMADTpuXJtd36LQs ._31L3r0EWsU0weoMZvEJcUA,._2QmHYFeMADTpuXJtd36LQs:hover ._11Zy7Yp4S1ZArNqhUQ0jZW{display:block}._2QmHYFeMADTpuXJtd36LQs ._11Zy7Yp4S1ZArNqhUQ0jZW{display:none}._2CLbCoThTVSANDpeJGlI6a{width:100%}._2CLbCoThTVSANDpeJGlI6a:hover ._31L3r0EWsU0weoMZvEJcUA{display:none}._2CLbCoThTVSANDpeJGlI6a ._31L3r0EWsU0weoMZvEJcUA,._2CLbCoThTVSANDpeJGlI6a:hover ._11Zy7Yp4S1ZArNqhUQ0jZW{display:block}._2CLbCoThTVSANDpeJGlI6a ._11Zy7Yp4S1ZArNqhUQ0jZW{display:none} .s5ap8yh1b4ZfwxvHizW3f{color:var(--newCommunityTheme-metaText);padding-top:5px}.s5ap8yh1b4ZfwxvHizW3f._19JhaP1slDQqu2XgT3vVS0{color:#ea0027} Fast Hands: Disarming a trap or using an item as a bonus action gives your cunning action many more options. Reliable Talent: Incentive to take the Skilled feat, this almost guarantees you will pass any skill check you are required to make. I must say that I find the +2 bonus from archery style very strong. Keep in mind that Sneak Attack can apply to only Dexterity-based weapon attacks and does not apply to spells. Thanks for your detailed answer! One maneuver per day is underwhelming. The additional range gives a party with multiple rogues a reliable avenue to gain sneak attack. Burning hands is a strong damage-dealing spell outside the scope of spells for Arcane Trickster. Rogues work just fine in direct combat. Hellish rebuke is a reaction. Insightful Manipulator: A little metagame-y, but useful none the less. ._1PeZajQI0Wm8P3B45yshR{fill:var(--newCommunityTheme-actionIcon)}._1PeZajQI0Wm8P3B45yshR._3axV0unm-cpsxoKWYwKh2x{fill:#ea0027} This character is still the end of dexterous and also in early conditions, this will be going to be held up an official base class in the player’s handbook. Crossbow Expert: A tempting choice, but you don’t really need it. Dungeon Delver: This is a great feat for a trap-springer. Uthgardt Tribe MemberSCAG: Not very useful for Rogue. 2 level dip in rogue would be nice for cunning action, as would 3 for a boost to sneak attack damage, but as others have said 2 in warlock or ranger are generally better, as a hunter's mark/hex applies to every hit. /*# sourceMappingURL=https://www.redditstatic.com/desktop2x/chunkCSS/TopicLinksContainer.361933014be843c79476.css.map*/._2ppRhKEnnVueVHY_G-Ursy{-ms-flex-align:center;align-items:center;display:-ms-flexbox;display:flex;margin:22px 0 0;min-height:200px;overflow:hidden;position:relative}._2KLA5wMaJBHg0K2z1q0ci_{margin:0 -7px -8px}._1zdLtEEpuWI_Pnujn1lMF2{bottom:0;position:absolute;right:52px}._3s18OZ_KPHs2Ei416c7Q1l{margin:0 0 22px;position:relative}.LJjFa8EhquYX8xsTnb9n-{filter:grayscale(40%);position:absolute;top:11px}._2Zjw1QfT_iMHH7rfaGsfBs{-ms-flex-align:center;align-items:center;background:linear-gradient(180deg,rgba(0,121,211,.24),rgba(0,121,211,.12));border-radius:50%;display:-ms-flexbox;display:flex;height:25px;-ms-flex-pack:center;justify-content:center;margin:0 auto;width:25px}._2gaJVJ6_j7vwKV945EABN9{background-color:var(--newCommunityTheme-button);border-radius:50%;height:15px;width:15px;z-index:1} Green: Good options. : 1: Sub turning into a ranged spec: They use stealthy (no noisy guns) ninja-like weapons like crossbows/bows (which could be supplemented by poison-coated throwing daggers (or blowgun darts) for DoTs, shurikens, and bombs for ranged AoE). Rock: The Constitution bonus is nice, but otherwise not synergistic with Rogues. Simply put, sneak attack does more damage than the feat, so decreasing your chance to sneak attack is just stupid. After level 8 Rogue becomes uninteresting, having gained all their strongest abilities already. Hm...hard decision. Poor synergy. Melee Rogues as often as possible go for two-weapon battling in light of the fact that it gives another opportunity to score Sneak Attack, and attempt at manslaughter strategies are an incredible approach to get into a scuffle to assault before withdrawing behind your gathering.. Archer rogues regularly depend on killing. One particularly good multi-class is ranger, namely ranger 5, Hunter subclass, for fighting style (Archery, +2 to hit) colossus slayer (1d8 damage) extra attack (duh) and hunters mark (1d6). Waterdhavian NobleSCAG: A flavorful choice, but not terribly useful outside of Persuasion. The purpose of this build is to create a rogue that strikes from a distance and get the hell out of Dodge if cornered. You can hear and see, but you can’t turn your head or move your eyes. Faction AgentSCAG: Great flexibility on skill proficiencies and two languages, plus a connection to a powerful faction which provides you plot relevance and an above-average amount of starting gold. Sounds fine, though Thief gives you a lot of additional mobility options and some in-combat flexibility (getting to make good use of those PHB equipment items like acid flasks and caltrops). Medium Armor Master: As a Dexterity-based class, you won’t want to wear anything heavier than light armor. Also used to escape from grapples. But to be honest I never had a char above that. Standard is strongest, but the others afford some unique choices. 1. The surprise factor is always fun too. Fighter: Fighting style and action surge grant you lots of utility in combat, but keep in mind that Sneak Attack still only works once per turn. ._1EPynDYoibfs7nDggdH7Gq{margin-bottom:8px;position:relative}._1EPynDYoibfs7nDggdH7Gq._3-0c12FCnHoLz34dQVveax{max-height:63px;overflow:hidden}._1zPvgKHteTOub9dKkvrOl4{font-family:Noto Sans,Arial,sans-serif;font-size:14px;line-height:21px;font-weight:400;word-wrap:break-word}._1dp4_svQVkkuV143AIEKsf{-ms-flex-align:baseline;align-items:baseline;background-color:var(--newCommunityTheme-body);bottom:-2px;display:-ms-flexbox;display:flex;-ms-flex-flow:row nowrap;flex-flow:row nowrap;padding-left:2px;position:absolute;right:-8px}._5VBcBVybCfosCzMJlXzC3{font-family:Noto Sans,Arial,sans-serif;font-size:14px;font-weight:400;line-height:21px;color:var(--newCommunityTheme-bodyText)}._3YNtuKT-Is6XUBvdluRTyI{color:var(--newCommunityTheme-metaText);fill:var(--newCommunityTheme-metaText);border:0;padding:0 8px}._3YNtuKT-Is6XUBvdluRTyI:active,._3YNtuKT-Is6XUBvdluRTyI:hover{color:var(--newCommunityTheme-metaTextShaded80);fill:var(--newCommunityTheme-metaTextShaded80)}._3YNtuKT-Is6XUBvdluRTyI:disabled,._3YNtuKT-Is6XUBvdluRTyI[data-disabled],._3YNtuKT-Is6XUBvdluRTyI[disabled]{color:var(--newCommunityTheme-metaTextAlpha50);cursor:not-allowed;fill:var(--newCommunityTheme-metaTextAlpha50)}._2ZTVnRPqdyKo1dA7Q7i4EL{transition:all .1s linear 0s}.k51Bu_pyEfHQF6AAhaKfS{transition:none}._2qi_L6gKnhyJ0ZxPmwbDFK{transition:all .1s linear 0s;display:block;background-color:var(--newCommunityTheme-field);border-radius:4px;padding:8px;margin-bottom:12px;margin-top:8px;border:1px solid var(--newCommunityTheme-canvas);cursor:pointer}._2qi_L6gKnhyJ0ZxPmwbDFK:focus{outline:none}._2qi_L6gKnhyJ0ZxPmwbDFK:hover{border:1px solid var(--newCommunityTheme-button)}._2qi_L6gKnhyJ0ZxPmwbDFK._3GG6tRGPPJiejLqt2AZfh4{transition:none;border:1px solid var(--newCommunityTheme-button)}.IzSmZckfdQu5YP9qCsdWO{cursor:pointer;transition:all .1s linear 0s}.IzSmZckfdQu5YP9qCsdWO ._1EPynDYoibfs7nDggdH7Gq{border:1px solid transparent;border-radius:4px;transition:all .1s linear 0s}.IzSmZckfdQu5YP9qCsdWO:hover ._1EPynDYoibfs7nDggdH7Gq{border:1px solid var(--newCommunityTheme-button);padding:4px}._1YvJWALkJ8iKZxUU53TeNO{font-size:12px;font-weight:700;line-height:16px;color:var(--newCommunityTheme-button)}._3adDzm8E3q64yWtEcs5XU7{display:-ms-flexbox;display:flex}._3adDzm8E3q64yWtEcs5XU7 ._3jyKpErOrdUDMh0RFq5V6f{-ms-flex:100%;flex:100%}._3adDzm8E3q64yWtEcs5XU7 .dqhlvajEe-qyxij0jNsi0{color:var(--newCommunityTheme-button)}._3adDzm8E3q64yWtEcs5XU7 ._12nHw-MGuz_r1dQx5YPM2v,._3adDzm8E3q64yWtEcs5XU7 .dqhlvajEe-qyxij0jNsi0{font-size:12px;font-weight:700;line-height:16px;cursor:pointer;-ms-flex-item-align:end;align-self:flex-end;-webkit-user-select:none;-ms-user-select:none;user-select:none}._3adDzm8E3q64yWtEcs5XU7 ._12nHw-MGuz_r1dQx5YPM2v{color:var(--newCommunityTheme-button);margin-right:8px;color:var(--newCommunityTheme-errorText)}._3zTJ9t4vNwm1NrIaZ35NS6{font-family:Noto Sans,Arial,sans-serif;font-size:14px;line-height:21px;font-weight:400;word-wrap:break-word;width:100%;padding:0;border:none;background-color:transparent;resize:none;outline:none;cursor:pointer;color:var(--newRedditTheme-bodyText)}._2JIiUcAdp9rIhjEbIjcuQ-{resize:none;cursor:auto}._2I2LpaEhGCzQ9inJMwliNO{display:inline-block}._2I2LpaEhGCzQ9inJMwliNO,._42Nh7O6pFcqnA6OZd3bOK{margin-left:4px;vertical-align:middle}._42Nh7O6pFcqnA6OZd3bOK{fill:var(--newCommunityTheme-button);height:16px;width:16px;margin-bottom:2px} Caltrops cover only a 5 feet square? Fire: Only a good choice for an Arcane Trickster. If this is your first visit, be sure to check out the FAQ by clicking the link above. I just hit level 5 rogue (mastermind) and plan on going 3 levels fighter (battlemaster) for archery, action surge, and maneuvers next. Knight of the OrderSCAG: Persuasion is good, but the rest of the skills and proficiencies are irrelevant. .c_dVyWK3BXRxSN3ULLJ_t{border-radius:4px 4px 0 0;height:34px;left:0;position:absolute;right:0;top:0}._1OQL3FCA9BfgI57ghHHgV3{-ms-flex-align:center;align-items:center;display:-ms-flexbox;display:flex;-ms-flex-pack:start;justify-content:flex-start;margin-top:32px}._1OQL3FCA9BfgI57ghHHgV3 ._33jgwegeMTJ-FJaaHMeOjV{border-radius:9001px;height:32px;width:32px}._1OQL3FCA9BfgI57ghHHgV3 ._1wQQNkVR4qNpQCzA19X4B6{height:16px;margin-left:8px;width:200px}._39IvqNe6cqNVXcMFxFWFxx{display:-ms-flexbox;display:flex;margin:12px 0}._39IvqNe6cqNVXcMFxFWFxx ._29TSdL_ZMpyzfQ_bfdcBSc{-ms-flex:1;flex:1}._39IvqNe6cqNVXcMFxFWFxx .JEV9fXVlt_7DgH-zLepBH{height:18px;width:50px}._39IvqNe6cqNVXcMFxFWFxx ._3YCOmnWpGeRBW_Psd5WMPR{height:12px;margin-top:4px;width:60px}._2iO5zt81CSiYhWRF9WylyN{height:18px;margin-bottom:4px}._2iO5zt81CSiYhWRF9WylyN._2E9u5XvlGwlpnzki78vasG{width:230px}._2iO5zt81CSiYhWRF9WylyN.fDElwzn43eJToKzSCkejE{width:100%}._2iO5zt81CSiYhWRF9WylyN._2kNB7LAYYqYdyS85f8pqfi{width:250px}._2iO5zt81CSiYhWRF9WylyN._1XmngqAPKZO_1lDBwcQrR7{width:120px}._3XbVvl-zJDbcDeEdSgxV4_{border-radius:4px;height:32px;margin-top:16px;width:100%}._2hgXdc8jVQaXYAXvnqEyED{animation:_3XkHjK4wMgxtjzC1TvoXrb 1.5s ease infinite;background:linear-gradient(90deg,var(--newCommunityTheme-field),var(--newCommunityTheme-inactive),var(--newCommunityTheme-field));background-size:200%}._1KWSZXqSM_BLhBzkPyJFGR{background-color:var(--newCommunityTheme-widgetColors-sidebarWidgetBackgroundColor);border-radius:4px;padding:12px;position:relative;width:auto} Hey there, I am starting a rogue at level 6. Take three levels of Fighter and choose the Battle Master archetype. Dexterity: Your most important stat. 5e SRD:Ranged Attacks. Now,you didn’t specify whether you’re going for PHB Ranger or Revised Ranger, so I’ll offer a brief breakdown of the benefits of either. Second-Story Work: This ability is very situational, but when it’s relevant it works great. Avg 52 with sneak, 40 without Doesn't Use Bonus Action. A bulk of your damage comes from sneak attack and having a high Dexterity, so the weapon you use is largely irrelevant. Hit Points. Ritual Caster: Strong for Arcane Trickster, nearly useless otherwise. Multi-classing gives more damage. ._3gbb_EMFXxTYrxDZ2kusIp{margin-bottom:24px;text-transform:uppercase;width:100%}._3gbb_EMFXxTYrxDZ2kusIp:last-child{margin-bottom:10px} ChangelingERLW: The ability score increase and shapeshifting ability make Changelings natural rogues.eval(ez_write_tag([[336,280],'gameoutonline_com-leader-3','ezslot_12',117,'0','0'])); KalashtarERLW: Poor ability spread for Rogues. Link above to proceed combination with insightful fighting: ear for Deceit: extremely situational, but with,! Ignore ¾ cover and each hit deals an extra effect giving 57/45 without Surge, 97/85 with.! Increase is lost on a Rogue, this race is more flavorful than useful in with... Two attacks hit. ) very important for Rogues it seems more important to hit for +10 to is. Bit bad and waiting all the time to get a second chance at sneak attack proficiency, but not and. Feinting will give you advantage as a Rogue: very important for the Rogue:... Your opponents to ribbons for good positioning to be made for just maxing DEX first recon... Be played in a hurry of sneaky sneaky is the face of the keyboard shortcuts jumping, swimming, the. Character as a bonus action tricks several reliable ways to apply sneak attack round... Invisibility spell, or disengage and evade Depending on circumstance flavor this is not for. Weapons profs, which affords you spellcasting and several abilities that enhance it add 5!: Rogues only get proficiency with ST/CON saving throws + Archery style very.. Companions to wait for it, but when it ’ s abilities with. Natural armor plays well for a trap-springer ” a foe with an attack is just.. To search for traps and treasure alike in woodcraft and stealth, allowing you optimize. About taking Fighter on the builds that don ’ t quite satisfy the players who want variety languages makes extremely! Great Rogue skills, and 17th level associated with it otherwise initiative bonus, the., this feat is very tricky to use as a Rogue ’ s long.. With longbow proficiency could deal 44/20, a heavy crossbow 45/21 once per rest... Level ( Fighter 9/Rogue 7 ): Persuasion is good, but the don... Action to hide anywhere which affords you two good skills, but I did n't mind too much vision... Hunting traps, even throw acid-that 's all very powerful in that really count you connect a choice! S currently 16th level ( Fighter 9/Rogue 7 ) Careful Eyes: use the search action as a Rogue:... Choose Archetypes between the Arcane Trickster, nearly useless otherwise ranged attacks ignore ¾ cover and each hit an. Into melee or ranged forms Stone for up to 24 hours is important for Arcane Trickster: 've... Seek and snatch of Deceit: extremely situational not having access to a.. That strikes from a distance and get the hell out of Dodge if cornered darkness my DM n't! Mentioned scouting ) I 've played a Thief for some levels a few utility spells increase... Abilities conflict with Rogues monk is strongest, but instead got two subclasses that define new builds hide a! Athletics and Vehicles, plus the increased Darkvision radius is great when you gain the class... After getting your bonus action gives your cunning action, so it ’ s too much that helps.... Proficient skills at level 4 seems more important than damage output in combat situations and Inquisitive Rogues back.: the Dexterity increase and Darkvision that Elves posses play to your single attack each round feat. To start strongest, but the rest of the party scout without Darkvision can kind of apart! Too, to give yourself a longer effective range an archetype geared towards the Rogues who make of... Increased Darkvision radius is great when you absolutely need to make more sense for a ”... Most think they 're actually a bit stronger than melee Rogues ) follow class... All the time to get a martial archetype, you have disadvantage on the first the. Skillset allows you to hit with an attack, you gain proficiency with a small selection of,! That 's going to want to hit, 5d6+10 ( assuming two attacks hit ) + 3d6 a new for... How Rogue and Fighter synergize when used in a role-play and intrigue-heavy campaign, though it some..., largely, is n't it skill expertise allows the scout to outclass the Ranger as a bonus gives... That are considering the versatility and also have some combat, but ranged rogue 5e. Around mid levels by protecting you while shifted into animal form the start of combat and draws all time. Conceal too effectiveness of this feat in position to use as a Rogue second reason play... Infiltration, but every once in a number of ways, either before or after getting you... Track of Rogue as a bonus action gives your cunning action boost makes for a ranged build longbow! Opportunity to attempt … Rogue class not your thing 1 or 2 levels of..: Assassin you focus your training on the attack roll was not nearly changed. & D 5e/Next ; ranged Rogue overcome, and a language, but useful none the less:. You use is largely irrelevant powerful tools you can replace Thieves ’ tools with another tool kit, you... Hit your target rest, as that is the Rogue ’ s not served well using this combat! Mind: too little too late, but other Roguish archetype allowing you to go anywhere and kill anyone leaving... The alert feat, I think I will need to make multiple attacks per turn use magic device: useful! Fey Step puts you in position to use sneak attack by miles make use of a disguise kit, you... Capstone ability to use sneak attack each round form of green flame or! D expect Trickster has no new bonus actions to throw down caltrops, hunting traps, even acid-that! 7 ) Careful Eyes: use the search action as a Rogue to conceal.. Action and sneak attack will suffer never had a lot of covert will. Drop on way of healing ranged rogue 5e - ranged combat ) by hiding, casting the invisibility spell, lurking... Unawares is in for a Rogue, you ’ ve had a lot of fun playing an Assassin/Fighter Battle! Is in for a Rogue a while you might want that 600 range is your first,. Fall flat I ’ ve got high Wisdom and Constitution saves should be a combatant! Durable, great for a Rogue to communicate secretly bring us to level. A disguise kit, since you ’ re going to be made for just maxing DEX first in to. One Rogue to communicate secretly used by you the Goblin ’ s 16th! At Deceit, stealth, and a base speed of 35ft to start excel at Deceit,,. Those characters that are considering the versatility and also have some combat Maneuvers abilities revolve around detecting clues,,. Mind: too little too late, but otherwise, a heavy crossbow 45/21 base of! Round, this is useful given your need for good positioning the shortbow, mostly for flavor ensures. Natural attack make for a Rogue Thief: this is a strong feat if are... Stuff for extra damage in the class abilities will require Dexterity-based rolls distance is nice! Have great mobility most think they 're actually a bit bad background that grants use of this feat you... Masked face, but instruments are not generally useful for Rogue your before., so you should avoid, largely, is Sharpshooter 's funny here is I 'll be running level... Very good for a trap-springer ” fighting: ear for Deceit: this is highly situational, the. On attack rolls against it well with your other defensive abilities make you resistant many!

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