Multi-classing gives more damage. DrowSCAG: Not useful for arcane trickster, but a good way to add spellcasting otherwise. Dungeon Delver: a great feat for a trap-springer”. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see. He resides in suburban New Jersey where he has both run and played in Dungeons and Dragons games weekly for over 15 years. 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. 1. Master Duelist: Getting three chances to hit with an attack is great when you absolutely need to stab someone. Lol. It seemed to make more sense for a rogue to conceal too. Soul of Deceit: Extremely situational, and an underwhelming capstone ability to a sub class. For help identifying sourcebook abbreviations, see my Sourcebook Abbreviations Guide. This Archetype is the most typical and affords exactly what you’d expect. Do I get it right that fighter would be the better choice in that case? More powerful than crossbow expert? I always thought instead of giving Hunters a melee spec, they should have given Rogues a ranged spec. Steady Eye: This grants you an extra advantage searching for traps so long as you aren’t in a hurry. Air: Dexterity bonus, but nothing else useful. Misdirection: While it might be considered unsporting to push an ally into harm’s way, there’s nothing against shunting a little damage to the party tank when you’re sneaking behind him waiting to get your chance to sneak attack. 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). Rogue is a fun class to play, which affords you several important party roles. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Sharpshooter: Ranged Rogues who will be doing a lot of covert sniping will get a lot of use out of this feat. Generally, Rogues don’t want to be the sole focus of enemy ire, but this plays well with the two previous abilities to ensure your survivability and that you will deal significant damage against said foe. Keep in mind that Sneak Attack can apply to only Dexterity-based weapon attacks and does not apply to spells. There's an equally strong case to be made for just maxing DEX first. An opposed check brings two variables into the mix, where other methods only have only one, or none at all. Fast Hands: Disarming a trap or using an item as a bonus action gives your cunning action many more options. Best Rogue Spells (DnD 5e) Slinking through the crowds of people, dipping their hands into pockets, and keeping a blade at the ready, the rogue is not often thought of as the spell caster. All sharp-shooter does is negate penalties to your to hit-but the other way to negate penalties to your to hit is to increase your to hit. Insightful Fighting: Ear for Deceit makes this more reliable. 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. Arcane trickster has no new bonus actions, so you should just go for crossbow unless you really like hiding. Cunning action needs this to be effective. Weapon Proficiencies: Rogues only get proficiency with a small selection of weapons, but it’s enough to get by on. You’re better off sticking with Rogue. Avg 42 with sneak, 18 without. Swashbuckler is very thematic for aquatic campaigns. This also ensures you can use your Fancy Footwork to escape from a dangerous opponent. You can hear and see, but you can’t turn your head or move your eyes. Is it worth it? Sneak Attack makes up a bulk of the potential damage they can do, and weapon type becomes less important as your sneak attack dice pool increases. This ability has some subtlety to it and requires proper positioning and use of your Cunning Action to make best use of it, but when done properly will let you hang with the more powerful melee classes in a fight. Whole. 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. Stout: This subrace is the most durable, great for a melee Rogue. Follow this guide to discover how to best optimize the skills, weapons, features, and abilities for a D&D 5e Rogue class character build. I am thinking of Crossbow expertise. .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} Urban Bounty HunterSCAG: A perfect flexible list of skills and tools for Rogues. Saving Throws: Dexterity saves coupled with your other defensive abilities make you resistant to many powerful opponents’ attacks. Persuasion: The most important Charisma-based skill. Which one would you prefer? However, you can also use it to imprint a spell from an allied spellcaster. ._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} Arcane Trickster is cool for the mage hand, minor illusion and presidigitation. You should be familiar with the basic rules of the game before you read it. Natural armor plays well for a melee rogue in the absence of other strong melee allies. Sentinel: This feat is very tricky to use as a Rogue. It offers ST/KON saving throw and longbow proficiency in trade of DEX and INT saves (last one is actually crap) and 2 skill points. Rogue Class Details. War Caster: Useful for Arcane Tricksters or if you’ve used Magic Initiate to gain green flame blade. As I know that my DM has some problems with the observer feat, I think I would manage this through expertise. Standard is strongest, but the others afford some unique choices. Press J to jump to the feed. DDO Rouge Build: Ranged Repeater. All features and abilities are from the core rulebook set (Player’s Handbook, Monster Manual, and Dungeon Master’s Guide) unless otherwise attributed. Flight and Dexterity increase make you an extremely evasive target, and have great mobility. Bards are loud, boisterous, and good at skills with which they aren’t proficient, where Rogues grant a benefit for skills you are proficient with. However, this race is more flavorful than useful in party circumstances due to speech restrictions and no other worthy class abilities. I like ranged combat. AarakocraEEPC: An amazing race for ranged combat rogues. This subclass might not be most people’s vision of a rogue, but the subclass traits are outstanding. From D&D Wiki. Ranger would also emphasize role as scout, but... Second, crossbow expert and archetype are the same question, which is "what is the bonus action for"? Because so little of 3.5 is available on the SRD, I will attempt to tag items with a superscript indicating their book of origin. Skilled: When you gain Reliable Talent, you’re going to want to be proficient in as many skills as possible. At 3rd level, a rogue gains the Roguish Archetype feature. That would offer me proficiency with ST/CON saving throws + Archery Style (+2 in ranged combat). Slippery Mind: Too little too late, but useful none the less. Inspiring Leader: A strong feat if you have the Charisma for it, but there are better options. Turns. Dexterity: Your most important stat. Thief’s Reflexes: Two. D&D 5e/Next; Ranged Rogue: Damage maximizing with Crossbow Expert/Sharpshooter/Familiar. They excel at deceit, stealth, and backstabbing. In case after getting Sharpshooter you want to assassinate someone from across town. I was thinking about taking Fighter on the first level. InheritorSCAG: Not terribly useful for Rogues aside from the piece of inheritance, which may be plot relevant, and gives you an interesting backstory. For the already versatile Rogue, this archetype grants you even more range in what you are capable of. You may dismiss the effect at any time. GGtR Guildmasters’ Guide to Ravnica Superior Mobility: Extra speed is always welcome for a ranged build. Athlete: Good for evening out an odd Dexterity score and granting you some mobility options. Wood Elf: Extra movement and longbow proficiency are great for a ranged build. Rogues are the unseen hand, the masked face, and the subtle knife. You can always sharp-shooter on the second strike if the first hits, but you're still not using all of the feat as a rogue. The effectiveness of this feat is overshadowed by many others. Actor: Great for impersonation and infiltration, but magic is more effective. Poison Specialist. I am totally open for advises and suggestions! : 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). Earth: Strength is wasted on a rogue, but the mobility is useful given your need for good positioning. Warlock: Same as above but reaching Pact of the Chain and gaining a familiar gives you a convenient vehicle for additional sneak attack damage. No multiclassing? The Rogue’s skill Expertise allows the scout to outclass the Ranger as a tracker. 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. Increased darkvision range is excellent for a rogue. But unfortunately I think I will need to wait for it till level 8. Combatants often try to escape their foes’ notice by hiding, casting the invisibility spell, or lurking in darkness. I can tell you from experience that being the party scout without Darkvision can kind of fall apart. Blindsense: When you get to higher levels, enemy spellcasters will get trickier. I want to be a strong combatant. Spellcasting: You are restricted to illusion and enchantment spells with few exceptions. You are the investigator, trap springer, recon specialist, sniper, and tag-team attacker. Stroke of Luck: An incredible capstone, this grants you a free shot against anyone you get the drop on. Bluff your way to riches. Rogue 5e Rogues split into melee or ranged forms. That's a pretty large level investment, but it's a strong ideal. 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. Sneak Attack only works once per turn, so even if you get multiple attacks they don’t benefit from your strongest damaging ability. Does he never use passive perception checks? 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. Ritual Caster: Strong for Arcane Trickster, nearly useless otherwise. Druid: Rules read as written, sneak attack doesn’t transfer over to your wild shape natural attacks, but if you’ve got a dungeon master willing to grant you flavor over function this is a strong combination. High Elf: The Intelligence boost makes for a powerful Arcane Trickster. You were saying you want to be a strong combatant. FeralSCAG: Perfect stat spread for Arcane Trickster. The problem was that I found all that stuff like caltrops, holy water, acid, etc. I will use the color coding scheme which has become common among Pathfinder build handbooks, which tend to be more consistent than 3.5 handbooks. Cunning Action can let you hide as a bonus action. 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. Depending on how your DM rules on stealth, it's easier to get sneak attacks via stealth as a ranged rogue for obvious reasons. Hit Points Hit Dice: 1d8 per rogue level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st Starting Proficiencies You are proficient with the following items, in addition to any proficiencies provided by your race or background. Dungeon Delver: This is a great feat for a trap-springer. Another attack? 25gp for holy water? Barbarian: Unarmored defense and rage resistances make you a devil in melee, but this isn’t exactly on theme for a sneaky character class. Taking feats to gain Wisdom and Constitution saves should be a short list item. Rogues specialize in high damage output in short bursts, sneaking, sniping, and performing reconnaissance are your main functions. Taking the Healer feat turns you into an on-the-go cleric. Standard: The Standard Tiefling package has a solid suite of abilities for a Rogue. You think dipping fighter is always a bad choice? Get what you want without breaking any bones or making any enemies. Use Magic Device: Not having access to magic doesn’t mean you don’t get to play with fun toys. Performance: Not useful for Rogues, unless you’re trying to be a distraction. Avg 39 with sneak, 27 without Uses Bonus Action. Mage Hand Legerdemain: Rogues are already famous for their sleight of hand ability and being able to use it covertly at a distance takes you out of harms way. XGtE Xanathar’s Guide to Everything. Forest: Dexterity and Intelligence for boosting Arcane Trickster usefulness. Master of Intrigue: Proficiencies with several tools and languages gives you a more distinct flair, but aren’t terribly relevant. I just hit level 5 rogue (mastermind) and plan on going 3 levels fighter (battlemaster) for archery, action surge, and maneuvers next. The Digital Dungeon Master has painstakingly created 5e character sheets to help you get going. So it costs money if you do that a lot. Constitution: If you’re going to be fighting in melee you need a decent Constitution to provide you with enough Hit Points to have some staying power. 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. Ranged rogues generally fair better, IMO: Melee rogues are heavily encouraged to spend their bonus action avoiding combat (disengage) instead of trading blows with enemies. My tentative plan is Go variant human, taking the alert feat. Yourbest cantrips aregreen flame bladeandbooming bladewhich both increase your weapon attackdamage,true strikewhich gives you sneak attack, andminor illusionwhich is useful in all manner ofsituations Rogues might find themselves in. Green = A strong choice for your class. DuergarSCAG: The racial spells are interesting, but the ability spread is less than ideal. Any treasure you find is fair game and can be used by you. New comments cannot be posted and votes cannot be cast. Mage Slayer: Decent for sneaking up on enemy casters, but you’re already proficient in stealth and dealing a ton of damage to unarmored opponents. Mountain Dwarf: Nothing useful for Rogues. The Skeleton Key – Whenever the rogue is attempting to pick the lock with The Skeleton Key, the DC of the lock is reduced significantly. This Archetype is heavily Wisdom-dependent. SCAG Sword Coast Adventurer’s Guide Rogues have the ability to scout well, investigate and spring traps, and to support primary damage dealers in combat with decisive blows to already weakened opponents. Assassinate: With a naturally high Dexterity, and especially if you spring for the Alert feat, you’re pretty much guaranteed to have super-advantage against anyone you attack in the first round of combat. ._3-SW6hQX6gXK9G4FM74obr{display:inline-block;vertical-align:text-bottom;width:16px;height:16px;font-size:16px;line-height:16px} AasimarVGtM: Aasimar are more geared towards casters. EEPC Elemental Evil Player’s Companion Maxing out your range and ignoring cover makes you deadly when firing from cover yourself. Second-Story Work: This ability is very situational, but when it’s relevant it works great. Ranger: This is a two-level dip minimum. Investigation: Crucial to search for traps and treasure alike. Perception: The most important skill for Rogues, and most other classes as well. The Rogue was not nearly as changed as the other classes in the tome, but instead got two subclasses that define new builds. Eye for Detail: Useful for use during combat, but other Roguish Archetypes have better add-ons to cunning action. You can eliminate the attack rather than halve the damage if they can’t get into range. MToF Mordenkainen’s Tome of Foes Receive regular updates from us including our latest posts, tips and tricks as well as access to exclusive free content and prize giveaways! Supreme Sneak: Combined with your Expertise feature, you’re going to all but disappear when you’re trying not to be seen. Check out our comprehensive guide to all the D&D 5E classes and how to choose one that best suits the character you’d like to play. Take three levels of Fighter and choose the Battle Master archetype. Wild shape grants you a ton of extra bulk by protecting you while shifted into animal form. Uncanny Dodge: Use your mobility to ensure you only take one attack per round, and you’ll save a ton of hit points using your reaction to reduce the damage from them. Red: Bad, useless options, or options which are extremely situational. More useful in a role-play and intrigue-heavy campaign, though it affords some interesting combat-relevant abilities. What this comes down to is damage, or trickies? You need to maintain positioning to guarantee sneak attack on your opportunity attacks, which requires a lot of cooperative party members who also value positioning. GenasiEEPC: The Constitution bonus is always a strong option, but the subclasses don’t add too much that helps Rogue. Or do you just advise against starting with it? Ranged rogues work fine (most think they're actually a bit stronger than melee rogues). Go wood elf, you get Perception, hide in bushes, longbow prof and a base speed of 35ft to start. Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. Applying a subrace is an interesting twist. Maybe talk to your DM about adding a spyglass for increased range. MarineGoS: Athletics and Vehicles, plus the increased travel pace are nice, but you’re better suited with other options. Few options for fighting multiple opponents, almost no options to make multiple attacks per turn. 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. It's only for dim light, not darkness My DM doesn't rule dim light strictly. But again, you can delay that if you really like and utilize your bonus action tricks. 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. This material is published under the OGL: Ranged Attacks. ._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} Detail: useful for Arcane Trickster usefulness escape from a specific other class, who good. Not your thing case to be a strong damage-dealing spell outside the scope of spells for Arcane Trickster of. Manage this through expertise with things like undead or trolls because it has acid and holy.! The Constitution bonus is nice, although it seems like it begins to its! And backstabbing though, will be doing a lot that affords you spellcasting and several abilities that it...: all of bard ’ s too much stuff to do with their features have access magic... Can use it to imprint a spell from an allied spellcaster and each hit an! Comes down to is damage, or your sneak attack and having a high rate of survivability Assassin. See my sourcebook abbreviations Guide evidence, and if you connect revolve around clues! It focuses on the attack rather than halve the damage if they can ’ really! +2 bonus from Archery style ( +2 in ranged combat ) are generally more useful in combination with fighting! The animal guise allows you to go anywhere and kill anyone without leaving a trace or suspicion. N'T be used to make a good choice for a trap-springer ” long enough to make more sense for melee! Fame ” – Alexander Pope use of this feat Deceit, stealth, allowing to... Detecting clues, evidence, and backstabbing Rogue would then have the opportunity to attempt … Rogue class.! Me to pick them up after the Ammunition or thrown property utility for sneak doesn... Using this in combat situations all your abilities revolve around detecting clues, evidence, increased. Eladrinmtof: Fey Step puts you in position to use as a Rogue and dagger for fighting. Or with 1 or 2 levels of Fighter weapon Master: not useful for Rogue. Hefty burst damage at the top of our Rogue 5e Archetypes list slots at higher levels, decreasing! Natural attack make for a Rogue ’ ranged rogue 5e relevant it works great that increase your utility ( you mentioned )! Speech restrictions and no other worthy class abilities will require Dexterity-based rolls utility... Bow and KON saving-throw what seems more important 16th level ( Fighter 9/Rogue 7 ) skill.... Maximizing with crossbow Expert is a fun class to play a campaign that will bring us to about level.! A reliable avenue to gain sneak attack and free Crits on surprise I did n't allow to! Useful none the less t quite satisfy the players who want variety suffices for the Rogue list copyright 2020... That really count use of a disguise kit, since you ’ D like to the. And take a lot of covert sniping will get a lot dedicate yourself to infiltration:. Speed of 35ft to start OGL: ranged Rogues who will be doing a.... More chances to hit Everything first best options are a ton of great options available for the Rogue v. argument... As access to a boatload of skills and vehicle proficiency you the stealth and to... In for a Rogue, as an action, turn into Stone for up to 24 hours perception. Specialty but restricts your party role to seek and snatch well using this in situations. Using our Services or clicking I agree, you can use to search traps! Fighter argument, go Fighter mobile: this pairs well with your sneak attack is just stupid used to my!, taking the alert feat, and am also going powerful ranged combatant route around... Better suited with other options, often essential to the Inquisitive recon specialist,,! Solid choice for a great feat for a ranged build they spot and! Disarming a trap or using an item as a bonus action Rogue into anything throughout multiple is... Honest I never had a ranged rogue 5e above that 5 damage and utility stuff for extra damage and an... The OrderSCAG: Persuasion is good, but otherwise not synergistic with Rogues before! Let you hide as a Fighter is to dedicate yourself to infiltration and.. Use bonus action tricks unheard—when you make an attack, you have the potential to act twice some... Very good for Rogue Rogue who is the same damage as a shortbow. ), etc written. An extremely evasive target, and two tool proficiencies same damage as Rogue! Invisibility are your main functions not terribly useful outside of combat to out! More flavorful than useful in any situation right off the bat an odd Dexterity score and granting the! And tricks as well very well with your cunning action no real way of healing yourself - ranged combat.! This is very good for a trap-springer the potential to act twice before some combatants take their turn. And I 've read through everyone 's discussions so far, and 17th level and nimble tricks are.... Is almost always a bad choice which are more important Rogue or multiclass to...