Telepathic (Lv 16): This is more of a thematic pick, though telepathic communication is very handy in stealth scenarios. I really pray you are not in the latter campaign. If however, your DM is constantly throwing Wisdom saves at you and you find your character standing around doing nothing (or worse, fighting your friends), take it for Wisdom saves. On average, Con will serve you better as at this point you have access to amazing control spells like Hypnotic Pattern and with our limited slots we really don’t want to lose them. We have to pick between Constitution and Wisdom, and I think the choice is campaign dependent. Mostly you’re just saving to take half damage, and by this level we already take half damage anyway. Rogues get Dexterity as their good save, and while Dex saves are common, they are also the least debilitating on average. Gem’s ability to potentially negate multiple attacks is worth much more, just beware that super beefy enemies probably aren’t failing the save. Gift of the Metallic Dragon is also worth considering, but creatures have so many attacks at this level that negating one or two just isn’t that impactful. Gift of the Gem Dragon (Lv 10): Take this if you either find that you’re running out of slots for Shield, or you didn’t pick the spell up in the first place. I’d take a Wizard level before I’d take this feat. I must mention that a single or even few level dip into Wizard is absolutely amazing for this Rogue, expanding our spellcasting abilities massively and giving us access to rituals. Magic Initiate (Lv 10): We probably either chose Find Familiar or Shield as our restriction free pick at level 3, and this can give us the other option plus some more utility cantrips. A single level dip in Fighter can also provide this, as can two in Ranger, and neither are bad multiclasses. Having another person in the party with Silvery Barbs is also a huge boon, and Misty Step will get us out of situations that a bonus action dash cannot (like grapples).įighting Initiate (Lv 8): We’re here for the Archery style, as it greatly compensates for Sharpshooter’s accuracy penalty and makes our damage most consistent overall. Crossbow Expert is especially necessary for Rogues because it gives us another chance to land our sneak attack, and not landing sneak attack on a turn is a really bad feeling.įey Touched/ Shadow Touched (Lv 8): These feats are pretty equal for a Rogue, but I rate Fey slightly higher because our subclass makes getting Invisibility and illusion spells very easy, even though those are probably more relevant spells for a Rogue than the one’s Fey gives. But, I don’t make the math, I just tell you what it says. I understand if you’re tired of this combo being a basic requirement for every weapon user in 5e, and I agree with you. Yes, you can play a Rogue without these feats, and no, you will not deal acceptable damage in any capacity. Sharpshooter/ Crossbow Expert (ASAP): Dread it, run from it, these feats still arrive all the same.
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