![]() ![]() It takes four times longer to convey such a message than it does to speak the same idea plainly. Only another creature that knows thieves' cant understands such messages. Thieves' CantDuring your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The attack must use a finesse or a ranged weapon. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. Sneak AttackBeginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.Īt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. Leather Armor, two daggers, and thieves' toolsĮxpertiseAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools.(a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack.(a) a shortbow and quiver of 20 arrows or (b) a shortsword.Starting EquipmentYou start with the following equipment, in addition to the equipment granted by your background: Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords Starting ProficienciesYou are proficient with the following items, in addition to any proficiencies provided by your race or background. Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st Hit Points at 1st Level: 8 + your Constitution modifier The only problem with a fighter/rogue multiclass in 5e is knowing when to stop.As a rogue, you have the following class features. Several Battle Master Maneuvers are also good for a rogue. The Champion can double the rate of critical hits, which synergizes very well with Sneak Attack. At third level, the character can take a fighter subclass. With a rogue's Cunning Action, they can take up to three actions in a single combat turn. ![]() Two levels in fighter will get Action Surge. RELATED: 15 Best Feats For Fighters In D&D 5e, Ranked One level in fighter is also one of the easiest ways to get a Fighting Style. Medium armor helps their early-game Armor Class as well, and doesn't even have to hamper stealth. Both these weapons can be used with sneak attack, the crossbow dealing immense damage at range and the whip essentially serving as a dagger with reach. ![]() ![]() A single level unlocks access to all martial weapons and medium armor, giving a rogue access to two important weapons in the heavy crossbow and the whip. Fighter gives the rogue a lot of beneficial abilities at early levels. ![]()
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