![]() Purple Dragon Knight (Royal Envoy at level 7) doubles Persuasion checks, which a Swashbuckler utilizes in combat (Panache at level 9).Eldritch Knight and Arcane Trickster both utilize Wizard spells.Thief (Thief’s Reflexes at level 17) and Sharpshooter class (Snap Shot at level 18) give bonuses to the first round.Mastermind (Insightful Manipulator at level 9) and Battle Master (Know Your Enemy at level 7 ) both give insights to your target’s skills. ![]() Certain Battle Master maneuvers (level 3) also have this ability. ![]() Swashbuckler (Panache at level 9) and Cavalier (Unwavering Mark at level 3) both have abilities that entice a foe to target them.Here are some archetypes that have overlapping features: See the descriptions of each archetype below. We can combine archetypes that don’t specify between melee and ranged with any of the other archetypes. The Fighter class has two archetypes that require melee attacks, while the Rogue has one.Ĭontrarily, the Fighter class has two ranged-based archetypes while the Rogue has none. We can separate the archetypes by what type of weapon damage they employ: Melee or Ranged. Using your reaction to attack as a Rogue is game-changing because it can double your damage output. This works because Sneak Attack is limited to enhancing your damage once per turn, not per round. If you’re especially zealous, Fighters gain additional archetype features at level seven.īy multiclassing into a Fighter, a Rogue will miss out on Stroke of Luck, Elusive, and maybe Slippery Mind if you take five levels, plus 1d6 Sneak Attack for every two levels you dip.Īction Surge allows you to Ready an attack to trigger on a foe’s turn, allowing you to Sneak Attack twice per round. By dipping up to five levels, you will also gain an Ability Score Improvement and Extra Attack. If you start as a Rogue, multiclassing into a few levels of Fighter will give you a Fighting Style, Second Wind, Action Surge, and a Martial Archetype if you dip three levels. Starting as a Rogue, you will immediately gain four skills as well as the required armor and weapons to stealth and Sneak Attack. Leather Armor, Two Daggers, Thieves Tools 1 Fighting Style, Second Wind Expertise, Thieves’ Cant, 1d6 Sneak Attack 2 Action Surge x1 Cunning Action, 1d6 Sneak Attack 3 Martial Archetype Roguish Archetype, 2d6 Sneak Attack 4 Ability Score Improvement Ability Score Improvement, 2d6 Sneak Attack 5 Extra Attack x1 Uncanny Dodge, 3d6 Sneak Attack 6 Ability Score Improvement Expertise, 3d6 Sneak Attack 7 Martial Archetype Evasion, 4d6 Sneak Attack 8 Ability Score Improvement Ability Score Improvement, 4d6 Sneak Attack 9 Indomitable x1 Roguish Archetype, 5d6 Sneak Attack 10 Martial Archetype Ability Score Improvement, 5d6 Sneak Attack 11 Extra Attack x2 Reliable Talent, 6d6 Sneak Attack 12 Ability Score Improvement Ability Score Improvement, 6d6 Sneak Attack 13 Indomitable x2 Roguish Archetype, 7d6 Sneak Attack 14 Ability Score Improvement Blindsense, 7d6 Sneak Attack 15 Martial Archetype Slippery Mind, 8d6 Sneak Attack 16 Ability Score Improvement Ability Score Improvement, 8d6 Sneak Attack 17 Action Surge x2, Indomitable x3 Roguish Archetype, 9d6 Sneak Attack 18 Martial Archetype Elusive, 9d6 Sneak Attack 19 Ability Score Improvement Ability Score Improvement, 10d6 Sneak Attack 20 Extra Attack x3 Stroke of Luck, 10d6 Sneak Attack Burglar’s, Dungeoneer’s, or Explorer’s PackĤ. Light Armor, Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswordsģ. ![]() Dungeoneer’s or Explorer’s Pack Level 1 HP: 8 + con Martial Weapon and Shield or Two Martial Weapons,Ĥ. Chain Mail or Leather, Longbow, 20 ArrowsĢ. Fighter/Rogue Comparison by Level Level Fighter Features Rogue Features Starting Class Features and Equipment Level 1 HP: 10 + conĪll Armor, Shields, Simple Weapons, Martial Weaponsġ.
0 Comments
Leave a Reply. |