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Best Rogue Fighter Build 5e

author
James Lee
• Tuesday, 24 November, 2020
• 9 min read

In my D&D 5e gaming group, one of the players half-jokingly refers to his fighter character as a “meat shield”, as he is front and center and takes the brunt of the attacks while the rest of us heal and plunder (I play a rogue assassin) and so far, we manage to survive the encounters. When I think of an Arcane Archer, the character Pergolas from Lord of the Rings comes to mind.

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(Source: betuwsekrenkelaar.nl)

Contents

Elves also have dark vision and can choose one can trip of your choice from the wizard spell list. For the Arcane Archer, dexterity is the highest ability, followed closely by intelligence.

At 1st level, with Archery Fighting Style, you would add +2 to ranged weapon attack rolls. At 4th level, take the racial feat Even Accuracy from Another’s Guide, and increase dexterity, intelligence, wisdom, or charisma by +1, and whenever you have advantage on an attack roll, using any of those four, you can reroll one of the dice once.

Arcane Archers also use a longbow and find a source for magic arrows. The Battle master is considered as the artisan of the fighter classes, fancy on their feet yet effective and strong.

At first level, start out with a Great Weapon Fighting style (reroll the damage die on a 1 or 2 with a two-handed weapon) By 3rd level, you gain the Battle master archetype and learn three Combat Superiority maneuvers to start with. Also, take proficiency in Smith's Tools to sharpen blades and repair armor.

By 8th level, you gain a feat, so choose Great Weapon Master, which gives a bonus melee attack on critical hits, or Martial Adept, which is two more maneuvers and one extra superiority die. An Eldritch Knight is a useful character for a campaign, because this fighter archetype is a dangerous combination of charisma, fighting, and magic.

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At first level, choose the Defense Fighting Style and gain +1 in Armor Class (AC). Third level Eldritch Knights will officially earn the archetype and learn two can trips of choice.

In addition, you can gain three 1st level wizard spells from the Abjuration and Evocation schools. Good starting choices include Blade Ward, Shocking Grasp, Chromatic Orb, Magic Missile, and Shield.

At 8th level, gain the feat Lucky (spend a luck point to roll an additional d20 for attacks) or you can choose Magic Initiate (learn two new can trips with one 1st level spell from your choice of class.) If you want to add a level of fierceness to your fighter, you may want to make your champion a half-orc.

Fourth level Champions gain a feat, so choose Great Weapon Master for a bonus melee attack on a critical roll, or Savage Attacker (reroll damage and take either total). Calculated, sleek, and stealthy, this Samurai archetype is found in Another's Guide to Everything.

This is a fun and useful fighter type to play because of the strength bonus and the Dragon born Samurai’s ability to breathe cold, fire, or lightning based on diatonic ancestry. At 3rd level, Samurai may pick up a language of choice; this is unusual for a fighter.

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There are also proficiency bonuses that Samurai can choose from at 3rd level: History, Insight, Performance, or Persuasion! Use heavy slashing damage weapons such as a Great, Great sword, or Long sword.

With an Action Surge starting at 2nd level, you can act again on the same turn and hit it with your breath weapon! At 3rd level, Fighting Spirit gives you advantage on an attack and temporary hit points as a bonus action.

Your Rogue may be a criminal who is good at pick pocketing and burglary, an assassin who knows how to kill silently, or an Arcane Trickster who uses magic to deceive others. Regardless of what type of Rogue you play, you’ll need to know how to maximize your skills and abilities for that particular type. Every party needs a “Face” character; somebody who knows how to talk to people.

They can get allies on the side of the party or lie and manipulate to avoid combat. Choose Con or Wis for your third priority and dump your bad rolls into Int and STR.

If you are going to play a traditional “thief” or “assassin” Rogue, make Con or Wis your second-highest attribute. Con will allow you to survive combat longer, while Wis will help with Perception and Insight.

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But if you can make it to levels 9-13, Supreme Sneak will give you an advantage on dexterity checks when you move no more than half your movement speed during a turn, and Use Magic Device will let you ignore all class, race, and level requirements while using magical devices. Once you get to level 9, Magical Ambush will make the victims of your spells face disadvantage on saving throws if you are successfully hiding from them.

Another option is to wait until your foe is distracted by one of the other party members, then sneak in with a short sword and stab him in the leg. Use Perception and Insight to recognize danger and keep your party out of trouble.

If a situation looks too dangerous, leave your party behind and use Stealth to infiltrate the enemy, then report back when you’re done. If you’re playing a Face character, use Persuasion and Deception to find clues, convince guards to let you by, and accomplish other social aims.

If playing an Arcane Trickster, use Investigation and Arcane to find answers to your party’s questions about non-magical or magical subjects. You can be a pickpocket, burglar, assassin, con-artist, or some other character type that survives by sneaking around and hiding in the shadows.

But no matter what type of Rogue you play, using the class features, skills, and feats in this guide will make you a helpful addition to any party. As a bonus action you can grant yourself advantage on your next attack, at the cost of reducing your movement to 0 until the end of the turn.

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This is a massive buff that means you’ll no longer need to rely on surprise or your allies to get the all-important sneak attack. Most DMs rule that Thieves' Cant is not a “language” per se as a closely guarded cypher.

The Arcane Trickster is a character type that’s been around D&D for a long time, and it’s essentially a delicious mix of Rogue and Wizard that works together like chocolate and peanut butter. The 5e Arcane Trickster is an incredibly easy take on the concept that is built into the Rogue Class as an archetype, no multi classing required.

As a mix of Rogue and Wizard, your two most important stats are going to be Dexterity and Intelligence. You’ll usually want to make Dexterity your highest stat, and Intelligence a close second.

Wisdom and Strength aren’t likely to be important for you, unless you’re doing an extremely strange build or multi class. As Ex and Int are your most important stats, the best races to use are ones that give you a bonus to both.

Beyond keeping Int in mind, you really don’t need to do much else to optimize an Arcane Trickster. The build options are going to come down to what spells you pick and how you want to play your trickster.

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Oddly enough, one of the best reasons to BE an Arcane Trickster is a can trip you receive automatically when you select the archetype, Mage Hand. Slip a bomb into somebody's pocket, open a suspicious door from a distance.

If you want to solve this sort of problem, try taking the Message and Minor Illusion can trips to start with, they’re simple ways to get out of a lot of bad situations. You can really rely on your sneak attack as your damage dealer, and just pick and choose utility spells like Disguise Self, Knock, Fly, and Invisibility.

Think of yourself as a problem solver, and you can bypass a lot of threats before they know you’re there. Rogues are already excellent damage dealers, and adding a few spells can increase that rate in a rather sneaky way.

The Sword Coast Adventurer’s Guide gave us a couple of wizard can trips that you can cast as part of an attack. I recommend grabbing Green fire Blade and Booming Blade, their big limitation is the use of an action, but as sneak attack can only trigger once a turn anyway, and it can trigger off the attack made as a part of these spells, you essentially get to stack their damage together.

Another’s Guide to Everything gave us the gorgeous spell Shadow Blade. It’s a concentration spell that creates a magical shadowy blade you can make melee weapon attacks with, and beyond how cool that sounds/is it is also a light, finesse, and thrown, weapon that deals a base 2d8 psychic damage.

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Let’s count this out, assuming a 7th level Arcane Trickster with let’s say 16 in both Dexterity and Wisdom. Probably one of the best picks if you’re heading into a mystery adventure where you’ll be needing to look for clues.

This is the rogue you play if you want to manipulate events, without putting yourself in harm’s way. Aside from all the unique role play tricks, you also get an ability that makes interesting use of the “help” action.

You can easily keep out of danger, while granting your allies advantage from a distance. Grab this for a role play heavy adventure, and just use your physical abilities as dump stats.

Grab this if you want to play a rogue dripping with charisma and charm. Blue shift Nine, LLC assumes no responsibility for errors or omissions in the contents on the Service.

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Blue shift Nine, LLC does not warrant that the Service is free of viruses or other harmful components. Blue shift Nine, LLC assumes no responsibility for errors or omissions in the contents on the Service.

In no event shall Blue shift Nine, LLC be liable for any special, direct, indirect, consequential, or incidental damages or any damages whatsoever, whether in an action of contract, negligence or other tort, arising out of or in connection with the use of the Service or the contents of the Service. Blue shift Nine, LLC reserves the right to make additions, deletions, or modification to the contents on the Service at any time without prior notice.

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