So my Dungeon Master for Adventurer's League has been trying to kill my Totem Bear Dwarven Barbarian (now 1st level Rogue) for months now. But it's just friendly gameplay, because well, we 1 round most bosses. (3 Sharpshooters, 2 Rogues, 1 Hunter Ranger) But, anyways, we're a full party of 7, and my character I think is definitely the tank in the party, as I am often the primary target. I am going Rogue for the Finesse (Strength) aspect to get Sneak Attacks while Dualwielding. My goal for the character is 5 Barbarian for Extra Attack, 4 Rogue for Assassin & Alertness for +5 to Initiative. I also have a Trident of Warning, so I get my 7th level Barbarian class feature without spending 2 more levels in Barbarian. So as part of my initial attack, I hurl the trident, we often have Surprise actions due to our Ranger's Pass Without Trace spell, so first attack is critical. By 8-9th level, I will be getting 4d6 + 2d8 (being Versatile) with my Trident thrown as a Ranged Weapon (as part of Sneak Attack rules), and then I draw my Rapier in my off-hand to get Sneak Attack each round thereafter for 2d6 + 1d8 per attack with Reckless Attack.
So my main question is: Is it truly worth it to rely on a Surprise Attack when it's suitable for an ambush against enemies we have been continuously ambushing? Honestly, those 6 starting die are amazing, and that's not even my full-round action. I will just hop out of the shadows, move up with my Barbarian speed, use Barbarian Rage, and grab my Trident back and deal another two-handed attack against it without Sneak Attack, but with full Barbarian Rage Damage, and Strength. Next round, I just draw my Rapier to deal some Sneak Attacks as it's a Finesse weapon, and having Dualwielding allows the use of Non-Light Weapons to be wielded. Eventually my end goal is to go Fighter 2nd level (possibly 4th level) after I finish my Rogue levels, and take Two-Weapon Fighting Fighter Fighting Style for attribute damage with off-hand, Second Wind, and Action Surge (which as part of action surge, if I have a bonus action to use, I take an attack action, I get the two attacks (Extra Attack), and I can use a Bonus Action (if available) to attack with my off-hand as part of an attack option. So in theory, if I was Raging, but was helpless until my action, I use my action to break free, and then Action Surge for all out Barbarian Reckless Attacking with Action Surge with the bonus action included as per the rules of taking an attack action.
I mean, ultimately it's not an insane or a top damage build, there are items I could get to improve upon it, but currently the character has only reached 6th level. But I think he has some great versatile potential, and automatic Sneak Attacks each round, almost guaranteed with Advantage. On top of that, there is the possibility of grabbing Sharpshooter (Which I could get at 13th level if I went 5 Barbarian/4 Rogue/? Fighter) to great efficiency on the same round to start off combat. Unfortunately, Tridents & Spears, or a Dwarven Thrower are not considered Heavy, Two-handed Weapons, so I couldn't take Great Weapon Master to follow up with a Sharpshooting Surprise Critical Sneak Attack. Unless there is a weapon that is Heavy, Two-handed, and has a Range to throw it with Sharpshooter & combine it with Great Weapon Master on the same round. None exist to my knowledge, but there was in previous editions Throwing/Returning enchantments that could be placed on Greataxes for example. Ideally, to start off combat, as a Dwarven Barbarian/Rogue you would want to throw a Greataxe, run up and grab it and smack the enemy again. :P
Well, I hope this inspires someone to design something fun. My Dwarf is a Mountain Dwarf, and has starting attributes: 16, 14, 16, 10, 10, 10, other than that, he has Dualwielding feat currently, mostly for the purposes of long-term combat to wield a Finesse off-hand, which only Rapier & Light Finesse Weapons allow (Rapier would be better, because it deals 1d8) allow for off-hand Dualwielding, if you don't want to take the Dualwielding feat, I would suggest any Light Finesse Weapons, but if you take the feat use a Rapier instead. Once you hit 5th level Barbarian switch to Rogue, and then take 4 levels of Rogue, and grab Assassin Archetype for Surprise attack Criticals, and 4th level choose to get the Alertness feat to have +7 to Initiative. If you're lucky, you won't need to take 2 more levels in Barbarian to gain Advantage on Initiative by getting a Weapon of Warning, if you feel you need Advantage and no ambushes to you or your party.
Some people might start arguing "Why not just use a bow?" Well, because you can't get automatic Sneak Attacks during combat unless an ally is present, you take Swashbuckler Archetype, or someone uses the Help action on you. This is self sufficient, it offers a free Surprise Critical Sneak Attack, an additional attack on the same round, and you can Rage as well as bonus action, you can't benefit much from using a bow while raging, no Rage bonus damage. Totem Bear Barbarians also are resistant to all damage, but psychic damage. This character build is not based around a Weapon of Warning, but taking 7 levels of Barbarian for Feral Instinct gives you the same benefits of a Weapon of Warning, but a Weapon of Warning need only be on your person to get the benefits of it, you don't need to even wield it. Which is why, if there was a Heavy, Two-handed/Versatile, Range weapon, you could take Sharpshooter, and Great Weapon Master to initiate combat with, and basically get a first round of insane damage, and then switch it out or wield it one-handed, and draw a Finesse (wielded with Strength) weapon to get Sneak Attacks with each round with Reckless Attacks (requiring a melee weapon wielded with Strength), you could draw a Dagger, Scimitar, Shortsword, or if you have the Dualwielding feat a Rapier, not to mention as noted above the full benefit for Rage bonus damage. (Granted without the Dualwielding feat you can only wield two light weapons, so it may prove problematic, especially with switching out a two-handed weapon, and drawing Light Finesse Weapons quickly, as Dualwielding allows you to draw two one-handed weapons as part of an action instead of one, however, a two-handed non-versatile weapon could be argued that it would not benefit or allow the character to draw a second weapon, only replace the weapon, so you would be without an off-hand attack, and your damage would be potentially lessened, as you would not gain your Rage damage with off-hand weapons, which does not require Two Weapon Fighting (which adds attribute damage to off-hand attacks) style to add this damage to it, so early on the +2 Rage damage comes in handy)
Granted some of the benefits, such as having access to the party buffing spell Pass Without Trace is a great help to help guarantee Surprise Attacks to allow the character their Surprise Critical Sneak Attack. Also having a Weapon of Warning, or a Sentinel Shield or a weapon or item that prevents being ambushed is also extremely nice, as not every member of the party will be stealthy, or even be Proficient in Stealth. A lot of heavy damage dealers just focus on damage, and while Pass Without Trace would help them, they will often go for Plate Mail, and no Stealth Proficiency, and have rolls as low as 1 for their Stealth rolls. So it relies on the majority of the party to make the party effectively hidden with successful Stealth checks. I also failed to mention the other benefits of the build of my character - while fighting Unarmored you gain Constitution + Dexterity to AC, so with Dualwielding feat you sit happily at 16 AC Unarmored and while Dualwielding, which is in effect Chainmail, granted Plate Mail is 18 AC, but without wearing anything a 16 is pretty nice before any magical benefits.
It sounds like an entertaining build to play, a very unique weapon set that your attackers would probably laugh at just as they died.
One thing to note, you cannot two hand (Versatile) when you throw the trident, its thrown damage is d6 which will lose you just a touch of damage on the opener. The Sharpshooter feat would give you a little more reliability on your opening trident toss. Keep in mind you still cannot throw the trident any more than 60 ft, so you do have to get fairly close to your enemies to do your opener but the option of adding the extra 10 damage could be a nice little bonus. Remember that the +10 will not get doubled by the critical hit, still useful I would think. I am not certain how much of your overall damage you would be gaining from this particular feat but still should be decent.
I think me personally I would make you do an athletics check or acrobatics check to pick up the tossed trident as a free action but that's just a minor thing for flavor really.
All things considered, this is probably one of the most interesting multiclass builds I have seen. I am typically a bit of a hater on multi-classing in 5e, but this is such an interestingly thought out approach it feels like something that your character would grow into naturally rather than a forced trait cherry picking adventure. Guerrilla fighting tactics at its best, I would hate to see this build with a Bugbear, yikes. Out of curiosity may I ask about your character story? More for curiosities sake than anything else.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Funny you mention Bugbear HeroZero..... So for my newest game my DM decided to branch Branch out and allow us to use any published material for dnd. I had only played vanilla PHB before so I was excited to try out some of the new races. I rolled ridiculously well for my starting ability scores and we are starting at level 3. My natural scores (no racial bonuses) are: 17, 16, 15, 12, 11, 8. Choosing the Bugbear race, my starting scores would be 18dex, 18str, 15con, 12cha, 11wis, 8int.
I have just started my research of multiclassing rogue/barbarian and I was wondering if I should start 3/0 in one and wait to multiclass or go 2/1 and multiclass from the start. I really want to do a unique build and my DM has assured me that it will be very difficult for me to go into town without problems being a Bugbear. I can't decide if it's worth going for this unique build or if I should just go with a normal race and class.
Wondering if any of y'all could roll a natural 20 on insight and help me out here. Any comments/tips appreciated! Thanks.
I have just started my research of multiclassing rogue/barbarian and I was wondering if I should start 3/0 in one and wait to multiclass or go 2/1 and multiclass from the start. I really want to do a unique build and my DM has assured me that it will be very difficult for me to go into town without problems being a Bugbear. I can't decide if it's worth going for this unique build or if I should just go with a normal race and class.
"Very difficult for me to go into town"- A good cloak goes a long way. Never mind illusions meant to disguise you, or even just a set of false manacles to make it look like you're a prisoner the party is escorting (but that don't actually bind you). But yea, never go into town in the middle of the day with your face exposed.
As for multi-classing: start as a rogue, add the the barb later. That gets you the roguish archetype which is SO important (IMHO). Plus it lets you get expertise in stealth from the start so you sneak around town without the guards harassing you :D
I personally am toying around with the idea of just taking 2 levels of barbarian and going rogue the rest of the way. The Elusive ability at 18th level rogue makes it so every round you can recklessly attack with no punishment whatsoever, so you basically have guaranteed sneak attacks every turn.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
if the dm doesn't allow the use of a finesse longsword then simply use a rapier, and the rules of grappling a creature state that grappling requires at least one free hand. First attack you make a grapple check with adv and expertise from rogue, then you have the advantage to stab them with the rapier without the use or reckless for the rest of the time they are grappled.
then next turn you can make a check to knock them prone and as long as there speed is zero from the grapple, they are perma prone and you are not.
most builds can be shrekt by a high-level moon druid, high-end spell casting+tons of hp and dmg leaves little weaknesses. at that point, it comes down to players ideas, rng, and character equipment/stats
as for the classes, it's mostly what direction you want the character to go. Mastermind gives you some battlefield support as a bonus action, while swashbuckler allows for more mobility. you're already getting guaranteed sneak attack so inquisitor isn't needed and spellcasting from arcane trickster is negated by rage.
on the barbarian side, zealot would help the burst dmg added onto sneak attack. totem is totem, always strong. ancestral guardians would further the supportive element of your character, as if you cant lock them prone you can pick up sentinal and lock them within 5 feet of you. Beserker has no real benefit as most of your dmg is going to be your burst attack and not GWM, so bonus action to attack instead of the other 4 things you can do isn't that good.
as for features of the class, they pair really well together, even if you go mastermind/ancestral guardians for battle support. with grappler and sentinal, your guaranteeing and enemy is within 5 ft of you and not on your healer, expertise is great. Bonus action dash frees up action for attacks with your enhanced movement. adv on dex saves for the rouge with evasion, and uncanny dodge in addition to those beefy attacks rage can break up.
grapple takes your action, does it not? You have no action left to stab with. You can't use a bonus action, because you did no take the attack action with your action.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
So my Dungeon Master for Adventurer's League has been trying to kill my Totem Bear Dwarven Barbarian (now 1st level Rogue) for months now. But it's just friendly gameplay, because well, we 1 round most bosses. (3 Sharpshooters, 2 Rogues, 1 Hunter Ranger) But, anyways, we're a full party of 7, and my character I think is definitely the tank in the party, as I am often the primary target. I am going Rogue for the Finesse (Strength) aspect to get Sneak Attacks while Dualwielding. My goal for the character is 5 Barbarian for Extra Attack, 4 Rogue for Assassin & Alertness for +5 to Initiative. I also have a Trident of Warning, so I get my 7th level Barbarian class feature without spending 2 more levels in Barbarian. So as part of my initial attack, I hurl the trident, we often have Surprise actions due to our Ranger's Pass Without Trace spell, so first attack is critical. By 8-9th level, I will be getting 4d6 + 2d8 (being Versatile) with my Trident thrown as a Ranged Weapon (as part of Sneak Attack rules), and then I draw my Rapier in my off-hand to get Sneak Attack each round thereafter for 2d6 + 1d8 per attack with Reckless Attack.
So my main question is: Is it truly worth it to rely on a Surprise Attack when it's suitable for an ambush against enemies we have been continuously ambushing? Honestly, those 6 starting die are amazing, and that's not even my full-round action. I will just hop out of the shadows, move up with my Barbarian speed, use Barbarian Rage, and grab my Trident back and deal another two-handed attack against it without Sneak Attack, but with full Barbarian Rage Damage, and Strength. Next round, I just draw my Rapier to deal some Sneak Attacks as it's a Finesse weapon, and having Dualwielding allows the use of Non-Light Weapons to be wielded. Eventually my end goal is to go Fighter 2nd level (possibly 4th level) after I finish my Rogue levels, and take Two-Weapon Fighting Fighter Fighting Style for attribute damage with off-hand, Second Wind, and Action Surge (which as part of action surge, if I have a bonus action to use, I take an attack action, I get the two attacks (Extra Attack), and I can use a Bonus Action (if available) to attack with my off-hand as part of an attack option. So in theory, if I was Raging, but was helpless until my action, I use my action to break free, and then Action Surge for all out Barbarian Reckless Attacking with Action Surge with the bonus action included as per the rules of taking an attack action.
I mean, ultimately it's not an insane or a top damage build, there are items I could get to improve upon it, but currently the character has only reached 6th level. But I think he has some great versatile potential, and automatic Sneak Attacks each round, almost guaranteed with Advantage. On top of that, there is the possibility of grabbing Sharpshooter (Which I could get at 13th level if I went 5 Barbarian/4 Rogue/? Fighter) to great efficiency on the same round to start off combat. Unfortunately, Tridents & Spears, or a Dwarven Thrower are not considered Heavy, Two-handed Weapons, so I couldn't take Great Weapon Master to follow up with a Sharpshooting Surprise Critical Sneak Attack. Unless there is a weapon that is Heavy, Two-handed, and has a Range to throw it with Sharpshooter & combine it with Great Weapon Master on the same round. None exist to my knowledge, but there was in previous editions Throwing/Returning enchantments that could be placed on Greataxes for example. Ideally, to start off combat, as a Dwarven Barbarian/Rogue you would want to throw a Greataxe, run up and grab it and smack the enemy again. :P
Well, I hope this inspires someone to design something fun. My Dwarf is a Mountain Dwarf, and has starting attributes: 16, 14, 16, 10, 10, 10, other than that, he has Dualwielding feat currently, mostly for the purposes of long-term combat to wield a Finesse off-hand, which only Rapier & Light Finesse Weapons allow (Rapier would be better, because it deals 1d8) allow for off-hand Dualwielding, if you don't want to take the Dualwielding feat, I would suggest any Light Finesse Weapons, but if you take the feat use a Rapier instead. Once you hit 5th level Barbarian switch to Rogue, and then take 4 levels of Rogue, and grab Assassin Archetype for Surprise attack Criticals, and 4th level choose to get the Alertness feat to have +7 to Initiative. If you're lucky, you won't need to take 2 more levels in Barbarian to gain Advantage on Initiative by getting a Weapon of Warning, if you feel you need Advantage and no ambushes to you or your party.
Some people might start arguing "Why not just use a bow?" Well, because you can't get automatic Sneak Attacks during combat unless an ally is present, you take Swashbuckler Archetype, or someone uses the Help action on you. This is self sufficient, it offers a free Surprise Critical Sneak Attack, an additional attack on the same round, and you can Rage as well as bonus action, you can't benefit much from using a bow while raging, no Rage bonus damage. Totem Bear Barbarians also are resistant to all damage, but psychic damage. This character build is not based around a Weapon of Warning, but taking 7 levels of Barbarian for Feral Instinct gives you the same benefits of a Weapon of Warning, but a Weapon of Warning need only be on your person to get the benefits of it, you don't need to even wield it. Which is why, if there was a Heavy, Two-handed/Versatile, Range weapon, you could take Sharpshooter, and Great Weapon Master to initiate combat with, and basically get a first round of insane damage, and then switch it out or wield it one-handed, and draw a Finesse (wielded with Strength) weapon to get Sneak Attacks with each round with Reckless Attacks (requiring a melee weapon wielded with Strength), you could draw a Dagger, Scimitar, Shortsword, or if you have the Dualwielding feat a Rapier, not to mention as noted above the full benefit for Rage bonus damage. (Granted without the Dualwielding feat you can only wield two light weapons, so it may prove problematic, especially with switching out a two-handed weapon, and drawing Light Finesse Weapons quickly, as Dualwielding allows you to draw two one-handed weapons as part of an action instead of one, however, a two-handed non-versatile weapon could be argued that it would not benefit or allow the character to draw a second weapon, only replace the weapon, so you would be without an off-hand attack, and your damage would be potentially lessened, as you would not gain your Rage damage with off-hand weapons, which does not require Two Weapon Fighting (which adds attribute damage to off-hand attacks) style to add this damage to it, so early on the +2 Rage damage comes in handy)
Granted some of the benefits, such as having access to the party buffing spell Pass Without Trace is a great help to help guarantee Surprise Attacks to allow the character their Surprise Critical Sneak Attack. Also having a Weapon of Warning, or a Sentinel Shield or a weapon or item that prevents being ambushed is also extremely nice, as not every member of the party will be stealthy, or even be Proficient in Stealth. A lot of heavy damage dealers just focus on damage, and while Pass Without Trace would help them, they will often go for Plate Mail, and no Stealth Proficiency, and have rolls as low as 1 for their Stealth rolls. So it relies on the majority of the party to make the party effectively hidden with successful Stealth checks. I also failed to mention the other benefits of the build of my character - while fighting Unarmored you gain Constitution + Dexterity to AC, so with Dualwielding feat you sit happily at 16 AC Unarmored and while Dualwielding, which is in effect Chainmail, granted Plate Mail is 18 AC, but without wearing anything a 16 is pretty nice before any magical benefits.
It sounds like an entertaining build to play, a very unique weapon set that your attackers would probably laugh at just as they died.
One thing to note, you cannot two hand (Versatile) when you throw the trident, its thrown damage is d6 which will lose you just a touch of damage on the opener. The Sharpshooter feat would give you a little more reliability on your opening trident toss. Keep in mind you still cannot throw the trident any more than 60 ft, so you do have to get fairly close to your enemies to do your opener but the option of adding the extra 10 damage could be a nice little bonus. Remember that the +10 will not get doubled by the critical hit, still useful I would think. I am not certain how much of your overall damage you would be gaining from this particular feat but still should be decent.
I think me personally I would make you do an athletics check or acrobatics check to pick up the tossed trident as a free action but that's just a minor thing for flavor really.
All things considered, this is probably one of the most interesting multiclass builds I have seen. I am typically a bit of a hater on multi-classing in 5e, but this is such an interestingly thought out approach it feels like something that your character would grow into naturally rather than a forced trait cherry picking adventure. Guerrilla fighting tactics at its best, I would hate to see this build with a Bugbear, yikes. Out of curiosity may I ask about your character story? More for curiosities sake than anything else.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
If you want to make your character ranged, you can use a throwable weapon and use strength, letting you use strength and sneak attack from a distance.
Funny you mention Bugbear HeroZero..... So for my newest game my DM decided to branch Branch out and allow us to use any published material for dnd. I had only played vanilla PHB before so I was excited to try out some of the new races. I rolled ridiculously well for my starting ability scores and we are starting at level 3. My natural scores (no racial bonuses) are: 17, 16, 15, 12, 11, 8. Choosing the Bugbear race, my starting scores would be 18dex, 18str, 15con, 12cha, 11wis, 8int.
I have just started my research of multiclassing rogue/barbarian and I was wondering if I should start 3/0 in one and wait to multiclass or go 2/1 and multiclass from the start. I really want to do a unique build and my DM has assured me that it will be very difficult for me to go into town without problems being a Bugbear. I can't decide if it's worth going for this unique build or if I should just go with a normal race and class.
Wondering if any of y'all could roll a natural 20 on insight and help me out here. Any comments/tips appreciated! Thanks.
As for multi-classing: start as a rogue, add the the barb later. That gets you the roguish archetype which is SO important (IMHO). Plus it lets you get expertise in stealth from the start so you sneak around town without the guards harassing you :D
I personally am toying around with the idea of just taking 2 levels of barbarian and going rogue the rest of the way. The Elusive ability at 18th level rogue makes it so every round you can recklessly attack with no punishment whatsoever, so you basically have guaranteed sneak attacks every turn.
finiesse longsword, grappler, problem solved
Longsword is not finesse, so no sneak attack.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
And no grappler. You can either grapple or attack.
Any 12th level Moon druid would destroy this build, even if the DM allowed Longsword as a finesse weapon.
if the dm doesn't allow the use of a finesse longsword then simply use a rapier, and the rules of grappling a creature state that grappling requires at least one free hand. First attack you make a grapple check with adv and expertise from rogue, then you have the advantage to stab them with the rapier without the use or reckless for the rest of the time they are grappled.
then next turn you can make a check to knock them prone and as long as there speed is zero from the grapple, they are perma prone and you are not.
most builds can be shrekt by a high-level moon druid, high-end spell casting+tons of hp and dmg leaves little weaknesses. at that point, it comes down to players ideas, rng, and character equipment/stats
as for the classes, it's mostly what direction you want the character to go. Mastermind gives you some battlefield support as a bonus action, while swashbuckler allows for more mobility. you're already getting guaranteed sneak attack so inquisitor isn't needed and spellcasting from arcane trickster is negated by rage.
on the barbarian side, zealot would help the burst dmg added onto sneak attack. totem is totem, always strong. ancestral guardians would further the supportive element of your character, as if you cant lock them prone you can pick up sentinal and lock them within 5 feet of you. Beserker has no real benefit as most of your dmg is going to be your burst attack and not GWM, so bonus action to attack instead of the other 4 things you can do isn't that good.
as for features of the class, they pair really well together, even if you go mastermind/ancestral guardians for battle support. with grappler and sentinal, your guaranteeing and enemy is within 5 ft of you and not on your healer, expertise is great. Bonus action dash frees up action for attacks with your enhanced movement. adv on dex saves for the rouge with evasion, and uncanny dodge in addition to those beefy attacks rage can break up.
grapple takes your action, does it not? You have no action left to stab with. You can't use a bonus action, because you did no take the attack action with your action.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Grappling just takes one of your attacks. You take the attack action, then you can choose to grapple someone.
So it does, cheers.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
For sneak attack it says finesse or ranged… doesn’t have to be both.