I'm hoping to make it to level 20 with this character, but I'm running into some decisions and I don't know how they'll play out in the long run as I've never actually got to play other than DMing small one shots(go kill the bandits, etc.).
I hope you're not absolutely married to this idea, sometimes feelings change as a campaign goes on. It's also a very rare campaign that goes all the way to 20. That said, if you have a very strong idea of what you want, there's also nothing wrong with that.
Feats I'm interested in, but not sure if and when I should take them: Actor, Bountiful Luck, Fighting Initiate(Thrown Weapon), Observant, Sharpshooter, Piercer, Squat nimbleness.
Have you considered War Caster? I play a Swords Bard/Swashbuckler and what I find is useful in combat is to start by casting some sort of control spell, most of which are Concentration, and then switching to melee. War Caster is great to help keep those Concentration spells up, as well as adding in some utility with your Opportunity Attack.
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
I understand that campaigns change and things happen, but yes, I am pretty dedicated to this character for at least starting the campaign. I have a couple of backup characters as well should something happen to this one. This would be the first time I get to be a player(I've already been labeled by most of the group as the forever DM) with an experienced DM and not just a little one-shot like "go kill the bandits" or something along those lines.
On the subject of daggers vs darts, the DM we have I'm told is very open to homebrew and reworking stuff as RAW are sometimes underwhelming and even unrealistic.
As for War Caster, I will consider it. I don't have a lot of spells for combat situations, but the ones that are do require concentration.
I understand that campaigns change and things happen, but yes, I am pretty dedicated to this character for at least starting the campaign. I have a couple of backup characters as well should something happen to this one.
Oh of course! I just meant don't get tied down to a particular 1-20 level progression because you might feel like changing up the particular things you do at any given level. Having a 1-20 progression planned out is perfectly fine, but be willing to flex with the story, you might end up wanting to throw in different amounts of levels or even other classes. Nothing wrong with what you're doing, just keep an open mind.
If you like the game play of a bard, you might consider going to level 4 before multiclassing out, getting those ASI's can be pretty important for things like saving throws. What I did on my character was to go to Bard 4 before picking up one level of Hexblade Warlock and then taking my next 4 levels in Rogue (Swashbuckler). I'm having a ton of fun with this character: https://ddb.ac/characters/2725951/4C00yt
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
I'm hoping to make it to level 20 with this character, but I'm running into some decisions and I don't know how they'll play out in the long run as I've never actually got to play other than DMing small one shots(go kill the bandits, etc.).
Overall goal I'm trying to fill the party roles of the face, partial striker and partial support.
Note:I'm using darts reflavored as throwing knives that I can also make melee attacks with.
Lightfoot Halfling with the Entertainer background. College of Swords 7/Swashbuckler 13. Starting as a bard for backstory reasons, but I'd like to multiclass into rogue at level 2 to get some extra damage. Thoughts on level progression?
Feats I'm interested in, but not sure if and when I should take them: Actor, Bountiful Luck, Fighting Initiate(Thrown Weapon), Observant, Sharpshooter, Piercer, Squat nimbleness.
Any thoughts or suggestions that don't veer off too much from the above structure(no changes in class please) would be appreciated.
You're mixing some ideas here that are anti-synergistic:
You're a lightfoot halfling, so you're extra good at hiding in the middle of combat, but you're building yourself to not need to hide in the middle of combat. Ophidimancer went for half-elf, which has a lot more synergy with the ideas presented here.
I can't tell how your homebrewed weapons will work, exactly, but ordinarily, the weapons a swashbuckler wants to wield don't work with the third bullet point of sharpshooter (the -5/+10 one), and vice versa. The huge benefit of being a swashbuckler is for melee murder. Ophidimancer has a +1 rapier, which is rock solid for the build, top notch, no notes.
Bard 7 is a lot of Bard for someone who needs Dexterity to land hits. Ophidimancer's build fixes this with a level of Hexlock.
Have you carefully considered using Lore Bard instead, relying on Cutting Words and the additional spells and skills?
The idea is good enough, you moght want to rush to swashbuckler3, sword bard3 as fast as you can, giving you access to two attacks with full dex damage to both. You would then want to rush lvl6 bard for extra attack which will give you 3 attacks with full damage at 9, two dice of sneak attack and a few bardic dice. After that go for either bard 7 if you need lvl 4 spells or just climb up as rogue to get damage reduction reaction first and take bard 7 when you feel the need.
Your stat priorities should be dexterity > charismma > constitution.
The idea is good enough, you moght want to rush to swashbuckler3, sword bard3 as fast as you can, giving you access to two attacks with full dex damage to both. You would then want to rush lvl6 bard for extra attack which will give you 3 attacks with full damage at 9, two dice of sneak attack and a few bardic dice. After that go for either bard 7 if you need lvl 4 spells or just climb up as rogue to get damage reduction reaction first and take bard 7 when you feel the need.
Your stat priorities should be dexterity > charismma > constitution.
That's not right. Neither Swashbuckler 3 nor Swords Bard 3 get an extra attack. From this whole build you only get one Extra Attack, at Swords Bard 6. On top of that, Extra Attacks never stack with each other so even if you do manage to multiclass into two classes with Extra Attack, they don't add up at all. Sneak Attacks can only be used once per turn, same with Blade Flourishes.
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
I'm hoping to make it to level 20 with this character, but I'm running into some decisions and I don't know how they'll play out in the long run as I've never actually got to play other than DMing small one shots(go kill the bandits, etc.).
Overall goal I'm trying to fill the party roles of the face, partial striker and partial support.
Note:I'm using darts reflavored as throwing knives that I can also make melee attacks with.
Lightfoot Halfling with the Entertainer background. College of Swords 7/Swashbuckler 13. Starting as a bard for backstory reasons, but I'd like to multiclass into rogue at level 2 to get some extra damage. Thoughts on level progression?
Feats I'm interested in, but not sure if and when I should take them: Actor, Bountiful Luck, Fighting Initiate(Thrown Weapon), Observant, Sharpshooter, Piercer, Squat nimbleness.
Any thoughts or suggestions that don't veer off too much from the above structure(no changes in class please) would be appreciated.
You're mixing some ideas here that are anti-synergistic:
You're a lightfoot halfling, so you're extra good at hiding in the middle of combat, but you're building yourself to not need to hide in the middle of combat. Ophidimancer went for half-elf, which has a lot more synergy with the ideas presented here.
I can't tell how your homebrewed weapons will work, exactly, but ordinarily, the weapons a swashbuckler wants to wield don't work with the third bullet point of sharpshooter (the -5/+10 one), and vice versa. The huge benefit of being a swashbuckler is for melee murder. Ophidimancer has a +1 rapier, which is rock solid for the build, top notch, no notes.
Bard 7 is a lot of Bard for someone who needs Dexterity to land hits. Ophidimancer's build fixes this with a level of Hexlock.
Have you carefully considered using Lore Bard instead, relying on Cutting Words and the additional spells and skills?
I'm not 100% set on sharpshooter. The idea of the dart rework was pretty much keeping it the same, but being allowed to make a melee attack with it as well. I just wanted something for greater ranged utility as I feel if we come up against something flying or taking cover I don't have a lot I can do other than try to throw a knife at it or use vicious mockery, but knowing now that we'll more than likely have a ranger, I'm willing to pass sharpshooter up to let the ranger shine.
My character is going to hit and then hide behind our two frontline/tanks as they are both medium size. I may not use the HIDE action every time, but I will more than likely at least be positioning myself behind the tanks.
Both the Swashbuckler and College of Swords highest stats should be charisma and dexterity so this should be really effective with my character having an 18 in both by level 8(if he makes it that far) depending on which feats I take.
I'm sorry, but I'm missing where the negative synergy comes from. I know I'm not the first to think of this build, so when I decided on it one of the first things i did was look it up and many people love it.
I'm sorry, but I'm missing where the negative synergy comes from. I know I'm not the first to think of this build, so when I decided on it one of the first things i did was look it up and many people love it.
I don't think there's really any negative synergy as such; a Swashbuckler's Rakish Audacity lets them work well as more of an "in your face" fighter who doesn't have to skulk and hide as much, since they can sneak attack basically every round in a straight up fight, but that doesn't mean that they can't still hide, in fact Fancy Footwork (almost a free Mobile feat) actually makes it a lot easier.
Panache is the only real conflict since if you try to move away and hide you might push up against the range limit (though it's 60 feet) as an enemy could back off to break it, but you don't usually want to use Panache all the time anyway IMO.
The idea is good enough, you moght want to rush to swashbuckler3, sword bard3 as fast as you can, giving you access to two attacks with full dex damage to both. You would then want to rush lvl6 bard for extra attack which will give you 3 attacks with full damage at 9, two dice of sneak attack and a few bardic dice. After that go for either bard 7 if you need lvl 4 spells or just climb up as rogue to get damage reduction reaction first and take bard 7 when you feel the need.
Your stat priorities should be dexterity > charismma > constitution.
That's not right. Neither Swashbuckler 3 nor Swords Bard 3 get an extra attack. From this whole build you only get one Extra Attack, at Swords Bard 6. On top of that, Extra Attacks never stack with each other so even if you do manage to multiclass into two classes with Extra Attack, they don't add up at all. Sneak Attacks can only be used once per turn, same with Blade Flourishes.
I think he means if I make an off hand attack then I could technically do 3 attacks, but I'm going to talk to the DM about a different system for two weapon fighting since two weapon fighting is notoriously garbage using RAW. Many people cover this on youtube and forums. It really deserves more benefits than"i can use my bonus action to make a weaker attack".
The idea is good enough, you moght want to rush to swashbuckler3, sword bard3 as fast as you can, giving you access to two attacks with full dex damage to both. You would then want to rush lvl6 bard for extra attack which will give you 3 attacks with full damage at 9, two dice of sneak attack and a few bardic dice. After that go for either bard 7 if you need lvl 4 spells or just climb up as rogue to get damage reduction reaction first and take bard 7 when you feel the need.
Your stat priorities should be dexterity > charismma > constitution.
That's not right. Neither Swashbuckler 3 nor Swords Bard 3 get an extra attack. From this whole build you only get one Extra Attack, at Swords Bard 6. On top of that, Extra Attacks never stack with each other so even if you do manage to multiclass into two classes with Extra Attack, they don't add up at all. Sneak Attacks can only be used once per turn, same with Blade Flourishes.
I think he means if I make an off hand attack then I could technically do 3 attacks, but I'm going to talk to the DM about a different system for two weapon fighting since two weapon fighting is notoriously garbage using RAW. Many people cover this on youtube and forums. It really deserves more benefits than"i can use my bonus action to make a weaker attack".
You would need Extra Attack (two attacks) before you can attack three times with two-weapon fighting; but you only get Extra Attack once you hit 6th level in College of Swords (so three levels in each isn't enough).
IMO there isn't any need to try to houserule two-weapon fighting as it works fine; it's a good option on a Rogue especially because it gives you one more shot at scoring a sneak attack if you miss with your main attack(s). The lack of a damage bonus doesn't matter in the slightest in that case, so it's fine in RAW. In fact two-weapon fighting in general actually works fine as it is (contrary to the amount that people complain about it); the only case where it's actually underwhelming is on a full Fighter (who can eventually get three or four attacks per turn, plus Action Surge), for everyone else it's a third attack, and that's perfectly good if you build for it and/or use it to trigger weapon based abilities (like sneak attack).
You would need Extra Attack (two attacks) before you can attack three times with two-weapon fighting; but you only get Extra Attack once you hit 6th level in College of Swords (so three levels in each isn't enough). IMO there isn't any need to try to houserule two-weapon fighting as it works fine; it's a good option on a Rogue especially because it gives you one more shot at scoring a sneak attack if you miss with your main attack(s). The lack of a damage bonus doesn't matter in the slightest in that case, so it's fine in RAW. In fact two-weapon fighting in general actually works fine as it is (contrary to the amount that people complain about it); the only case where it's actually underwhelming is on a full Fighter (who can eventually get three or four attacks per turn, plus Action Surge), for everyone else it's a third attack, and that's perfectly good if you build for it and/or use it to trigger weapon based abilities (like sneak attack).
But unless you're playing a tank/Frontline or have the mobile feat then you're almost always better off disengaging to mitigate damage done to you. By making an offhand weapon attack you can no longer use cunning action to disengage and get out of there without taking a hit unless you are a swashbuckler.
A general rule of thumb is to think of a round lasting 6 seconds. Its unrealistic to think as you said that a fighter can take 8 swings and with the heaviest weapon in the game(I'm guessing a two handed hammer or something along those lines) and then run 30 feet in 6 seconds, but can only make 1 extra attack while holding two daggers weighing a pound.
To me it just seems unless you have mobile or are playing a swashbuckler then you're better off not using two weapons for the chance to do a maximum of 6 extra damage without the use of feats or having access to the two weapon fighting style feature, and even then statistically I think it you still come out doing more damage with a two handed weapon(specifically great-weapon).
I went the other route with my character, tried to maximize my one attack rather than trying to get multiple attacks. Elven Accuracy on a Booming Blade + Sneak Attack is very fun!
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
I went the other route with my character, tried to maximize my one attack rather than trying to get multiple attacks. Elven Accuracy on a Booming Blade + Sneak Attack is very fun!
I can imagine it is really fun. I looked at booming blade, but I didn't see a way of getting it short of taking magic initiate or multiclassing into something else. As you said maybe as the campaign goes on it may be something i consider.
I went the other route with my character, tried to maximize my one attack rather than trying to get multiple attacks. Elven Accuracy on a Booming Blade + Sneak Attack is very fun!
I can imagine it is really fun. I looked at booming blade, but I didn't see a way of getting it short of taking magic initiate or multiclassing into something else. As you said maybe as the campaign goes on it may be something i consider.
The one other way is to be a High Elf and get a Wizard cantrip as part of your heritage. Or as a Variant Human and the Magic Initiate Feat. But either way I think your character concept is fine! You will get a lot of mileage out of combining Blade Flourishes and Sneak Attack.
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
But unless you're playing a tank/Frontline or have the mobile feat then you're almost always better off disengaging to mitigate damage done to you.
You don't need Mobile or the Disengage action as a Swashbuckler; Fancy Footwork gives you Mobile for free (minus the extra speed).
For other Rogue types the aim with two-weapon fighting isn't to use it every round, it's to use it when you miss with your main attack, as there's nothing worse than a turn in which you did zero damage (and nothing else of value). With good positioning you should only be risking on attack of opportunity if you withdraw without disengaging first, and past level 5 you still have uncanny dodge to take the edge off if you need to.
Being able to get a second attack without losing disengage is nice, but if you're pairing with Swashbuckler then you don't need it. In your case your main benefit to swords bard 7 is the spells access, not the extra attack.
I theory crafted a Half Elf SwordBuckler, which you can find here. My design goal was to make the most versatile character possible. With Half Elf Skill Versatility, and starting with Rogue, the character has nine skill proficiencies, of which four are with Expertise. (Plus JoT for everything else.) Not optimized for damage, but doesn't do badly with 2 attacks per round, 20 DEX, Dueling Fighting Style, Sneak Attack and Flourishes. Took it to level 10, would probably focus on Swashbuckler at higher levels to get Uncanny Dodge, Evasion, Panache and better Sneak Attack damage.
Fart
I hope you're not absolutely married to this idea, sometimes feelings change as a campaign goes on. It's also a very rare campaign that goes all the way to 20. That said, if you have a very strong idea of what you want, there's also nothing wrong with that.
Why not daggers? Because technically you can't make melee attacks with darts.
Have you considered War Caster? I play a Swords Bard/Swashbuckler and what I find is useful in combat is to start by casting some sort of control spell, most of which are Concentration, and then switching to melee. War Caster is great to help keep those Concentration spells up, as well as adding in some utility with your Opportunity Attack.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
Ophidimancer:
I understand that campaigns change and things happen, but yes, I am pretty dedicated to this character for at least starting the campaign. I have a couple of backup characters as well should something happen to this one. This would be the first time I get to be a player(I've already been labeled by most of the group as the forever DM) with an experienced DM and not just a little one-shot like "go kill the bandits" or something along those lines.
On the subject of daggers vs darts, the DM we have I'm told is very open to homebrew and reworking stuff as RAW are sometimes underwhelming and even unrealistic.
As for War Caster, I will consider it. I don't have a lot of spells for combat situations, but the ones that are do require concentration.
Thank you for your input.
Oh of course! I just meant don't get tied down to a particular 1-20 level progression because you might feel like changing up the particular things you do at any given level. Having a 1-20 progression planned out is perfectly fine, but be willing to flex with the story, you might end up wanting to throw in different amounts of levels or even other classes. Nothing wrong with what you're doing, just keep an open mind.
If you like the game play of a bard, you might consider going to level 4 before multiclassing out, getting those ASI's can be pretty important for things like saving throws. What I did on my character was to go to Bard 4 before picking up one level of Hexblade Warlock and then taking my next 4 levels in Rogue (Swashbuckler). I'm having a ton of fun with this character: https://ddb.ac/characters/2725951/4C00yt
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
You're mixing some ideas here that are anti-synergistic:
The idea is good enough, you moght want to rush to swashbuckler3, sword bard3 as fast as you can, giving you access to two attacks with full dex damage to both. You would then want to rush lvl6 bard for extra attack which will give you 3 attacks with full damage at 9, two dice of sneak attack and a few bardic dice. After that go for either bard 7 if you need lvl 4 spells or just climb up as rogue to get damage reduction reaction first and take bard 7 when you feel the need.
Your stat priorities should be dexterity > charismma > constitution.
That's not right. Neither Swashbuckler 3 nor Swords Bard 3 get an extra attack. From this whole build you only get one Extra Attack, at Swords Bard 6. On top of that, Extra Attacks never stack with each other so even if you do manage to multiclass into two classes with Extra Attack, they don't add up at all. Sneak Attacks can only be used once per turn, same with Blade Flourishes.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
I'm not 100% set on sharpshooter. The idea of the dart rework was pretty much keeping it the same, but being allowed to make a melee attack with it as well. I just wanted something for greater ranged utility as I feel if we come up against something flying or taking cover I don't have a lot I can do other than try to throw a knife at it or use vicious mockery, but knowing now that we'll more than likely have a ranger, I'm willing to pass sharpshooter up to let the ranger shine.
My character is going to hit and then hide behind our two frontline/tanks as they are both medium size. I may not use the HIDE action every time, but I will more than likely at least be positioning myself behind the tanks.
Both the Swashbuckler and College of Swords highest stats should be charisma and dexterity so this should be really effective with my character having an 18 in both by level 8(if he makes it that far) depending on which feats I take.
I'm sorry, but I'm missing where the negative synergy comes from. I know I'm not the first to think of this build, so when I decided on it one of the first things i did was look it up and many people love it.
I don't think there's really any negative synergy as such; a Swashbuckler's Rakish Audacity lets them work well as more of an "in your face" fighter who doesn't have to skulk and hide as much, since they can sneak attack basically every round in a straight up fight, but that doesn't mean that they can't still hide, in fact Fancy Footwork (almost a free Mobile feat) actually makes it a lot easier.
Panache is the only real conflict since if you try to move away and hide you might push up against the range limit (though it's 60 feet) as an enemy could back off to break it, but you don't usually want to use Panache all the time anyway IMO.
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
Guides: Creating Sub-Races Using Trait Options
WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
Please don't reply to my posts unless you've read what they actually say.
I think he means if I make an off hand attack then I could technically do 3 attacks, but I'm going to talk to the DM about a different system for two weapon fighting since two weapon fighting is notoriously garbage using RAW. Many people cover this on youtube and forums. It really deserves more benefits than"i can use my bonus action to make a weaker attack".
You would need Extra Attack (two attacks) before you can attack three times with two-weapon fighting; but you only get Extra Attack once you hit 6th level in College of Swords (so three levels in each isn't enough).
IMO there isn't any need to try to houserule two-weapon fighting as it works fine; it's a good option on a Rogue especially because it gives you one more shot at scoring a sneak attack if you miss with your main attack(s). The lack of a damage bonus doesn't matter in the slightest in that case, so it's fine in RAW. In fact two-weapon fighting in general actually works fine as it is (contrary to the amount that people complain about it); the only case where it's actually underwhelming is on a full Fighter (who can eventually get three or four attacks per turn, plus Action Surge), for everyone else it's a third attack, and that's perfectly good if you build for it and/or use it to trigger weapon based abilities (like sneak attack).
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
Guides: Creating Sub-Races Using Trait Options
WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
Please don't reply to my posts unless you've read what they actually say.
But unless you're playing a tank/Frontline or have the mobile feat then you're almost always better off disengaging to mitigate damage done to you. By making an offhand weapon attack you can no longer use cunning action to disengage and get out of there without taking a hit unless you are a swashbuckler.
A general rule of thumb is to think of a round lasting 6 seconds. Its unrealistic to think as you said that a fighter can take 8 swings and with the heaviest weapon in the game(I'm guessing a two handed hammer or something along those lines) and then run 30 feet in 6 seconds, but can only make 1 extra attack while holding two daggers weighing a pound.
To me it just seems unless you have mobile or are playing a swashbuckler then you're better off not using two weapons for the chance to do a maximum of 6 extra damage without the use of feats or having access to the two weapon fighting style feature, and even then statistically I think it you still come out doing more damage with a two handed weapon(specifically great-weapon).
I went the other route with my character, tried to maximize my one attack rather than trying to get multiple attacks. Elven Accuracy on a Booming Blade + Sneak Attack is very fun!
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
I can imagine it is really fun. I looked at booming blade, but I didn't see a way of getting it short of taking magic initiate or multiclassing into something else. As you said maybe as the campaign goes on it may be something i consider.
The one other way is to be a High Elf and get a Wizard cantrip as part of your heritage. Or as a Variant Human and the Magic Initiate Feat. But either way I think your character concept is fine! You will get a lot of mileage out of combining Blade Flourishes and Sneak Attack.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
Guides: Creating Sub-Races Using Trait Options
WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
Please don't reply to my posts unless you've read what they actually say.
I theory crafted a Half Elf SwordBuckler, which you can find here. My design goal was to make the most versatile character possible. With Half Elf Skill Versatility, and starting with Rogue, the character has nine skill proficiencies, of which four are with Expertise. (Plus JoT for everything else.) Not optimized for damage, but doesn't do badly with 2 attacks per round, 20 DEX, Dueling Fighting Style, Sneak Attack and Flourishes. Took it to level 10, would probably focus on Swashbuckler at higher levels to get Uncanny Dodge, Evasion, Panache and better Sneak Attack damage.
Please no one reply as I am done with D&D.