I'm a bit overwhelmed with the archetypes available to me. Thinking of going the battle master route. Party has a halfling rouge, half orc barbarian, human wizard, and a half elf druid along with myself. Magic is more alchemical in this world. Suggestions on manoeuvers? I'm dual wielding short swords as a wood elf. Any insight would be appreciated.
Battlemaster + Rogue = Pain. Sneak Attack is once per TURN, not per round, so when you grant your Rogue an additional attack with ... whatever maneuver it is that gives him one ... he can (if conditions are right) apply his Sneak Attack to it. Giving extra attacks to a Barbarian usually isn't too bad of an idea either.
Some great maneuvers to take for a Rogue/Fighter are Trip Attack, Disarming Attack, Precision Attack, and Maneuvering Attack. None of them cost a bonus action or a reaction. Trip can knock your opponent prone forcing them to spend movement on getting up or suffering an easy sneak attack from you next round. Disarming is great if your are a Thief due to Fast Hands. Precision is valuable if you really really need to land that next hit. Maneuvering is just all around useful to improve your party's tactical position.
I'm a bit overwhelmed with the archetypes available to me. Thinking of going the battle master route. Party has a halfling rouge, half orc barbarian, human wizard, and a half elf druid along with myself. Magic is more alchemical in this world. Suggestions on manoeuvers? I'm dual wielding short swords as a wood elf. Any insight would be appreciated.
Battlemaster + Rogue = Pain. Sneak Attack is once per TURN, not per round, so when you grant your Rogue an additional attack with ... whatever maneuver it is that gives him one ... he can (if conditions are right) apply his Sneak Attack to it. Giving extra attacks to a Barbarian usually isn't too bad of an idea either.
Some great maneuvers to take for a Rogue/Fighter are Trip Attack, Disarming Attack, Precision Attack, and Maneuvering Attack. None of them cost a bonus action or a reaction. Trip can knock your opponent prone forcing them to spend movement on getting up or suffering an easy sneak attack from you next round. Disarming is great if your are a Thief due to Fast Hands. Precision is valuable if you really really need to land that next hit. Maneuvering is just all around useful to improve your party's tactical position.
Commanders Strike combined with a rogue makes your enemies become The Big Dead very fast
“Basically, if you tell anyone, we’ll kill you. We’re pretty good at that sort of stuff”-Salros Viper, Whispers Bard, paid assassin