I want to as a rogue use daggers but they’re just not powerful enough. Does anyone have some ideas on how I can have daggers which actually have power.
I want to as a rogue use daggers but they’re just not powerful enough. Does anyone have some ideas on how I can have daggers which actually have power.
You could play a Monk instead. Daggers are monk weapons, so a monk will be upgrading their damage dice with them as they level up. By level 17 your daggers will be using d10's for damage.
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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!
Well, keep in mind if you want to play a character that dealt an massive amount of damage but whit just tiny daggers blade you must addopt you character to some game mechanics and rules that can turn it into a thing. If the game was just a point and click method that you say "I attack with my dagger, and than kill a ogre with a single hit" it probably will become a boring game that the rest of your party would abandon soon.
So, considering that you want to play a rogue, and want it to use mainly daggers, follow those things:
- Keep in mind that your power is progressive. You will be better when you reach experience and level up but you must be patient.
- Set high DEX points. As much you have more damage you can deal with daggers.
- Focus on using sneak attack the most you can. It will be easy when a creature are already engaged with another enemy and it will grant you additional 1d6 damage that rise 1 dice each two levels you get (1d6 at 1st, 2d6 at 3rd, 3d6 at 5th, ..., 10d6 at 19th)
- Try to get magical items that deal extra damage like daggers +1, +2 or +3, dagger of venon or vicious dagger
- Chose the Assassin subclass. At 17th level you will be able to deal doubled damage to surprised creatures with Death Strike.
- Savage Attack and Martial Adept features from PHB and Fighting Initiate and Poisoner from TCE can grant you aditional damage.
Lets imagine a half-orc rogue using 2 daggers in combat with DEX +3
At 3rd lvl it choose the Assassin Archetype, and due to the Assassinate feature always he hit a surprised creature it deal a critical hits and due to Savage Attack racial trait it get one aditional dice to the damage if its melee and also Sneak Attack grants it an aditional 2d6 at that level. So supposing this character attack an enemy by hiding and surprising the target it would score 3d4+3 and more 2d6 from its attack plus 3d4 from its multiattack (both critical with savage attack, considering its round still a surprise an the Assassinate feature still applies). So, this means an avarage of 25 ponts of damage in a single turn.
Now, that same PC reach 4th lvl and choose the feat Poisoner from TCE, that allows it to apply poison to its daggers and force the target to pass in a CON saving throw or take additional 2d6 of poison damage. Lets suppose the same situation before, but now with poison applied to both daggers and the target fails in both. That means the target would take the same amount of damage that the previous situation more 4d6 due to two daggers poisoned. Thats an amount of 6d4+6d6+3 and an avarage of 39 points of damage in a single turn.
And Finally at 17th lvl. This PC choose to rise its DEX to +5 and the features Fightin Style: Two Weapon Fighting that add the modifier to multiattack. Now, considering that at this level it already may have some magical weapons, lets suppose the exact same situation before bot with two daggers +2. The both attacks would score 3d4+7 (critical with savage attack) more 9d6 from sneak attack and more 4d6 due to two daggers poisoned. Thats 6d4+13d6+14 and an avarage of 74 points of damage, that doubled due to Death Strike feature becomes an avarage amount of 148 points of damage in this single turn.
Of course this char wuldn't be able to deal that amount of damage each turn in a encounter.
But following that profile and style, it could be able to instant kill a Druid (CR 2) at 3rd lvl, a Mage (CR 6) at 4th lvl and a Young Blue Dragon (CR 9) at 17th lvl and that's a lot of power.
Well, keep in mind if you want to play a character that dealt an massive amount of damage but whit just tiny daggers blade you must addopt you character to some game mechanics and rules that can turn it into a thing. If the game was just a point and click method that you say "I attack with my dagger, and than kill a ogre with a single hit" it probably will become a boring game that the rest of your party would abandon soon.
So, considering that you want to play a rogue, and want it to use mainly daggers, follow those things:
- Keep in mind that your power is progressive. You will be better when you reach experience and level up but you must be patient.
- Set high DEX points. As much you have more damage you can deal with daggers.
- Focus on using sneak attack the most you can. It will be easy when a creature are already engaged with another enemy and it will grant you additional 1d6 damage that rise 1 dice each two levels you get (1d6 at 1st, 2d6 at 3rd, 3d6 at 5th, ..., 10d6 at 19th)
- Try to get magical items that deal extra damage like daggers +1, +2 or +3, dagger of venon or vicious dagger
- Chose the Assassin subclass. At 17th level you will be able to deal doubled damage to surprised creatures with Death Strike.
- Savage Attack and Martial Adept features from PHB and Fighting Initiate and Poisoner from TCE can grant you aditional damage.
Lets imagine a half-orc rogue using 2 daggers in combat with DEX +3
At 3rd lvl it choose the Assassin Archetype, and due to the Assassinate feature always he hit a surprised creature it deal a critical hits and due to Savage Attack racial trait it get one aditional dice to the damage if its melee and also Sneak Attack grants it an aditional 2d6 at that level. So supposing this character attack an enemy by hiding and surprising the target it would score 3d4+3 and more 2d6 from its attack plus 3d4 from its multiattack (both critical with savage attack, considering its round still a surprise an the Assassinate feature still applies). So, this means an avarage of 25 ponts of damage in a single turn.
Now, that same PC reach 4th lvl and choose the feat Poisoner from TCE, that allows it to apply poison to its daggers and force the target to pass in a CON saving throw or take additional 2d6 of poison damage. Lets suppose the same situation before, but now with poison applied to both daggers and the target fails in both. That means the target would take the same amount of damage that the previous situation more 4d6 due to two daggers poisoned. Thats an amount of 6d4+6d6+3 and an avarage of 39 points of damage in a single turn.
And Finally at 17th lvl. This PC choose to rise its DEX to +5 and the features Fightin Style: Two Weapon Fighting that add the modifier to multiattack. Now, considering that at this level it already may have some magical weapons, lets suppose the exact same situation before bot with two daggers +2. The both attacks would score 3d4+7 (critical with savage attack) more 9d6 from sneak attack and more 4d6 due to two daggers poisoned. Thats 6d4+13d6+14 and an avarage of 74 points of damage, that doubled due to Death Strike feature becomes an avarage amount of 148 points of damage in this single turn.
I know this and I’m playing all this(other than being an orc) and I’m also playing gloom stalker ranger which means I’m invisible in darkness which is really cool but for some reason I’m still not content with 1d4 in stead of 1d8 with a rapier.
I want to as a rogue use daggers but they’re just not powerful enough. Does anyone have some ideas on how I can have daggers which actually have power.
You could play a Monk instead. Daggers are monk weapons, so a monk will be upgrading their damage dice with them as they level up. By level 17 your daggers will be using d10's for damage.
That’s by level 17 and before that I could use a quarter staff which does 1d8 and rogues are way cooler then monks.
I thought of maybe a home brew rule where if you attack with a dagger and you have sneak attack then you gain some small advantage. Like an additional 1d4. That means that you may not be able to use that ability all the time and you can only use it once per turn
I mean, a dagger is a tiny blade. You DM can switch its damage to a d8 dice if wants, but it will give you a balance problem: how could a tiny blade deal the same amount of damage of a long sword (also 1d8)?
That's a matter of balance and don't breake the game. A d4 isn't a low damage die to a dagger couse it's just a small blade. The capacity of cause great amount of damage is related to the ability to use it in proper ways, so makes more sense deal with a 1d4 dagger and reach skills that allows you to use it more deadly than overpower the damage die of it. Right?
That’s by level 17 and before that I could use a quarter staff which does 1d8 and rogues are way cooler then monks.
Yeah and you can also use a rapier instead of a dagger, so what do you want? You either go for the weapon with the bigger damage die, take the legitimate way to make daggers have bigger damage dice (Monk), accept that Sneak Attack is actually making your daggers do more damage despite having low base damage, or just give up and homebrew something and accept that it's homebrew. Daggers were designed with low base damage. There's plenty of ways to make a dagger wielder do significant damage, but you seem stuck on one particular mechanic, which is bumping up its base damage dice and you don't like the canon way of doing that, which is playing a monk.
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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 want to as a rogue use daggers but they’re just not powerful enough. Does anyone have some ideas on how I can have daggers which actually have power.
I'm not following what you mean by power, but daggers are the best two weapon fighting weapon rogues can use for Sneak Attack without the dual wielder feat. One level of fighter for the thrown weapon fighting style will let you draw and throw two daggers without even touching your free use item, letting you freely function in melee and at range. You can take the sharpshooter feat to throw your daggers farther and still sneak attack.
But I don't understand why you a) care about daggers specifically or b) what flaws you're perceiving in them, so it's hard to say more.
I suppose but when I play a character I want it to do as much damage as possible but also want to have that concept of having daggers
The difference between a dagger and a rapier is an average of only 2 damage. In the long game, it's insignificant. So, what do they do differently?
Daggers are light, and so can be dual-wielded. They can also be thrown, to a range of 20/60 feet, meaning you can use your Sneak Attack at range with one. And there's more to dealing damage than just having higher damage dice with your weapons. You need to be able to hit your opponent, too. A dagger with a bonus to hit, such as with a dagger of venom, means you're more likely to inflict damage than you would with a standard rapier.
Now, if I'm reading this right, you made a multiclass character. You already hurt your damage potential by doing so because you've limited how much you'll get from Sneak Attack. You made a deliberate trade-off to gain something else in return. And that has left you with buyer's remorse. I'm not sure what more advice we can give you.
Reread the thread, and it makes less sense now. You multiclassed into *Gloom Stalker* and you want a discussion on getting better with a *simple Melee weapon*? Why??? And what's your Rogue subclass?
Hunter Conclave has better Rogue synergy, in general, than Gloom Stalker. You can use Ranger instead of Fighter to get Thrown Weapon Fighting, but you're going to make your bonus action even more strained, now that it's in charge of Cunning Action, Two Weapon Fighting, *and* Hunter's Mark.
But I think you should stop obsessing over daggers, especially if you're comparing them to a *rapier*. In melee, anything two daggers can do, two shortswords can do better.
I want to as a rogue use daggers but they’re just not powerful enough. Does anyone have some ideas on how I can have daggers which actually have power.
You could play a Soulknife and your Psychic Blades could take the form of daggers. They have a 60 foot range and the first deals 1d6 + Dex (or Str if you really want) with a bonus action of 1d4 + Dex (which is just a regular dagger, but gives you a modifier without needing the Two Weapon fighting style).
At later levels it lets you teleport as a bonus action and add an extra die to your attack rolls.
You also need to consider the reason why daggers have advantages over rapiers - specifically, the ease of concealment. Talk to your DM and explain that you want to run a dagger-rogue, and would like to see some situations where daggers have an advantage over larger weapons - towns which disallow weapons, sneak attacks being pulled off because they didn't know your dagger was drawn, constricted spaces where they can't swing larger weapons but daggers are easily used, that sort of thing. A dagger is a concealable weapon, so is readily easy to sneak into places it shouldn't be. It's like sneaking snacks into a cinema - you'll pull it off if you're bringing a bag of chocolates and a small bottle of drink, but sneaking a 2-litre and a 6-pack of toblerones is another story.
It's also worth remembering that it's about playing a character - it's a "role playing game", not a "maximize damage game". missing out on d4 damage by picking a dagger over a rapier is worth it if your character is someone who uses daggers! Plus, the DM might allow you some cool daggers as a reward if you commit to this and don't just try for "maximum damage". If a good DM sees your character is falling behind a little due to commitment to using daggers, they'll give you cool daggers to use. If you just pick the best weapon you can use, they won't be so inclined to offer you alternatives - they won't notice that you want cool daggers.
I love daggers on a Rogue for one simple reason; two-weapon fighting.
Since a Rogue only gets one attack as standard, being able to do a Bonus Action followup attack whenever you miss with the first is invaluable, as it gives you a second chance to inflict Sneak Attack. For that reason my default is always to take two daggers rather than a rapier; I'd only favour a rapier if it fits the character theme better (e.g- intending to play as a Swashbuckler).
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I want to as a rogue use daggers but they’re just not powerful enough. Does anyone have some ideas on how I can have daggers which actually have power.
Most of a rogue's damage comes from sneak attack. The type of weapon makes little difference.
I'm currently playing an arcane trickster, and found a magical dagger +1. I immediately discarded my rapier and never looked back.
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I suppose but when I play a character I want it to do as much damage as possible but also want to have that concept of having daggers
You could play a Monk instead. Daggers are monk weapons, so a monk will be upgrading their damage dice with them as they level up. By level 17 your daggers will be using d10's for damage.
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!
Well, keep in mind if you want to play a character that dealt an massive amount of damage but whit just tiny daggers blade you must addopt you character to some game mechanics and rules that can turn it into a thing. If the game was just a point and click method that you say "I attack with my dagger, and than kill a ogre with a single hit" it probably will become a boring game that the rest of your party would abandon soon.
So, considering that you want to play a rogue, and want it to use mainly daggers, follow those things:
- Keep in mind that your power is progressive. You will be better when you reach experience and level up but you must be patient.
- Set high DEX points. As much you have more damage you can deal with daggers.
- Focus on using sneak attack the most you can. It will be easy when a creature are already engaged with another enemy and it will grant you additional 1d6 damage that rise 1 dice each two levels you get (1d6 at 1st, 2d6 at 3rd, 3d6 at 5th, ..., 10d6 at 19th)
- Try to get magical items that deal extra damage like daggers +1, +2 or +3, dagger of venon or vicious dagger
- Chose the Assassin subclass. At 17th level you will be able to deal doubled damage to surprised creatures with Death Strike.
- Savage Attack and Martial Adept features from PHB and Fighting Initiate and Poisoner from TCE can grant you aditional damage.
Lets imagine a half-orc rogue using 2 daggers in combat with DEX +3
At 3rd lvl it choose the Assassin Archetype, and due to the Assassinate feature always he hit a surprised creature it deal a critical hits and due to Savage Attack racial trait it get one aditional dice to the damage if its melee and also Sneak Attack grants it an aditional 2d6 at that level. So supposing this character attack an enemy by hiding and surprising the target it would score 3d4+3 and more 2d6 from its attack plus 3d4 from its multiattack (both critical with savage attack, considering its round still a surprise an the Assassinate feature still applies). So, this means an avarage of 25 ponts of damage in a single turn.
Now, that same PC reach 4th lvl and choose the feat Poisoner from TCE, that allows it to apply poison to its daggers and force the target to pass in a CON saving throw or take additional 2d6 of poison damage. Lets suppose the same situation before, but now with poison applied to both daggers and the target fails in both. That means the target would take the same amount of damage that the previous situation more 4d6 due to two daggers poisoned. Thats an amount of 6d4+6d6+3 and an avarage of 39 points of damage in a single turn.
And Finally at 17th lvl. This PC choose to rise its DEX to +5 and the features Fightin Style: Two Weapon Fighting that add the modifier to multiattack. Now, considering that at this level it already may have some magical weapons, lets suppose the exact same situation before bot with two daggers +2. The both attacks would score 3d4+7 (critical with savage attack) more 9d6 from sneak attack and more 4d6 due to two daggers poisoned. Thats 6d4+13d6+14 and an avarage of 74 points of damage, that doubled due to Death Strike feature becomes an avarage amount of 148 points of damage in this single turn.
Of course this char wuldn't be able to deal that amount of damage each turn in a encounter.
But following that profile and style, it could be able to instant kill a Druid (CR 2) at 3rd lvl, a Mage (CR 6) at 4th lvl and a Young Blue Dragon (CR 9) at 17th lvl and that's a lot of power.
I know this and I’m playing all this(other than being an orc) and I’m also playing gloom stalker ranger which means I’m invisible in darkness which is really cool but for some reason I’m still not content with 1d4 in stead of 1d8 with a rapier.
That’s by level 17 and before that I could use a quarter staff which does 1d8 and rogues are way cooler then monks.
I thought of maybe a home brew rule where if you attack with a dagger and you have sneak attack then you gain some small advantage. Like an additional 1d4. That means that you may not be able to use that ability all the time and you can only use it once per turn
Oh man, in that case you better play with a rapier and pretend its tiny
I mean, a dagger is a tiny blade. You DM can switch its damage to a d8 dice if wants, but it will give you a balance problem: how could a tiny blade deal the same amount of damage of a long sword (also 1d8)?
That's a matter of balance and don't breake the game. A d4 isn't a low damage die to a dagger couse it's just a small blade. The capacity of cause great amount of damage is related to the ability to use it in proper ways, so makes more sense deal with a 1d4 dagger and reach skills that allows you to use it more deadly than overpower the damage die of it. Right?
I don't get your point here. If you use a dagger in an attack that you have sneak attack you already gain that damage bonus, which is more than 1d4...
Yeah and you can also use a rapier instead of a dagger, so what do you want? You either go for the weapon with the bigger damage die, take the legitimate way to make daggers have bigger damage dice (Monk), accept that Sneak Attack is actually making your daggers do more damage despite having low base damage, or just give up and homebrew something and accept that it's homebrew. Daggers were designed with low base damage. There's plenty of ways to make a dagger wielder do significant damage, but you seem stuck on one particular mechanic, which is bumping up its base damage dice and you don't like the canon way of doing that, which is playing a monk.
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 could ask and see if your DM will give you a magical dagger.
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 following what you mean by power, but daggers are the best two weapon fighting weapon rogues can use for Sneak Attack without the dual wielder feat. One level of fighter for the thrown weapon fighting style will let you draw and throw two daggers without even touching your free use item, letting you freely function in melee and at range. You can take the sharpshooter feat to throw your daggers farther and still sneak attack.
But I don't understand why you a) care about daggers specifically or b) what flaws you're perceiving in them, so it's hard to say more.
The difference between a dagger and a rapier is an average of only 2 damage. In the long game, it's insignificant. So, what do they do differently?
Daggers are light, and so can be dual-wielded. They can also be thrown, to a range of 20/60 feet, meaning you can use your Sneak Attack at range with one. And there's more to dealing damage than just having higher damage dice with your weapons. You need to be able to hit your opponent, too. A dagger with a bonus to hit, such as with a dagger of venom, means you're more likely to inflict damage than you would with a standard rapier.
Now, if I'm reading this right, you made a multiclass character. You already hurt your damage potential by doing so because you've limited how much you'll get from Sneak Attack. You made a deliberate trade-off to gain something else in return. And that has left you with buyer's remorse. I'm not sure what more advice we can give you.
Reread the thread, and it makes less sense now. You multiclassed into *Gloom Stalker* and you want a discussion on getting better with a *simple Melee weapon*? Why??? And what's your Rogue subclass?
Hunter Conclave has better Rogue synergy, in general, than Gloom Stalker. You can use Ranger instead of Fighter to get Thrown Weapon Fighting, but you're going to make your bonus action even more strained, now that it's in charge of Cunning Action, Two Weapon Fighting, *and* Hunter's Mark.
But I think you should stop obsessing over daggers, especially if you're comparing them to a *rapier*. In melee, anything two daggers can do, two shortswords can do better.
i like this. Thanks I'll play it.
You also need to consider the reason why daggers have advantages over rapiers - specifically, the ease of concealment. Talk to your DM and explain that you want to run a dagger-rogue, and would like to see some situations where daggers have an advantage over larger weapons - towns which disallow weapons, sneak attacks being pulled off because they didn't know your dagger was drawn, constricted spaces where they can't swing larger weapons but daggers are easily used, that sort of thing. A dagger is a concealable weapon, so is readily easy to sneak into places it shouldn't be. It's like sneaking snacks into a cinema - you'll pull it off if you're bringing a bag of chocolates and a small bottle of drink, but sneaking a 2-litre and a 6-pack of toblerones is another story.
It's also worth remembering that it's about playing a character - it's a "role playing game", not a "maximize damage game". missing out on d4 damage by picking a dagger over a rapier is worth it if your character is someone who uses daggers! Plus, the DM might allow you some cool daggers as a reward if you commit to this and don't just try for "maximum damage". If a good DM sees your character is falling behind a little due to commitment to using daggers, they'll give you cool daggers to use. If you just pick the best weapon you can use, they won't be so inclined to offer you alternatives - they won't notice that you want cool daggers.
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I love daggers on a Rogue for one simple reason; two-weapon fighting.
Since a Rogue only gets one attack as standard, being able to do a Bonus Action followup attack whenever you miss with the first is invaluable, as it gives you a second chance to inflict Sneak Attack. For that reason my default is always to take two daggers rather than a rapier; I'd only favour a rapier if it fits the character theme better (e.g- intending to play as a Swashbuckler).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.