I'm assuming you want to focus on malee with my answer. I would lean toward swashbuckler or scout to allow you to dip in and out of combat. Your fighting style/concept would dictate how to maximize your runes and sneak attacks. If you're going V. Human or the lazy Tasha's route (feat), I think going 3 rogue, 3 fighter, and mostly rogue the rest of the way. Mayby 4 fighter if you're trying to squeaze the most ASIs out of your character. If a different race, I would think starting 4 in rogue to start would be better. Just a first thought...
Do you know how high the campaign will go? That can help you better understand the trade offs, and what higher level rogue abilities you’ll lose by getting which fighter powers.
Btw, action surge would get you to five attacks. Two normal, one from BA off hand, the action surge gets another attack action, so two more, so 5 total. Action surge doesn’t give you another bonus action.
Also, keep in mind the rune knight bonus damage only applies once per turn, so of those 5 attacks, you only add the d6 one time.
Xalthu is right. You have two really awsome classes to work with but you have to sacrifice one feature for another sometimes. If you want to focus on rogue, you can use feats like magic initiate and sentinal to help maximize damage and get those juicy sneak attacks off turn. Remember, sneak attack is once per turn not once per round.
Generally a rogue gets 1.75 extra damage a level (an extra d6 every two levels to your sneak. Level 1 fighter can take either 2 weapon (+dex to damage on bonus action attack), dueling (+2 to damage) or archery (+2 to hit might come close on the damage front), superior technique might get you riposte or another option that could get an off turn sneak. Level 2 fighter you fall behind. Action surge might make up for it, but that has to average out. Level 3 Rune knight Giant's Might gets you an extra d6 once per turn Personally I would call that a wash on the damage. Rune choices: Cloud Rune gives you adv on sleight of hand/deception, Fire Rune gives expertise in Thieves tools and the shackles give us the restrained condition and add damage, not much from the Frost Rune, Stone Rune helps insight and gives darkvision. For me Cloud and Fire are the easy ones to grab and boost your rogue skills. If you don't have darkvision here is a place to pick it up. You can go further in fighter and its all great (4 for ASI/5 for extra attack/6 for ASI/7 for more runes). You can convince me that any of them is a good place to stop.
Some options 1. Well do you like to grapple because maybe that is a good/bad idea since rogue can get you expertise in athletics. 2. Inquisitive's insightful fighting might pair well with stone rune since now you can have adv on insight. Combine that with 120 ft darkvision. Not bad. 3. Assassin and Mastermind give you some tools that you can get expertise with using the Fire Rune. 4. Phantom can pull a random tool and have expertise using Fire Rune. Interesting in a pinch. Otherwise Phantom does nice damage and that is useful 5. Scout, Soulknife, Swashbuckler, Thief are great, but I am not sure there is any great synergy here. Just good subclasses that would be fine to pair. 6. Arcane Trickster really just depends on what you are going to choose here.
Personally just about any of these are good. If you go cloud/fire with run I think I would go with Mastermind. If you go with the stone rune I would go with the Inquisitive.
Level breakdowns are weird here. Your 9th level rogue ability is probably out of reach and you should just write it off (unless you go phantom level 9 is too powerful to pass on). Level 7 with evasion is a nice place to end up on rogue. Assassin/inquisitive/mastermind/scout/thief have relatively weak 9th level powers and that might be something to consider if you want to go heavily into rune knight.
Another race to consider is Bugbear Assassin. The extra 2d6 per hit with advantage and crits if you have surprised them can really add up with action surge and help offset the loss of sneak attack damage for your 5 levels in fighter.
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I'm assuming you want to focus on malee with my answer. I would lean toward swashbuckler or scout to allow you to dip in and out of combat. Your fighting style/concept would dictate how to maximize your runes and sneak attacks. If you're going V. Human or the lazy Tasha's route (feat), I think going 3 rogue, 3 fighter, and mostly rogue the rest of the way. Mayby 4 fighter if you're trying to squeaze the most ASIs out of your character. If a different race, I would think starting 4 in rogue to start would be better. Just a first thought...
Do you know how high the campaign will go? That can help you better understand the trade offs, and what higher level rogue abilities you’ll lose by getting which fighter powers.
Btw, action surge would get you to five attacks. Two normal, one from BA off hand, the action surge gets another attack action, so two more, so 5 total. Action surge doesn’t give you another bonus action.
Also, keep in mind the rune knight bonus damage only applies once per turn, so of those 5 attacks, you only add the d6 one time.
Xalthu is right. You have two really awsome classes to work with but you have to sacrifice one feature for another sometimes. If you want to focus on rogue, you can use feats like magic initiate and sentinal to help maximize damage and get those juicy sneak attacks off turn. Remember, sneak attack is once per turn not once per round.
First off I absolutely love the idea.
Generally a rogue gets 1.75 extra damage a level (an extra d6 every two levels to your sneak.
Level 1 fighter can take either 2 weapon (+dex to damage on bonus action attack), dueling (+2 to damage) or archery (+2 to hit might come close on the damage front), superior technique might get you riposte or another option that could get an off turn sneak.
Level 2 fighter you fall behind. Action surge might make up for it, but that has to average out.
Level 3 Rune knight Giant's Might gets you an extra d6 once per turn
Personally I would call that a wash on the damage.
Rune choices: Cloud Rune gives you adv on sleight of hand/deception, Fire Rune gives expertise in Thieves tools and the shackles give us the restrained condition and add damage, not much from the Frost Rune, Stone Rune helps insight and gives darkvision. For me Cloud and Fire are the easy ones to grab and boost your rogue skills. If you don't have darkvision here is a place to pick it up.
You can go further in fighter and its all great (4 for ASI/5 for extra attack/6 for ASI/7 for more runes). You can convince me that any of them is a good place to stop.
Now the Rogue side.
Some options
1. Well do you like to grapple because maybe that is a good/bad idea since rogue can get you expertise in athletics.
2. Inquisitive's insightful fighting might pair well with stone rune since now you can have adv on insight. Combine that with 120 ft darkvision. Not bad.
3. Assassin and Mastermind give you some tools that you can get expertise with using the Fire Rune.
4. Phantom can pull a random tool and have expertise using Fire Rune. Interesting in a pinch. Otherwise Phantom does nice damage and that is useful
5. Scout, Soulknife, Swashbuckler, Thief are great, but I am not sure there is any great synergy here. Just good subclasses that would be fine to pair.
6. Arcane Trickster really just depends on what you are going to choose here.
Personally just about any of these are good. If you go cloud/fire with run I think I would go with Mastermind. If you go with the stone rune I would go with the Inquisitive.
Level breakdowns are weird here. Your 9th level rogue ability is probably out of reach and you should just write it off (unless you go phantom level 9 is too powerful to pass on). Level 7 with evasion is a nice place to end up on rogue. Assassin/inquisitive/mastermind/scout/thief have relatively weak 9th level powers and that might be something to consider if you want to go heavily into rune knight.
Another race to consider is Bugbear Assassin. The extra 2d6 per hit with advantage and crits if you have surprised them can really add up with action surge and help offset the loss of sneak attack damage for your 5 levels in fighter.