I've been having a blast playing a melee-focused Eladrin rogue, swashbuckler (but roleplayed more as a bladesinger flavor than a pirate-y thing), focusing on being a mobile fighter using two-weapon fighting with shortswords to ensure the hit to trigger sneak attack, using fey step for positioning and light control with the effects,etc. I have been focusing much more on character narrative in choices than in min/maxing/powergaming. Part of that storyline is his fey ancestry starting to awaken after having been shut out of the feywild since a child (which ties into getting the fey step effects at 3, etc.) Stats are: str 10, dex 18, con 15, int 14, wis 14, cha 16 , Level 3
I have been thinking through the potential options for Level 4, primarily whether it would be better to take a +2 to Dex, with all the benefits it brings, or take a feat.
I looked at Alert, Mobile, Sentinel, Piercer, Fey Touched, and Magic Initiate. Alert seems nice, but I'm not sure it's worth a feat in actual game play. Mobile is mostly redundant with Swashbuckler. I'm too squishy for Sentinel I think, Piercer seems limited and not as good as the dex bump, Fey Touched would add an extra teleport and spell (maybe hunters mark?) but seemed a little redundant too, leaving magic initiate as my first consideration.
I like the roleplaying potential of MI. Booming blade would be very on brand, as well as being useful...another instance of awakening fey magic/shenanigans. The issue, of course, would be that I couldn't use Two weapon fighting with it, so it gets me come cool effects, but less chance to land sneak attack. on the other hand, it gives me an option when Sneak Attack wouldn't apply (no advantage, creature not isolated, etc.) The other spells/cantrips would also be interesting, like mage hand, minor illusion, etc, but I also don't want to take away from our mage what makes them special/useful. I'm very cautious to not be a Mary Sue and to support my team.
So the trouble with any rogue is you have to beat +2 dex which is amazingly good (+1 to hit/dam/ac/initiative/dex save/dex skills).
For a melee rogue I don't think there is something better than +2 dex with your stats. Things I might consider:
Aberrant Dragonmark (if the DM will let you) - Similar to magic initiate except it refreshes on a short rest. Comes with a +1 Con. Resilient Constitution - Con saves happen a lot, you have an odd con Eldritch Adept - A number of good options here Elven Accuracy - With steady aim/hiding you could get to the point where you generally don't miss when you have advantage.
Magic Initiate Warlock would be my choice if I went that route. Booming Blade, mage hand, and hex. (you could sell me on Eldritch Blast)
know that mechanically +2 dex is the gold standard. It's just...honestly...boring. I'm willing to sacrifice some absolute effectiveness for character interest and being on brand with my idea for the character. I promised myself this go around I would build a character idea, and then shape all my choices from that ....even if they were sub optimal:).
I also don't prioritize maximizing stats and damage per round. With an 18 in de and 16 in cha, you're pretty damned high up there, and probably higher than a lot of other characters would be.
I'd sacrifice an ASI for a feat. I'll get ASI's later when they might mean more.
You don’t really have to do what’s best for the build. Just pick something that thematically that pleases you, and build on that. If you do so, you should get a character that’s fairly versatile regardless of ASI or feat (ASIs affect all checks with that stat). Even if the build doesn’t work, you at least have a character with a few solid skills and, more importantly, feels self-tailored and fun to play.
A fairly useful feat option would be to take Dual Wielder, granting you +1AC with two weapons in hand, and you could upgrade your short swords to twin rapiers (1d8 each instead of 1d6). It also lets you draw two weapons at the same time (if your DM is a stickler for that sort of thing).
Another option is to take fighting initiate to learn the two-weapon fighting style. If you are commonly hitting enemies with both of your weapons, the fighting style would allow you to add that nice +4 dex modifier to your offhand damage.
The final option I might suggest would be to combine a half-feat now with another later to get yourself to 20 Dex while still getting some ancillary benefits. Maybe Elven Accuracy + Slasher, for example.
Edit: Piercer would be better for you than Slasher, since you are using short swords which deal piercing damage.
I've been having a blast playing a melee-focused Eladrin rogue, swashbuckler (but roleplayed more as a bladesinger flavor than a pirate-y thing), focusing on being a mobile fighter using two-weapon fighting with shortswords to ensure the hit to trigger sneak attack, using fey step for positioning and light control with the effects,etc. I have been focusing much more on character narrative in choices than in min/maxing/powergaming. Part of that storyline is his fey ancestry starting to awaken after having been shut out of the feywild since a child (which ties into getting the fey step effects at 3, etc.) Stats are: str 10, dex 18, con 15, int 14, wis 14, cha 16 , Level 3
I have been thinking through the potential options for Level 4, primarily whether it would be better to take a +2 to Dex, with all the benefits it brings, or take a feat.
I looked at Alert, Mobile, Sentinel, Piercer, Fey Touched, and Magic Initiate. Alert seems nice, but I'm not sure it's worth a feat in actual game play. Mobile is mostly redundant with Swashbuckler. I'm too squishy for Sentinel I think, Piercer seems limited and not as good as the dex bump, Fey Touched would add an extra teleport and spell (maybe hunters mark?) but seemed a little redundant too, leaving magic initiate as my first consideration.
I like the roleplaying potential of MI. Booming blade would be very on brand, as well as being useful...another instance of awakening fey magic/shenanigans. The issue, of course, would be that I couldn't use Two weapon fighting with it, so it gets me come cool effects, but less chance to land sneak attack. on the other hand, it gives me an option when Sneak Attack wouldn't apply (no advantage, creature not isolated, etc.) The other spells/cantrips would also be interesting, like mage hand, minor illusion, etc, but I also don't want to take away from our mage what makes them special/useful. I'm very cautious to not be a Mary Sue and to support my team.
Thoughts? MI versus a straight stat bump?
So the trouble with any rogue is you have to beat +2 dex which is amazingly good (+1 to hit/dam/ac/initiative/dex save/dex skills).
For a melee rogue I don't think there is something better than +2 dex with your stats. Things I might consider:
Aberrant Dragonmark (if the DM will let you) - Similar to magic initiate except it refreshes on a short rest. Comes with a +1 Con.
Resilient Constitution - Con saves happen a lot, you have an odd con
Eldritch Adept - A number of good options here
Elven Accuracy - With steady aim/hiding you could get to the point where you generally don't miss when you have advantage.
Magic Initiate Warlock would be my choice if I went that route. Booming Blade, mage hand, and hex. (you could sell me on Eldritch Blast)
But I think +2 Dex is better.
Thanks, I appreciate the leads!I
know that mechanically +2 dex is the gold standard. It's just...honestly...boring. I'm willing to sacrifice some absolute effectiveness for character interest and being on brand with my idea for the character. I promised myself this go around I would build a character idea, and then shape all my choices from that ....even if they were sub optimal:).
i like dual wield or crossbow expert feats.
I also don't prioritize maximizing stats and damage per round. With an 18 in de and 16 in cha, you're pretty damned high up there, and probably higher than a lot of other characters would be.
I'd sacrifice an ASI for a feat. I'll get ASI's later when they might mean more.
You don’t really have to do what’s best for the build. Just pick something that thematically that pleases you, and build on that. If you do so, you should get a character that’s fairly versatile regardless of ASI or feat (ASIs affect all checks with that stat). Even if the build doesn’t work, you at least have a character with a few solid skills and, more importantly, feels self-tailored and fun to play.
I would probably take the +2 DEX.
Food, Scifi/fantasy, anime, DND 5E/RPG geek.
A fairly useful feat option would be to take Dual Wielder, granting you +1AC with two weapons in hand, and you could upgrade your short swords to twin rapiers (1d8 each instead of 1d6). It also lets you draw two weapons at the same time (if your DM is a stickler for that sort of thing).
Another option is to take fighting initiate to learn the two-weapon fighting style. If you are commonly hitting enemies with both of your weapons, the fighting style would allow you to add that nice +4 dex modifier to your offhand damage.
The final option I might suggest would be to combine a half-feat now with another later to get yourself to 20 Dex while still getting some ancillary benefits. Maybe Elven Accuracy + Slasher, for example.
Edit: Piercer would be better for you than Slasher, since you are using short swords which deal piercing damage.