heya, I’m still fairly new to d&d but most of all I’m new to rogue in general. I just created a new multi class rogue, the second class being monk. I went mostly with my characters backstory and did it that way, but I just want to know what sort of role should I expect to play?
As a rogue, it's your job to provide additional damage to targets that cause the most problems for your team. Your Sneak Attack activates whenever you attack a target currently distracted with an opponent, or when you have advantage on the attack roll. Use your sneak attack to take out the target your Frontliner is fighting, then use the Cunning Action feature to Disengage (Unless you take the Mobile feat or are playing a Swashbuckler. Then, so much as making an attack is enough to not need to Disengage.)
You have two key weapons: your Rapier for melee, and your Bow for ranged. Your Bow should be used when you can't afford to (or are unable to) get close to a target, but still want that sweet sweet damage. Don't neglect it, but don't use it all the time. Your Rapier should be used at any other time. And don't bother with your Daggers: they're not an essential part of your kit, but you should have them for utility. Think of yourself as a guy who gives extra damage when it's needed: you're one of the most mobile martial damagers in the whole game, so use that. Save your teammates when they need some extra help. You're no tank, but jumping in to distract a target and get off sneak attacks at key moments is what makes the Rogue fun.
Outside of battle, rogues have Thieves' Tools, Acrobatics, and Sleight of Hand. With Thieves' Tools, you can disarm traps and open doors that your team would otherwise struggle to get around. Tripwires are usually save to just step over, but pressure plates can be removed, locks can be silently picked, and all manner of useful things. Acrobatics is really good: the ability to clear gaps with minimal footing, or (depending on the DM) to run on walls to clear gaps. Sleight of Hand can be crucial to roleplaying scenarios, like hiding a stone cube from a Yuan-Ti as they search your bag in Tomb of Annihilation.
You also should have proficiency (and probably expertise) in Stealth, especially if your team has no effective scout to check rooms you haven't been in. Get a lay of the land, and then go.
There's multiple jobs a rogue can do, from scouting, to ranged/melee damage, to roleplaying deception, and it all relies on what type of Rogue you want to play. Thief, Assassin, Arcane Trickster, Scout, Swashbuckler, Inquisitive. They all have different sorts of jobs, and you should talk with your party and ask what roll they feel you should play. Look at what's lacking in the team, and see if there's a rogue subtype for it.
I highly recommend Boxing With Shadows, I Fought The Law and Won, and other guides for Rogue so you can get a good handle on what the rogue has to offer.
May the loot be plenty, the maidens be pretty, and the swashes be buckled on your adventures!
I agree with almost everything HalflingFan said, except the rapier. Since you are a rogue/monk a shortsword is better since it is also a monk weapon and you can as a bonus action punch someone.
Also don't neglect your non combat gear. ball bearings can be used to aid an escape or as a sort of alarm (falling monsters make a lot of noise). Athletics is your climbing skill, and investigation is your finding traps/secret doors skill.
monk is good for the rogue if you take the way of the shadow tradition and 6 levels of it since it allows you to teleport at will, so it will help out a lot if you get into trouble at close range.
I am new to 5e, but I am an old dog when it comes to D&D... particularly AD&D 2e. Back then, rogues were not great in combat, it seems to me classes are more even in the later editions. Rogues used to be hugely distinct from other classes in utility though. They seem to still be strong in that regard in 5e, but not to the same extent perhaps. I won't give you advice on combat as other people with better knowledge have provide that already.
Rogue has been my favourite class since the beginning. They are excellent for out of combat roleplaying. The memorable situations you can bring to the group by creative use of the utility, rogue mechanics and even mindset can be hilarious and highly useful.
Attempting and failing acts of greed can create annoying, but very fun scenarios. Like not resisting the temptation of stealing a handful of coins from the drunk barbarian in a bar. Failing that, run for it, out the door and down the street with the barbarian and his friends following. Shouting for help to your party members when running past them shopping in the market. Them shouting back to solve your own mess.
Not to mention gaining access to places you shouldn't be or would otherwise fight to get to.
Always covering your tracks to avoid the powerful local warlord to find you after catching you cheating in cards many years back or for courting his/her daughter/son or wife/husband.
There are just so many possibilities when living on an edge with norms.
Pick some bonds or flaws that you know will make life difficult and live out the results to your friends' amusement or frustration. Either way, these situations will be remembered for better or worse and is the number one reason for me to always find my way back to a rogue.
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heya, I’m still fairly new to d&d but most of all I’m new to rogue in general. I just created a new multi class rogue, the second class being monk. I went mostly with my characters backstory and did it that way, but I just want to know what sort of role should I expect to play?
As a rogue, it's your job to provide additional damage to targets that cause the most problems for your team. Your Sneak Attack activates whenever you attack a target currently distracted with an opponent, or when you have advantage on the attack roll. Use your sneak attack to take out the target your Frontliner is fighting, then use the Cunning Action feature to Disengage (Unless you take the Mobile feat or are playing a Swashbuckler. Then, so much as making an attack is enough to not need to Disengage.)
You have two key weapons: your Rapier for melee, and your Bow for ranged. Your Bow should be used when you can't afford to (or are unable to) get close to a target, but still want that sweet sweet damage. Don't neglect it, but don't use it all the time. Your Rapier should be used at any other time. And don't bother with your Daggers: they're not an essential part of your kit, but you should have them for utility. Think of yourself as a guy who gives extra damage when it's needed: you're one of the most mobile martial damagers in the whole game, so use that. Save your teammates when they need some extra help. You're no tank, but jumping in to distract a target and get off sneak attacks at key moments is what makes the Rogue fun.
Outside of battle, rogues have Thieves' Tools, Acrobatics, and Sleight of Hand. With Thieves' Tools, you can disarm traps and open doors that your team would otherwise struggle to get around. Tripwires are usually save to just step over, but pressure plates can be removed, locks can be silently picked, and all manner of useful things. Acrobatics is really good: the ability to clear gaps with minimal footing, or (depending on the DM) to run on walls to clear gaps. Sleight of Hand can be crucial to roleplaying scenarios, like hiding a stone cube from a Yuan-Ti as they search your bag in Tomb of Annihilation.
You also should have proficiency (and probably expertise) in Stealth, especially if your team has no effective scout to check rooms you haven't been in. Get a lay of the land, and then go.
There's multiple jobs a rogue can do, from scouting, to ranged/melee damage, to roleplaying deception, and it all relies on what type of Rogue you want to play. Thief, Assassin, Arcane Trickster, Scout, Swashbuckler, Inquisitive. They all have different sorts of jobs, and you should talk with your party and ask what roll they feel you should play. Look at what's lacking in the team, and see if there's a rogue subtype for it.
I highly recommend Boxing With Shadows, I Fought The Law and Won, and other guides for Rogue so you can get a good handle on what the rogue has to offer.
May the loot be plenty, the maidens be pretty, and the swashes be buckled on your adventures!
I agree with almost everything HalflingFan said, except the rapier. Since you are a rogue/monk a shortsword is better since it is also a monk weapon and you can as a bonus action punch someone.
Also don't neglect your non combat gear. ball bearings can be used to aid an escape or as a sort of alarm (falling monsters make a lot of noise). Athletics is your climbing skill, and investigation is your finding traps/secret doors skill.
monk is good for the rogue if you take the way of the shadow tradition and 6 levels of it since it allows you to teleport at will, so it will help out a lot if you get into trouble at close range.
I am new to 5e, but I am an old dog when it comes to D&D... particularly AD&D 2e. Back then, rogues were not great in combat, it seems to me classes are more even in the later editions. Rogues used to be hugely distinct from other classes in utility though. They seem to still be strong in that regard in 5e, but not to the same extent perhaps. I won't give you advice on combat as other people with better knowledge have provide that already.
Rogue has been my favourite class since the beginning. They are excellent for out of combat roleplaying. The memorable situations you can bring to the group by creative use of the utility, rogue mechanics and even mindset can be hilarious and highly useful.
Attempting and failing acts of greed can create annoying, but very fun scenarios. Like not resisting the temptation of stealing a handful of coins from the drunk barbarian in a bar. Failing that, run for it, out the door and down the street with the barbarian and his friends following. Shouting for help to your party members when running past them shopping in the market. Them shouting back to solve your own mess.
Not to mention gaining access to places you shouldn't be or would otherwise fight to get to.
Always covering your tracks to avoid the powerful local warlord to find you after catching you cheating in cards many years back or for courting his/her daughter/son or wife/husband.
There are just so many possibilities when living on an edge with norms.
Pick some bonds or flaws that you know will make life difficult and live out the results to your friends' amusement or frustration. Either way, these situations will be remembered for better or worse and is the number one reason for me to always find my way back to a rogue.