I currently have a Lvl 3 Scout (Rogue), Variant Human, which started with the Skulker feat. His starts are STR 12, DEX 19, CON 10, INT 8, WIS 14, and CHA 8.
My original plan was to get Sharpshooter feat at Lvl 4, then the Mobile feat at Lvl 8. I'm not interested in multiclassing and want to go all the way with Scout archetype. However, I'm wondering if I should choose a feat that gives me +1 DEX and a benefit (like Quick-Fingers or Human Determination) - that will raise my DEX to 20, and add +1 to AC, attack bonus, damage bonus, initiative, saving throw, and all DEX ability checks.
As I write this, the latter choice seems a no-brainer, but if I choose this, which +1 DEX should I go for? Advice welcomed!
Mobility isn't going to help you. The 3rd bullet in Mobility requires melee attack to not provoke attacks of opportunity for the turn. Ontop of that, you're unlikely to end a turn in melee due to 3rd lvl Scout ability Skirmisher were you use your Reaction to move half your speed away without AoOs.
Other then that it looks good.
The only Feat I think that could give you +1 Dex and any better options oddly enough is Weapon Master. It gives you 4 Martial Weapons, so you can take the Longbow and Heavy Crossbow. Magical Longbows are often common in the game and combine with Bracers of Archery. Heavy Crossbows deal 1d10 damage and are the highest damaging ranged weapon. It's also the reason why a lot of Roges go Elf, because Elves get longbow proficiency and that's an automatic upgrade to their weapons for free... plus Dark Vision.
Interesting consideration for Mobile, however, what about those situations when you run out of arrows or you're trapped in a tight position? You could use BA dash, take an attack at the baddy blocking your way, and then run on pass him with the continuation of your BA dash / movement. Also, that extra 10ft will make the Skirmisher benefit go 20ft rather than 15ft (and then 25ft at a later level).
RP-wise, it doesn't fit to have a crossbow (too mechanical for his taste) or longbow (unwieldly in sneaky around). I like the idea of Quick-Fingered as a feat so I could BA stealing something off someone mid-fight or cutting their belt so their trousers fall down, etc. Not many people have tried out a feat that gives +1 DEX and benefit though?
The thing with spending a feat for Mobility is you can already Disengage as a Bonus Action. So in melee you can already attack and move 30 feat away. Mobility lets you attack and move 80 feet. This is ontop of the fact that when the enemy ends their turn next to you you get a free half your movement away, so you're unlikely to be in such situations long.
Remember, you can't move through an enemy unless they are 2 sizes larger than you (except for lightfoot halflings). So if they block your way they block your way either way.
Ah, a point well made FullMetalBunny! I'll keep Mobile in mind for a later feat and consider if it will be useful whilst playing the game.
With that in mind, which +1 DEX feat should I go for: Athlete, Resilient (I'm already proficient in DEX), Weapon Master (not keen to use Longbow or Heavy Crossbow), Moderately Armoured, Acrobat, Quick-Fingered, Stealthy, or Human Determination?
My inclination is for one of the latter three but I'd love to hear people's experiences / views on this?
Athlete: "Climbing doesn't cost you extra movement" If you're using a ranged weapon could be useful in getting somewhere unreachable as well as possibly gaining advantage on attack rolls (from elevation), but that's something to ask your DM if they're going to do. Additionally "when you are prone, standing up uses only 5ft of movement" If you're fighting purely ranged foes, going prone at the end of your turn would cause all attacks to have disadvantage against you, with the only penalty being 5ft of movement to stand up on your next turn.
Stealthy is also a good choice if you want to stay sneaky and you don't already have expertise in Stealth. 10ft of open area movement can help you dart safely from cover to cover (and can help in stalking a mark through a city/forest)
Personally Quick-fingered holds less appeal, but uses could include swapping an enemy's healing potion for a flask of poison or stealing arrows from a quiver. (but doesn't really match a ranged character unless being 'a little sketchy' in RP situations.) Again, make sure you don't have expertise in it to gain the full benefit.
Human determination, 1x advantage/short rest could be useful (kinda like free inspiration). Personally I wouldn't pick it (but then I horde single use abilities/items and never use them :P so might be a good choice)
(moderately armoured would effectively your (max) total AC (half plate would match studded leather, but disadvantage on stealth), Resilient is worthless (might as well take ASI for +2), weapon master is again useless if you're not wanting to use longbow/crossbow (rapier is strongest melee finesse weapon unless you want reach with the whip) (could use blowgun with lethal/non-lethal poisons though)
Agree with not taking mobile though, although observant might be an idea if you're going down the RP route of scout (as another feat possibility, which lean into an ASI of +1 DEX +1 WIS as you get +1 WIS/INT from Observant)
HunterOmega, I think you've convinced me to take the Athlete feat - I think it fits perfectly with the RP of my character (ranged-stealthy, hit-run, duck-cover) and it comes with decent benefits.
I also like the idea of Observant but this will have to wait as my next planned feat at Lvl 8 is going to be Sharpshooter (it was always the plan to be a Skulker-Sharpshooter! I'll re-evaluate my Lvl 10 ASI / feat options when I get there.
I've already got Expertise in Stealth, though I'm sure my DM will flex if I chose Stealthy. I'd be curious to see what people's experience of Human Determination has been though(?). Otherwise, I think I'm set on Athlete for my Lvl 4 feat (cheers!).
If your taking Sharpshooter get Crossbow expert so if you have to do a ranged attack next to a baddy your not at disadvantage. Athlete is awesome for scouts for the climbing rate and jumping as that comes in the wilds fairly often in stories and such. The Weapon master feat is really a waste for rogues in my opinion, I in all honesty would take a Level in Fighter for a fighting style if your going Archer the Archery fighting style really helps. If you go to Fighter 3 you can choose a subclass, go to 4 and don't even lose an ASI, able to wear medium armor if you want use a shield if you want. I really liked the Champion subclass getting a crit on 19, and 20 really ups that sneak attack damage as those dice get doubled as well.
Jaqsynn, I can understand your advice as it optimises the combat element of a ranged Rogue, however, as I said in my previous comments, I'm not interested for my character to use crossbows (or a longbow for that matter!) nor multiclass. It doesn't fit with the RP of him (though your advice is sound!).
Feat-wise, I'm thinking:
Lvl 4 - Athlete
Lvl 8 - Sharpshooter
Lvl 10 - ???
Lvl 12 - Alert
Lvl 16 - ???
Lvl 19 - ???
At the moment, I'm not sure what I should take for Lvl 10 (maybe get Alert for then?) or Lvl 16. I'll need Alert before Lvl 12 to aid the Ambush Master ability Scouts get. Maybe I'll get Tough and ASI +2 CON (my CON I see only 10). Though Tavern Brawler look at like it would be fun to RP...!
I put Crossbow expert in just for the no disadvantage with with an enemy within 5 ft. Works for any ranged attack even spell, not just crossbows.
You're probably wasting a feat here to build redundancy. Any lvl 2 Rogue can use a Bonus Action to Disengage and move away from their enemy (as long as they aren't boxed into a corner).
Any lvl 3 Scout will use a Reaction to get half their movement with no AoOs to move away from an enemy at the end of an enemy's turn.
The chances a Scout will be "stuck in combat" are slim and not worth a feat.
With the above in mind, I'm currently eyeing up Martial Adept. As a quick, sure-footed, sneaky archer, there's some maneuvers that can cause some great affects at a distance - like Goading, Menacing, Precision, Pushing, and Trip.
Anyone has much experience with this Feat? I may need to read up on Battlemasters for some insight!
Not to derail this thread (and, since I am newer, I should not be mistaken for someone with a great deal of knowledge) - BUT, your focus so far is primarily on combat. This is ok, but why not take some feats that help outside of combat (and can be useful in combat).
Lucky - turn disadvantage into SUPER advantage (take a look at the rules).
Magic Initiate - get two cantrips and a spell (that can be cast once a day). Given your PC's stats, I would probably be best to focus on Sorcerer, Bard or Warlock. BUT, if you did Wizard (which IMO is best) don't take ones that rely upon DC since it would be based on your INT, so take Mage Hand, Minor Illusion, or Prestidigitation. The best spell to take is Find Familiar (IMO) and you will only get that with Wizard.
Skilled and/or Prodigy are also useful. More skills can make you more useful.
Goofball343, you're not derailing at all! It's true that a lot of the focus has been on combat improvement but I have been keen on it fitting with the RP (otherwise what's the point - it wouldn't be fun!). Lucky as a feat is 'broken' and too powerful from the sound of it, so I don't want to get that feat.
The reason I was looking at Martial Adept was that maneuvers almost gives you 'magical affects' without magic. I wouldn't be opposed to Magic Initiate, but I'd have to go Druid. My character's backstory is that he was exiled from his clan because he lacked the innate Druidic power all people of his tribe possessed. So his life goal is to awaken any Druidic power that resides within him (though I'm not sure I'll ever let that happen!).
He's currently proficient in Acrobatics, Insight, Perception, Performance, and Sleight of Hand, and he has Expertise in Athletics, Nature, Stealth, and Survival. At Lvl 6, I'm thinking of giving him Expertise in Perception and either Insight but most likely Performance. Performance offers a chance for better RP-ing. The other members of my party is a Mastermind Rogue (so covers persuasion and deception) and a Monk of the Open Hand.
It is your character, so it is your choice. So, don't confuse this as doctrine. Instead, this is my opinion.
If you go Druid Initiate, Guidance is a very helpful cantrip. The first level spells are also very interesting and, I am reluctant to recommend one over another - particularly since I do not know which would best fit your character.
As for lucky, it is limited in use - only three times per long rest. It is GREAT when you use it, but you can only do it three times per long rest. AGAIN, please don't mistake this as trying to start an argument (do what you want to do; don't mistake this statement as anything more than a recitation of the rules).
I will be a rare champion of Mobile. But as others have said, you don't really need it as a ranged scout. I play an 'in close and dirty' scout, and having the extra movement to place myself where I want to be in combat and get in and out without problems is nice. I use an offhand dagger to 'disengage' anyone I don't want to mess with and my on hand weapon to SA the baddie I care about, and then continue out of immediate range. This way I DPS the main baddy and dodge the underlings as much as possible. I also try and use my teammates as meat shields, ending movement with them between me and threats. The extra movement really makes it easier to control my positioning. This is great for open encounter areas, but harder to work with on tight dungeons.
Scrubbo, I like the idea of using my fellow party members as meat shields - I'll give that a go at the next opportune moment!
I'm thinking Athlete, Sharpshooter, and then Alert as my next feats (though I might take Alert at Lvl 10 rather than 8). I'm tempted by Tavern Brawler for the RP-fun of it but I can see the strategical usefulness of the Martial Adept feat.
As Scouts, how do you find RP interactions? My PC lacks Persuasion, Deception, and Intimidation but has Insight and Performance. More watchful than effective in influencing. However, he's also proficient with a Tattoo Kit, which has led on to some interesting RPing with NPCs (especially as he's currently possessed by an evil cursed magic item).
Insight can be very useful. Make a roll to get a 'why is the NPC unwilling to do X' bit of info, then RP asking the NPC if they'd be willing to do X if you mitigate the reason behind it. Then the NPC is persuading themselves. Persuasion : C'mon, man, do it for us! We're stand up guys! Intimidation : Do it or we'll hurt you. And bad. Insight : actually, if you think about it, doing it would relieve you of this other problem and is in your best interest.
Passing Insights on to persuasive characters, or as part of a tag team, can be very effective as well.
I'm playing in a group with 3 characters with cha in the 17-20 range, an orc barbarian for intimidation, and a derisive high elf wizard/monk. We do "Good cop/Bad cop/Insulting cop/terrifying cop/reasonable and conciliatory cop" when we gang up on NPCs. It's quite bewildering.
As a ranged scout, definitely go for sharpshooter. My DM outlaws it as too OP. Long range with no disadvantage and ignoring anything but full cover is pretty brutal. Your proposed build looks fantastic. Alert before level 13 is all you need to worry about to maximize ambush master. :D I just wish there was ANOTHER feat I could use to add more movement. I spent one battle doing ranged by leading 3 giant bullfrogs around the map while the party dealt with the other three, then came and picked the ones I was kiting off one by one. Had a couple of close calls where I didn't keep my distance far enough away. That grappling when they hit means I couldn't react away one time. Fortunately I broke free and move/dashed to safety and continued to kite.
Defensive Duelist - It will help if your character gets caught in melee.
Also, for RPing purposes, why not take skilled to boost Persuasion, Deception and Intimidation. Your PC has very high CHA; this can be useful when he interacts with others. I understand someone else in the team does this as well, but it can't hurt to double up on some of them. It can be useful to help push a lie or line of thought.
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Hello all!
I currently have a Lvl 3 Scout (Rogue), Variant Human, which started with the Skulker feat. His starts are STR 12, DEX 19, CON 10, INT 8, WIS 14, and CHA 8.
My original plan was to get Sharpshooter feat at Lvl 4, then the Mobile feat at Lvl 8. I'm not interested in multiclassing and want to go all the way with Scout archetype. However, I'm wondering if I should choose a feat that gives me +1 DEX and a benefit (like Quick-Fingers or Human Determination) - that will raise my DEX to 20, and add +1 to AC, attack bonus, damage bonus, initiative, saving throw, and all DEX ability checks.
As I write this, the latter choice seems a no-brainer, but if I choose this, which +1 DEX should I go for? Advice welcomed!
Mobility isn't going to help you.
The 3rd bullet in Mobility requires melee attack to not provoke attacks of opportunity for the turn. Ontop of that, you're unlikely to end a turn in melee due to 3rd lvl Scout ability Skirmisher were you use your Reaction to move half your speed away without AoOs.
Other then that it looks good.
The only Feat I think that could give you +1 Dex and any better options oddly enough is Weapon Master.
It gives you 4 Martial Weapons, so you can take the Longbow and Heavy Crossbow. Magical Longbows are often common in the game and combine with Bracers of Archery.
Heavy Crossbows deal 1d10 damage and are the highest damaging ranged weapon.
It's also the reason why a lot of Roges go Elf, because Elves get longbow proficiency and that's an automatic upgrade to their weapons for free... plus Dark Vision.
Interesting consideration for Mobile, however, what about those situations when you run out of arrows or you're trapped in a tight position? You could use BA dash, take an attack at the baddy blocking your way, and then run on pass him with the continuation of your BA dash / movement. Also, that extra 10ft will make the Skirmisher benefit go 20ft rather than 15ft (and then 25ft at a later level).
RP-wise, it doesn't fit to have a crossbow (too mechanical for his taste) or longbow (unwieldly in sneaky around). I like the idea of Quick-Fingered as a feat so I could BA stealing something off someone mid-fight or cutting their belt so their trousers fall down, etc. Not many people have tried out a feat that gives +1 DEX and benefit though?
The thing with spending a feat for Mobility is you can already Disengage as a Bonus Action. So in melee you can already attack and move 30 feat away. Mobility lets you attack and move 80 feet.
This is ontop of the fact that when the enemy ends their turn next to you you get a free half your movement away, so you're unlikely to be in such situations long.
Remember, you can't move through an enemy unless they are 2 sizes larger than you (except for lightfoot halflings).
So if they block your way they block your way either way.
Ah, a point well made FullMetalBunny! I'll keep Mobile in mind for a later feat and consider if it will be useful whilst playing the game.
With that in mind, which +1 DEX feat should I go for: Athlete, Resilient (I'm already proficient in DEX), Weapon Master (not keen to use Longbow or Heavy Crossbow), Moderately Armoured, Acrobat, Quick-Fingered, Stealthy, or Human Determination?
My inclination is for one of the latter three but I'd love to hear people's experiences / views on this?
My thoughts:
Athlete: "Climbing doesn't cost you extra movement" If you're using a ranged weapon could be useful in getting somewhere unreachable as well as possibly gaining advantage on attack rolls (from elevation), but that's something to ask your DM if they're going to do. Additionally "when you are prone, standing up uses only 5ft of movement" If you're fighting purely ranged foes, going prone at the end of your turn would cause all attacks to have disadvantage against you, with the only penalty being 5ft of movement to stand up on your next turn.
Stealthy is also a good choice if you want to stay sneaky and you don't already have expertise in Stealth. 10ft of open area movement can help you dart safely from cover to cover (and can help in stalking a mark through a city/forest)
Personally Quick-fingered holds less appeal, but uses could include swapping an enemy's healing potion for a flask of poison or stealing arrows from a quiver. (but doesn't really match a ranged character unless being 'a little sketchy' in RP situations.) Again, make sure you don't have expertise in it to gain the full benefit.
Human determination, 1x advantage/short rest could be useful (kinda like free inspiration). Personally I wouldn't pick it (but then I horde single use abilities/items and never use them :P so might be a good choice)
(moderately armoured would effectively your (max) total AC (half plate would match studded leather, but disadvantage on stealth), Resilient is worthless (might as well take ASI for +2), weapon master is again useless if you're not wanting to use longbow/crossbow (rapier is strongest melee finesse weapon unless you want reach with the whip) (could use blowgun with lethal/non-lethal poisons though)
Agree with not taking mobile though, although observant might be an idea if you're going down the RP route of scout (as another feat possibility, which lean into an ASI of +1 DEX +1 WIS as you get +1 WIS/INT from Observant)
HunterOmega, I think you've convinced me to take the Athlete feat - I think it fits perfectly with the RP of my character (ranged-stealthy, hit-run, duck-cover) and it comes with decent benefits.
I also like the idea of Observant but this will have to wait as my next planned feat at Lvl 8 is going to be Sharpshooter (it was always the plan to be a Skulker-Sharpshooter! I'll re-evaluate my Lvl 10 ASI / feat options when I get there.
I've already got Expertise in Stealth, though I'm sure my DM will flex if I chose Stealthy. I'd be curious to see what people's experience of Human Determination has been though(?). Otherwise, I think I'm set on Athlete for my Lvl 4 feat (cheers!).
If your taking Sharpshooter get Crossbow expert so if you have to do a ranged attack next to a baddy your not at disadvantage. Athlete is awesome for scouts for the climbing rate and jumping as that comes in the wilds fairly often in stories and such. The Weapon master feat is really a waste for rogues in my opinion, I in all honesty would take a Level in Fighter for a fighting style if your going Archer the Archery fighting style really helps. If you go to Fighter 3 you can choose a subclass, go to 4 and don't even lose an ASI, able to wear medium armor if you want use a shield if you want. I really liked the Champion subclass getting a crit on 19, and 20 really ups that sneak attack damage as those dice get doubled as well.
Jaqsynn, I can understand your advice as it optimises the combat element of a ranged Rogue, however, as I said in my previous comments, I'm not interested for my character to use crossbows (or a longbow for that matter!) nor multiclass. It doesn't fit with the RP of him (though your advice is sound!).
Feat-wise, I'm thinking:
Lvl 4 - Athlete
Lvl 8 - Sharpshooter
Lvl 10 - ???
Lvl 12 - Alert
Lvl 16 - ???
Lvl 19 - ???
At the moment, I'm not sure what I should take for Lvl 10 (maybe get Alert for then?) or Lvl 16. I'll need Alert before Lvl 12 to aid the Ambush Master ability Scouts get. Maybe I'll get Tough and ASI +2 CON (my CON I see only 10). Though Tavern Brawler look at like it would be fun to RP...!
I put Crossbow expert in just for the no disadvantage with with an enemy within 5 ft. Works for any ranged attack even spell, not just crossbows.
You're probably wasting a feat here to build redundancy.
Any lvl 2 Rogue can use a Bonus Action to Disengage and move away from their enemy (as long as they aren't boxed into a corner).
Any lvl 3 Scout will use a Reaction to get half their movement with no AoOs to move away from an enemy at the end of an enemy's turn.
The chances a Scout will be "stuck in combat" are slim and not worth a feat.
With the above in mind, I'm currently eyeing up Martial Adept. As a quick, sure-footed, sneaky archer, there's some maneuvers that can cause some great affects at a distance - like Goading, Menacing, Precision, Pushing, and Trip.
Anyone has much experience with this Feat? I may need to read up on Battlemasters for some insight!
Not to derail this thread (and, since I am newer, I should not be mistaken for someone with a great deal of knowledge) - BUT, your focus so far is primarily on combat. This is ok, but why not take some feats that help outside of combat (and can be useful in combat).
Lucky - turn disadvantage into SUPER advantage (take a look at the rules).
Magic Initiate - get two cantrips and a spell (that can be cast once a day). Given your PC's stats, I would probably be best to focus on Sorcerer, Bard or Warlock. BUT, if you did Wizard (which IMO is best) don't take ones that rely upon DC since it would be based on your INT, so take Mage Hand, Minor Illusion, or Prestidigitation. The best spell to take is Find Familiar (IMO) and you will only get that with Wizard.
Skilled and/or Prodigy are also useful. More skills can make you more useful.
Goofball343, you're not derailing at all! It's true that a lot of the focus has been on combat improvement but I have been keen on it fitting with the RP (otherwise what's the point - it wouldn't be fun!). Lucky as a feat is 'broken' and too powerful from the sound of it, so I don't want to get that feat.
The reason I was looking at Martial Adept was that maneuvers almost gives you 'magical affects' without magic. I wouldn't be opposed to Magic Initiate, but I'd have to go Druid. My character's backstory is that he was exiled from his clan because he lacked the innate Druidic power all people of his tribe possessed. So his life goal is to awaken any Druidic power that resides within him (though I'm not sure I'll ever let that happen!).
He's currently proficient in Acrobatics, Insight, Perception, Performance, and Sleight of Hand, and he has Expertise in Athletics, Nature, Stealth, and Survival. At Lvl 6, I'm thinking of giving him Expertise in Perception and either Insight but most likely Performance. Performance offers a chance for better RP-ing. The other members of my party is a Mastermind Rogue (so covers persuasion and deception) and a Monk of the Open Hand.
It is your character, so it is your choice. So, don't confuse this as doctrine. Instead, this is my opinion.
If you go Druid Initiate, Guidance is a very helpful cantrip. The first level spells are also very interesting and, I am reluctant to recommend one over another - particularly since I do not know which would best fit your character.
As for lucky, it is limited in use - only three times per long rest. It is GREAT when you use it, but you can only do it three times per long rest. AGAIN, please don't mistake this as trying to start an argument (do what you want to do; don't mistake this statement as anything more than a recitation of the rules).
Don't worry Goofball343, I know everything on these forums are subjective and the reason I've written on here is for healthy discussion.
Do you think Magic Initiate is still useful at higher levels? i.e. from Lvl 10.
I'm still not sure about Lucky - what feat would you recommend if you couldn't choose Lucky considering the information about my character above?
I will be a rare champion of Mobile. But as others have said, you don't really need it as a ranged scout. I play an 'in close and dirty' scout, and having the extra movement to place myself where I want to be in combat and get in and out without problems is nice. I use an offhand dagger to 'disengage' anyone I don't want to mess with and my on hand weapon to SA the baddie I care about, and then continue out of immediate range. This way I DPS the main baddy and dodge the underlings as much as possible. I also try and use my teammates as meat shields, ending movement with them between me and threats. The extra movement really makes it easier to control my positioning. This is great for open encounter areas, but harder to work with on tight dungeons.
Scrubbo, I like the idea of using my fellow party members as meat shields - I'll give that a go at the next opportune moment!
I'm thinking Athlete, Sharpshooter, and then Alert as my next feats (though I might take Alert at Lvl 10 rather than 8). I'm tempted by Tavern Brawler for the RP-fun of it but I can see the strategical usefulness of the Martial Adept feat.
As Scouts, how do you find RP interactions? My PC lacks Persuasion, Deception, and Intimidation but has Insight and Performance. More watchful than effective in influencing. However, he's also proficient with a Tattoo Kit, which has led on to some interesting RPing with NPCs (especially as he's currently possessed by an evil cursed magic item).
Insight can be very useful. Make a roll to get a 'why is the NPC unwilling to do X' bit of info, then RP asking the NPC if they'd be willing to do X if you mitigate the reason behind it. Then the NPC is persuading themselves. Persuasion : C'mon, man, do it for us! We're stand up guys! Intimidation : Do it or we'll hurt you. And bad. Insight : actually, if you think about it, doing it would relieve you of this other problem and is in your best interest.
Passing Insights on to persuasive characters, or as part of a tag team, can be very effective as well.
I'm playing in a group with 3 characters with cha in the 17-20 range, an orc barbarian for intimidation, and a derisive high elf wizard/monk. We do "Good cop/Bad cop/Insulting cop/terrifying cop/reasonable and conciliatory cop" when we gang up on NPCs. It's quite bewildering.
As a ranged scout, definitely go for sharpshooter. My DM outlaws it as too OP. Long range with no disadvantage and ignoring anything but full cover is pretty brutal. Your proposed build looks fantastic. Alert before level 13 is all you need to worry about to maximize ambush master. :D I just wish there was ANOTHER feat I could use to add more movement. I spent one battle doing ranged by leading 3 giant bullfrogs around the map while the party dealt with the other three, then came and picked the ones I was kiting off one by one. Had a couple of close calls where I didn't keep my distance far enough away. That grappling when they hit means I couldn't react away one time. Fortunately I broke free and move/dashed to safety and continued to kite.
Defensive Duelist - It will help if your character gets caught in melee.
Also, for RPing purposes, why not take skilled to boost Persuasion, Deception and Intimidation. Your PC has very high CHA; this can be useful when he interacts with others. I understand someone else in the team does this as well, but it can't hurt to double up on some of them. It can be useful to help push a lie or line of thought.