I would not multiclass or go for a feat instead you should make your ability score higher. put your dex up by 1 to make it +5 and put your wis up by 1 to make it +2.
Rollback Post to RevisionRollBack
The 6 most hated words in all of d&d history: make me a dex saving throw .
For future ASI/feats, it'll mainly depend on how you're building your thief, and what your party needs. From knowing nothing about the your character, party or campaign, it'd either go for a +2 ASI in either CHA/CON, or picking up a feat. We kinda need more information about your situation.
My bad, in terms of my character I don't want any magic, Preferably all melee but I think I need some ranged at least for certain situations. I like the whole idea of being stealthy, doing damage and hiding or getting away from combat again, if possible I'd like to make dual wielding work for my character (I think there's no way to do that and not be open for attacks). I'm not quite sure what to say about the party or campaign.
k, with the next asi buff (since level 4 the best this to do is to get dex to 20) is the grab the dual wielder feat imo. Gets you that +1 AC while also being able to use more types of weapons, and can draw/stow two at once for your free action. Then if you want to be a stealthy with a bit of range skulker, which would help with stealthing and ranged stealth.
Thank you for that!! I think I might go skulker first, the reservations that I have on dual wielding is that both my actions will be attacks, leaving me open to be attacked, I'd ideally try keep the dual wielding as the killing blow on an enemy, think the better course of action would involve being hidden, sneak attack, hide again/disengage and move. Are there feats that would help me with that course of action also?
P.S. Dual wielding is a part of my characters story, I just don't want them to be constantly downed because they two attacks and are in the open, as a rogue I'm pretty sure that's bad lol.
Thank you for that!! I think I might go skulker first, the reservations that I have on dual wielding is that both my actions will be attacks, leaving me open to be attacked, I'd ideally try keep the dual wielding as the killing blow on an enemy, think the better course of action would involve being hidden, sneak attack, hide again/disengage and move. Are there feats that would help me with that course of action also?
P.S. Dual wielding is a part of my characters story, I just don't want them to be constantly downed because they two attacks and are in the open, as a rogue I'm pretty sure that's bad lol.
Well if you want to be a speedy rogue, i would try for the mobile feat too. You get a mini disengage, a base walk speed bonus of +10, plus when you dash you can ignore no magical difficult terrain... which is made even better due to dash with cunning action.
I'm actually going to be abusing that feat with my scout. He'll end up with a base of 55 walking speed (woodelf base 35, scout +10, mobile +10) which means with cunning action dash each turn he gets 110 movement per turn. I honestly dont know what I'm going to do with 110 movement per turn, but my goodness I'm going to use it.
Thanks for your suggestions on feats for later, I just committed to going the thief archetype, considered scout for a bit. Given that I don't think I'll be multiclassing it was just feats that I had to consider. What would your recommendations be for weapons and armour for going both the 1 weapon and 2 weapon route? I've got a 2 daggers, 2 shortswords, a rapier, a light crossbow, a shortbow, and leather armour.
For weapons and gear, what you have is fine. Might want to try to get studded leather cause that's the best light armor without going into medium, but as a thief I'd say stay with light. Besides that, just getting better versions of those is fine, with of course the misc. magic items that you'll run into.
Thanks again, in terms of better versions, can you buy those or you come across them. All the weapons I've got are the ones mentioned in the players handbook.
That will depend on your DM, and how they want to handle loot, gold, and gear progression. I've played in games where by level 5 I was rocking +2 gear, and in another game the party didn't see a single +1 item till we were level 8.
I've decided to go with the thief archetype for my character. It's a half elf rouge about to turn lv 3 with these stats:
Str 9 Int 12 Dex 19 Wis 13 Con 14 Cha 18.
I wanted to know what I should do for future level ups i.e feats, ASI's possible multiclass to get the most optimised thief rouge I can.
I would not multiclass or go for a feat instead you should make your ability score higher. put your dex up by 1 to make it +5 and put your wis up by 1 to make it +2.
The 6 most hated words in all of d&d history: make me a dex saving throw .
Thanks!! That's for what you recommend once I hit lv4 right? Any recommendations for later?
For future ASI/feats, it'll mainly depend on how you're building your thief, and what your party needs. From knowing nothing about the your character, party or campaign, it'd either go for a +2 ASI in either CHA/CON, or picking up a feat. We kinda need more information about your situation.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Full List
Most Popular Homebrew: Nephilim (Aasimar-Tielfling) - Race
Newest Homebrew: Image Distortion - 1st-Level Illusion Spell
My bad, in terms of my character I don't want any magic, Preferably all melee but I think I need some ranged at least for certain situations. I like the whole idea of being stealthy, doing damage and hiding or getting away from combat again, if possible I'd like to make dual wielding work for my character (I think there's no way to do that and not be open for attacks). I'm not quite sure what to say about the party or campaign.
k, with the next asi buff (since level 4 the best this to do is to get dex to 20) is the grab the dual wielder feat imo. Gets you that +1 AC while also being able to use more types of weapons, and can draw/stow two at once for your free action. Then if you want to be a stealthy with a bit of range skulker, which would help with stealthing and ranged stealth.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Full List
Most Popular Homebrew: Nephilim (Aasimar-Tielfling) - Race
Newest Homebrew: Image Distortion - 1st-Level Illusion Spell
Thank you for that!! I think I might go skulker first, the reservations that I have on dual wielding is that both my actions will be attacks, leaving me open to be attacked, I'd ideally try keep the dual wielding as the killing blow on an enemy, think the better course of action would involve being hidden, sneak attack, hide again/disengage and move. Are there feats that would help me with that course of action also?
P.S. Dual wielding is a part of my characters story, I just don't want them to be constantly downed because they two attacks and are in the open, as a rogue I'm pretty sure that's bad lol.
Well if you want to be a speedy rogue, i would try for the mobile feat too. You get a mini disengage, a base walk speed bonus of +10, plus when you dash you can ignore no magical difficult terrain... which is made even better due to dash with cunning action.
I'm actually going to be abusing that feat with my scout. He'll end up with a base of 55 walking speed (woodelf base 35, scout +10, mobile +10) which means with cunning action dash each turn he gets 110 movement per turn. I honestly dont know what I'm going to do with 110 movement per turn, but my goodness I'm going to use it.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Full List
Most Popular Homebrew: Nephilim (Aasimar-Tielfling) - Race
Newest Homebrew: Image Distortion - 1st-Level Illusion Spell
Thanks for your suggestions on feats for later, I just committed to going the thief archetype, considered scout for a bit. Given that I don't think I'll be multiclassing it was just feats that I had to consider. What would your recommendations be for weapons and armour for going both the 1 weapon and 2 weapon route? I've got a 2 daggers, 2 shortswords, a rapier, a light crossbow, a shortbow, and leather armour.
For weapons and gear, what you have is fine. Might want to try to get studded leather cause that's the best light armor without going into medium, but as a thief I'd say stay with light. Besides that, just getting better versions of those is fine, with of course the misc. magic items that you'll run into.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Full List
Most Popular Homebrew: Nephilim (Aasimar-Tielfling) - Race
Newest Homebrew: Image Distortion - 1st-Level Illusion Spell
Thanks again, in terms of better versions, can you buy those or you come across them. All the weapons I've got are the ones mentioned in the players handbook.
That will depend on your DM, and how they want to handle loot, gold, and gear progression. I've played in games where by level 5 I was rocking +2 gear, and in another game the party didn't see a single +1 item till we were level 8.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Full List
Most Popular Homebrew: Nephilim (Aasimar-Tielfling) - Race
Newest Homebrew: Image Distortion - 1st-Level Illusion Spell
Alright thanks for all your help!!