So currently I'm running a Level 3, about to be 4, Lawful Neutral Human Wizard... Who happens to also dabble in the School of Necromancy. To muddle it all up, I was thinking about multiclassing into Rogue... In my character's backstory, his mother is a Lawful Evil Rogue, and father is a Neutral Good Barbarian. He was lost in the woods and found by an elderly wizard who took him in as his apprentice, learned the ways of magic, etc. He's also a Noble, although grew up poor.
My current stats are:
Str 9
Dex 17
Con 14
Int 18
Wis 12
Cha 10
Proficient skills are:
Arcana +6
History +6
Investigation +6
Perception +3
Percuasion +2
I also have a +3 in Stealth and Sleight of Hand.
Would this even be a good idea to pursue? I've read a few things on rogues becoming wizards, but not the other way around. I'm trying to think ahead because I'll be leveling up pretty close to the start of our next session.
Well, I have a friend who did it the other way around, going from arcane trickster into wizard. Seems to work out.
You gain the liggt armour proficiency so thats nice, but no weapon proficiencies limits your weapon choices. What type of rogue would you be looking for? How much lvls you want? Because of course you will be sacrificing spell slots by multiclassing.
Stat wise you can surely do it. What playstyle do you want for the character?
If you're shooting for using the utility of rogues such as their expertise and cunning action then I think it's a wonderful idea. In my home game I play a rogue mastermind who I crossed into War mage wizard and the combo has been very useful both in and out of combat
Arcane trickster mixed with wizard lvl 5 is incredibly powerful (though you may want necromancer 6 for your powerful summons). You can use haste to get two sneak attacks per round (one with your haste attack and then use your action to ready an attack during a different turn). You won’t get really rolling until lvl 9 but once you get past that it climbs uphill really fast.
Make sure you put your ASI in DEX and I would be a ranged rogue for easier sneak (first round use owl familiar for advantage, attack at advantage for sneak, move to cover, bonus action hide, rinse and repeat using familiar only when necessary). Use your undead as a screen to block melee chargers and equip your skellies with bows for extra ranged damage goodness.
I would be curious as to what you hope to get out of going rogue mechanically. I love rogues, they are the best, cunning actions, sneak attacks and all around badassery.
Since spells and sneak attacks don't mix I personally would go 3-4 levels of assassin instead of arcane trickster. It makes your first hit in combat hurt. For example if you attacked a person with all three rays of scorching ray as a lvl 2 spell you would do (3) 2d6 damage, with the assassin on the first turn it's (3) 4d6 and attacking with advantage. Which helps your grim harvest ability. You would be behind on spells though. Also it works with the evil rogue mother aspect, following in her footsteps.
also then you can focus on INT and CON instead of going into DEX any further to get a better concentration save. And do wizard stuff.
Arcane Trickster might be the obvious route to go, but going inquisitive might not be a bad choice either. Which would still allow you to use your high investigation bonus for other uses. Scout would be another good option if you wanted to increase your overall mobility, plus giving you additional proficiencies.
Hey all,
So currently I'm running a Level 3, about to be 4, Lawful Neutral Human Wizard... Who happens to also dabble in the School of Necromancy. To muddle it all up, I was thinking about multiclassing into Rogue... In my character's backstory, his mother is a Lawful Evil Rogue, and father is a Neutral Good Barbarian. He was lost in the woods and found by an elderly wizard who took him in as his apprentice, learned the ways of magic, etc. He's also a Noble, although grew up poor.
My current stats are:
Proficient skills are:
I also have a +3 in Stealth and Sleight of Hand.
Would this even be a good idea to pursue? I've read a few things on rogues becoming wizards, but not the other way around. I'm trying to think ahead because I'll be leveling up pretty close to the start of our next session.
Thanks!
Well, I have a friend who did it the other way around, going from arcane trickster into wizard. Seems to work out.
You gain the liggt armour proficiency so thats nice, but no weapon proficiencies limits your weapon choices. What type of rogue would you be looking for? How much lvls you want? Because of course you will be sacrificing spell slots by multiclassing.
Stat wise you can surely do it. What playstyle do you want for the character?
I mean, if you plan on going to Arcane Trickster it goes pretty well together if you plan to stick with it a bit.
If you're shooting for using the utility of rogues such as their expertise and cunning action then I think it's a wonderful idea. In my home game I play a rogue mastermind who I crossed into War mage wizard and the combo has been very useful both in and out of combat
Arcane trickster mixed with wizard lvl 5 is incredibly powerful (though you may want necromancer 6 for your powerful summons). You can use haste to get two sneak attacks per round (one with your haste attack and then use your action to ready an attack during a different turn). You won’t get really rolling until lvl 9 but once you get past that it climbs uphill really fast.
Make sure you put your ASI in DEX and I would be a ranged rogue for easier sneak (first round use owl familiar for advantage, attack at advantage for sneak, move to cover, bonus action hide, rinse and repeat using familiar only when necessary). Use your undead as a screen to block melee chargers and equip your skellies with bows for extra ranged damage goodness.
I would be curious as to what you hope to get out of going rogue mechanically. I love rogues, they are the best, cunning actions, sneak attacks and all around badassery.
Since spells and sneak attacks don't mix I personally would go 3-4 levels of assassin instead of arcane trickster. It makes your first hit in combat hurt. For example if you attacked a person with all three rays of scorching ray as a lvl 2 spell you would do (3) 2d6 damage, with the assassin on the first turn it's (3) 4d6 and attacking with advantage. Which helps your grim harvest ability. You would be behind on spells though. Also it works with the evil rogue mother aspect, following in her footsteps.
also then you can focus on INT and CON instead of going into DEX any further to get a better concentration save. And do wizard stuff.
Arcane Trickster might be the obvious route to go, but going inquisitive might not be a bad choice either. Which would still allow you to use your high investigation bonus for other uses. Scout would be another good option if you wanted to increase your overall mobility, plus giving you additional proficiencies.
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