Spider climb - being able to climb up verticle walls and along ceilings is pretty awesome for a rogue. Especially when you can do it at 35ft and that's without dashing. Use dash and cunning dash and you can scale a 140ft wall.
Fanged bite (nice healing but the true power is the bonus to your next attack roll which can be crucial for hitting with sneak attack.
Not needing to breath means you can get into all sorts of places that rogues like to go, and not just underwater too since you can power through nasty gases others can't).
Then there's just the thematics of the race. There's something cool about a vampiresque rogue.
Not bad at all. I can't deny it. Anytime a character is created with a race from the Underdark, and the Magic feat is used after 3rd level, there's going to be a certain advantage.
Changeling gives you expert infiltration, and interesting roleplaying.
Elves or half-elves give either hefty bonuses to Dexterity, bonus skills, or the "Prodigy" feat (which means more Expertise).
Halflings to reroll 1's, and "Cunning Action" removes their movement weakness with the bonus-action "Dash".
Gnomes are good arcane tricksters, and they gain advantage against magical Intelligence, Wisdom & Charisma saves (!).
The Deep Gnome with Svirfneblin Magic is my absolute favorite race for rogues.
Multi-class and/or Subclass isn't even necessary but it certainly doesn't hurt. Arcane Trickster Rogue on a Deep Gnome is basically making that particular character an untouchable player.
Definetly High Elf. High Half Elf if I want to be the party's face. Allows booming blade, and I usually go Arcan etrickster so I get more utility cantrips.
I'm thinking of doing a forest gnome thief for my character. I wanted something with dark vision, and minor illusion can't hurt. I'm making him an outlander/ hermit type of origin. So being able to communicate with small animals means I could possibly sneak in a pet squirrel or some other little buddy.
I have very old lady Ghostwise Halfling Arcane Trickster. She doesn't take any crap from anybody (a little bit Sophia Petrillo) and genuinely takes all the help she can get from Mage Hand and many other available tricks with which to get creative. She stays at range because frailty isn't for melee, but she isn't afraid to whack somebody with her multitool cane (thieves tools and dagger hidden within).
1. For Arcane Tricksters I like V Humans for the Fey Touched Feat or Glasya Tieflings for the free Disguise Self and Invisibility.
2.For non-Arcane Trickster, combat-oriented Rogues I like High Half Elves or High Elves for the Booming Blade cantrip
3. For Scout Rogues I like PHB Half Elves for the extra skills which also means something extra to use reliable talent on at high levels. With Background+Rogue+Scout+Half Elf you have 10 skill proficiencies with expertise in 6 of them by 6th level.
1. For Arcane Tricksters I like V Humans for the Fey Touched Feat or Glasya Tieflings for the free Disguise Self and Invisibility.
2.For non-Arcane Trickster, combat-oriented Rogues I like High Half Elves or High Elves for the Booming Blade cantrip
3. For Scout Rogues I like PHB Half Elves for the extra skills which also means something extra to use reliable talent on at high levels. With Background+Rogue+Scout+Half Elf you have 10 skill proficiencies with expertise in 6 of them by 6th level.
Very well-thought choices there. Also consider + skill races on the Soulknife.
Psi-Bolstered Knack.When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
half elf provides dark vision 60 feet without bright light penalties, advantage to saves vs charmed, immunity to magical sleep, 2 extra skills, and 1 extra language. The extra skills and language are in addition to those provided by choice of background. Half elves also have +2 CHR which is a nice boost for the social skills making the half elf rogue the party's first or second face depending on skill selection and CHR score. And the +1 bonus to player's choice of 2 other ability scores make the half elf rogue well placed for any role the player might want to adapt. For example putting +1 into CON for any rogue build and the other +1 would be dependent on the role the player plans on adapting. The traditional trap monkey/entry specialist/assassin would benefit to +1 DEX, whereas a scout rogue might benefit from the +1 to STR making a score of 14 possible in point buy or rolling.
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Personally, for the scout rogue with soldier back ground I would offer up the half orc. 1 possibility for standard array would be STR14 DEX15 CON13 INT8 WIS12 CHR10. DArkvision is also 60 feet with no penalties for bright light
Ever since the harengon came out, I've been [im]patiently waiting for a campaign where I can play a harengon rogue. Free perception proficiency from Leporine Senses frees me up to grab another skill proficiency I'm interested in (since I'll want perception, anyway), and getting to add my proficiency bonus to initiative from Hare-Trigger means that Reliable Talent adds a floor to my initiative checks. Also, Lucky Footwork combines well with Evasion if I don't need to use Uncanny Dodge in a given round. Finally, Rabbit Hop can be used to yeet myself up to the top of a wall/up into a tree/over a pesky obstacle. Combined with the lineage stat increases so I have the flexibility to round out stats however I need, it really just puts a cherry on top of so many things rogues already do or want to do.
I like autognomes (Spelljammer). Built in armor, doesn't need to breathe, eat, drink, resistant to poison. immune to disease. extra tool proficiencies, Built for Success, Alert while resting. If you're arcane trickster, take the mending cantrip, and you can heal yourself (with hit dice) with a cantrip. Or if you take the astral drifter (spelljammer background) in any subclass (or otherwise have magic initiate feat), you can take Mending.
Spider climb - being able to climb up verticle walls and along ceilings is pretty awesome for a rogue. Especially when you can do it at 35ft and that's without dashing. Use dash and cunning dash and you can scale a 140ft wall.
Fanged bite (nice healing but the true power is the bonus to your next attack roll which can be crucial for hitting with sneak attack.
Not needing to breath means you can get into all sorts of places that rogues like to go, and not just underwater too since you can power through nasty gases others can't).
Then there's just the thematics of the race. There's something cool about a vampiresque rogue.
Vampiric bite doesn't qualify for sneak attack since it doesn’t have the Light or Finesse traits.
Spider climb - being able to climb up verticle walls and along ceilings is pretty awesome for a rogue. Especially when you can do it at 35ft and that's without dashing. Use dash and cunning dash and you can scale a 140ft wall.
Fanged bite (nice healing but the true power is the bonus to your next attack roll which can be crucial for hitting with sneak attack.
Not needing to breath means you can get into all sorts of places that rogues like to go, and not just underwater too since you can power through nasty gases others can't).
Then there's just the thematics of the race. There's something cool about a vampiresque rogue.
Vampiric bite doesn't qualify for sneak attack since it doesn’t have the Light or Finesse traits.
I think he was talking about the next roll. So use your fanged bite to get sneak attack when you stab him with your short sword.
I'm hoping to find other character archetypes to choose from, but it seems like I'm only able to select "thief". Does anyone know why this is the case? I would greatly appreciate any assistance!
It means you don't either own the content or have it shared to you in a campaign. You can buy a specific sub class for a couple of bucks -- you don't have to buy the whole book.
Drow rogue. Got with Arcane Trickster and at level 4 take the Drow High Magic feat. You are now better at utility than your wizard.
Dhampir is pretty awesome.
Hhmmm...🤔
Not bad at all. I can't deny it. Anytime a character is created with a race from the Underdark, and the Magic feat is used after 3rd level, there's going to be a certain advantage.
The Deep Gnome with Svirfneblin Magic is my absolute favorite race for rogues.
Multi-class and/or Subclass isn't even necessary but it certainly doesn't hurt. Arcane Trickster Rogue on a Deep Gnome is basically making that particular character an untouchable player.
Definetly High Elf. High Half Elf if I want to be the party's face. Allows booming blade, and I usually go Arcan etrickster so I get more utility cantrips.
I'm thinking of doing a forest gnome thief for my character. I wanted something with dark vision, and minor illusion can't hurt. I'm making him an outlander/ hermit type of origin. So being able to communicate with small animals means I could possibly sneak in a pet squirrel or some other little buddy.
I have very old lady Ghostwise Halfling Arcane Trickster. She doesn't take any crap from anybody (a little bit Sophia Petrillo) and genuinely takes all the help she can get from Mage Hand and many other available tricks with which to get creative. She stays at range because frailty isn't for melee, but she isn't afraid to whack somebody with her multitool cane (thieves tools and dagger hidden within).
It depends on the subclass, but I like:
1. For Arcane Tricksters I like V Humans for the Fey Touched Feat or Glasya Tieflings for the free Disguise Self and Invisibility.
2.For non-Arcane Trickster, combat-oriented Rogues I like High Half Elves or High Elves for the Booming Blade cantrip
3. For Scout Rogues I like PHB Half Elves for the extra skills which also means something extra to use reliable talent on at high levels. With Background+Rogue+Scout+Half Elf you have 10 skill proficiencies with expertise in 6 of them by 6th level.
Very well-thought choices there. Also consider + skill races on the Soulknife.
Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
half elf provides dark vision 60 feet without bright light penalties, advantage to saves vs charmed, immunity to magical sleep, 2 extra skills, and 1 extra language. The extra skills and language are in addition to those provided by choice of background. Half elves also have +2 CHR which is a nice boost for the social skills making the half elf rogue the party's first or second face depending on skill selection and CHR score. And the +1 bonus to player's choice of 2 other ability scores make the half elf rogue well placed for any role the player might want to adapt. For example putting +1 into CON for any rogue build and the other +1 would be dependent on the role the player plans on adapting. The traditional trap monkey/entry specialist/assassin would benefit to +1 DEX, whereas a scout rogue might benefit from the +1 to STR making a score of 14 possible in point buy or rolling.
------------------------------------------
Personally, for the scout rogue with soldier back ground I would offer up the half orc. 1 possibility for standard array would be STR14 DEX15 CON13 INT8 WIS12 CHR10. DArkvision is also 60 feet with no penalties for bright light
Ever since the harengon came out, I've been [im]patiently waiting for a campaign where I can play a harengon rogue. Free perception proficiency from Leporine Senses frees me up to grab another skill proficiency I'm interested in (since I'll want perception, anyway), and getting to add my proficiency bonus to initiative from Hare-Trigger means that Reliable Talent adds a floor to my initiative checks. Also, Lucky Footwork combines well with Evasion if I don't need to use Uncanny Dodge in a given round. Finally, Rabbit Hop can be used to yeet myself up to the top of a wall/up into a tree/over a pesky obstacle. Combined with the lineage stat increases so I have the flexibility to round out stats however I need, it really just puts a cherry on top of so many things rogues already do or want to do.
Halfling because I read about it in a book. Jokes aside probably Half elf for the extra skills and ability score increase
Elf because of the bonus to Dex and trance.
Variant human always works to though.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.I like autognomes (Spelljammer). Built in armor, doesn't need to breathe, eat, drink, resistant to poison. immune to disease. extra tool proficiencies, Built for Success, Alert while resting. If you're arcane trickster, take the mending cantrip, and you can heal yourself (with hit dice) with a cantrip. Or if you take the astral drifter (spelljammer background) in any subclass (or otherwise have magic initiate feat), you can take Mending.
And, being small size is fine for a rogue.
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Vampiric bite doesn't qualify for sneak attack since it doesn’t have the Light or Finesse traits.
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I think he was talking about the next roll. So use your fanged bite to get sneak attack when you stab him with your short sword.
I'm hoping to find other character archetypes to choose from, but it seems like I'm only able to select "thief". Does anyone know why this is the case? I would greatly appreciate any assistance!
It means you don't either own the content or have it shared to you in a campaign. You can buy a specific sub class for a couple of bucks -- you don't have to buy the whole book.
Food, Scifi/fantasy, anime, DND 5E/RPG geek.
I just looked at the marketplace but couldn't find it do you know where it is?