So, I want to find the best subclass for my ranged rogue. She’s a charismatic sniper rogue with the criminal/spy background for my homebrew campaign, but I haven’t found a straight enough answer or even a satisfying one. But let me give you some context.
The level cap and ability scores are (with certain requirements) removed. This is because there are going to be a lot of high powered enemies, even for the beginning, and there will be more dragons than the average campaign, especially chromatic. So they need all the help they can get. Though the items needed to “go beyond” are very hard to get, so it’s not like they’re going to be level 60 within a few sessions. It’s not even required to go over the limit. Ability score increases are more frequent as a result.
Combat is a guarantee in every session with many roleplay and special encounters.
Tools are treated like food in the campaign.
Everyone has to fill a specific role. I have a character that is a generalist tank that has a bit of everything in the campaign, and I know there’s going to be a cleric. The other three I’m not sure about. She has her best stats are in dexterity (+3 modifier) and charisma (+2 modifier), with her worst stats being in wisdom (+0 modifier) and strength (-1 modifier). Though as the campaign goes on, I plan to improve both.
She has proficiency stealth, insight, persuasion, sleight of hand, deception, perception, and history with expertise in deception and stealth.
She is a variant human with the alert feat and will get then get sharpshooter, then maybe crossbow expert next.
UA classes are allowed, but not required.
I don’t mind the idea of using magic bows or magic in general, though she should not replace wizards, clerics, etc.
For roleplaying reasons, she does have full night vision.
She is hired help and is somewhat experienced in killing others (though not so much to warrant starting beyond level 1)
She currently has leather armor, a short bow, her knives, and a short sword.
This might be obvious, but the damage output is the name of the game for her.
Knowing this, what’s the best subclass for something like this.
Assassin leans into the “one shot, one kill” with the first turn insta crit (as long as they are surprised) and advantage on attack rolls turn one as long as her targets haven’t gone yet.
inquisitive rogue leans into the the studying of your target (Insightful fighting) then hitting them in a weak spot over and over (sneak attack damage without requiring advantage).
Based on what I picked up in your post, I'd suggest Assassin, Mastermind, or Scout.
Assassin - you mentioned she's "hired help" who doesn't mind killing and damage is your main objective. So it kinda fits the bill. You get that surprise attack for crit damage and with sharpshooter you hit for an extra 10 damage on top of your sneak attack bonus.
Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
As far as I know a surprise attack meets the criteria, that the creature hasn't taken a turn in combat therefor giving you advantage as well. So the -5 to hit is negated somewhat early for that surprise attack. So if you hit it's basically weapon dmg crit+10+dex mod+sneak attack
Mastermind - if you want to focus on being the more "charismatic" rogue, not as great on damage as the assassin rogue. But I believe can be very fun.
Master of Intrigue
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.
Master of Tactics
Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.
You can essentially increase party damage with a ranged help BONUS action, also lots of RP fun with this sublass.
Scout - If you want to focus on positioning and being slippery. Also at level 17 you can sneak attack twice on your turn.
Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Survivalist
When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Don't forget how important positioning can be for a bow rogue, so being able to move half your speed if someone ends their turn in your melee range without taking opportunity attacks can be huge.
Those are the three possible choices I'd go with from what you said. I only put the early level subclass stuff in the post because I'm not sure what level you plan on getting to.
These three look very promising! I think I'll go with the assassin to make up for her lower health and strength, as I plan to add very strong enemies (Rot grubs are no joke). But I'll keep mastermind in mind! Thank you for the concise but detailed answer!
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So, I want to find the best subclass for my ranged rogue. She’s a charismatic sniper rogue with the criminal/spy background for my homebrew campaign, but I haven’t found a straight enough answer or even a satisfying one. But let me give you some context.
The level cap and ability scores are (with certain requirements) removed. This is because there are going to be a lot of high powered enemies, even for the beginning, and there will be more dragons than the average campaign, especially chromatic. So they need all the help they can get. Though the items needed to “go beyond” are very hard to get, so it’s not like they’re going to be level 60 within a few sessions. It’s not even required to go over the limit. Ability score increases are more frequent as a result.
Combat is a guarantee in every session with many roleplay and special encounters.
Tools are treated like food in the campaign.
Everyone has to fill a specific role. I have a character that is a generalist tank that has a bit of everything in the campaign, and I know there’s going to be a cleric. The other three I’m not sure about.
She has her best stats are in dexterity (+3 modifier) and charisma (+2 modifier), with her worst stats being in wisdom (+0 modifier) and strength (-1 modifier). Though as the campaign goes on, I plan to improve both.
She has proficiency stealth, insight, persuasion, sleight of hand, deception, perception, and history with expertise in deception and stealth.
She is a variant human with the alert feat and will get then get sharpshooter, then maybe crossbow expert next.
UA classes are allowed, but not required.
I don’t mind the idea of using magic bows or magic in general, though she should not replace wizards, clerics, etc.
For roleplaying reasons, she does have full night vision.
She is hired help and is somewhat experienced in killing others (though not so much to warrant starting beyond level 1)
She currently has leather armor, a short bow, her knives, and a short sword.
This might be obvious, but the damage output is the name of the game for her.
Knowing this, what’s the best subclass for something like this.
I’d go with Assassin or Inquisitive rogue.
Assassin leans into the “one shot, one kill” with the first turn insta crit (as long as they are surprised) and advantage on attack rolls turn one as long as her targets haven’t gone yet.
inquisitive rogue leans into the the studying of your target (Insightful fighting) then hitting them in a weak spot over and over (sneak attack damage without requiring advantage).
This really narrows it down for me. I usually like to research everything on my own, but I needed this. Thank you!
Happy to help
Based on what I picked up in your post, I'd suggest Assassin, Mastermind, or Scout.
Assassin - you mentioned she's "hired help" who doesn't mind killing and damage is your main objective. So it kinda fits the bill. You get that surprise attack for crit damage and with sharpshooter you hit for an extra 10 damage on top of your sneak attack bonus.
Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
As far as I know a surprise attack meets the criteria, that the creature hasn't taken a turn in combat therefor giving you advantage as well. So the -5 to hit is negated somewhat early for that surprise attack. So if you hit it's basically weapon dmg crit+10+dex mod+sneak attack
Mastermind - if you want to focus on being the more "charismatic" rogue, not as great on damage as the assassin rogue. But I believe can be very fun.
Master of Intrigue
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.
Master of Tactics
Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.
You can essentially increase party damage with a ranged help BONUS action, also lots of RP fun with this sublass.
Scout - If you want to focus on positioning and being slippery. Also at level 17 you can sneak attack twice on your turn.
Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Survivalist
When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Don't forget how important positioning can be for a bow rogue, so being able to move half your speed if someone ends their turn in your melee range without taking opportunity attacks can be huge.
Those are the three possible choices I'd go with from what you said. I only put the early level subclass stuff in the post because I'm not sure what level you plan on getting to.
These three look very promising! I think I'll go with the assassin to make up for her lower health and strength, as I plan to add very strong enemies (Rot grubs are no joke). But I'll keep mastermind in mind! Thank you for the concise but detailed answer!