I'm rolling up an 8th level Wizard and am considering taking two levels in Rogue to get the Cunning Action - Disengage ability. The way I see it, being able to disengage every turn, assuming you're not using any other reactions, and not provoke an opportunity from anyone is incredible. It allows you to reconsider your position on the battlefield every turn, no spell slot consumed!
My concept is a Lawful Evil character who is exceptionally deceitful, so I'd also benefit from Expertise - Deception (proficient in Deception from the Charlatan background).
I know I'd be missing out on four additional spells, two of which could be fourth level, but what would be the Wizards equivalent if I didn't take the two rogue levels?
So, it's doable, but it depends what what your trying to accomplish.I
It will give you more defense against being stuck in melee, but it sacrifices 2 lvls of casting.
The other thing is that it means you shouldn't be using Cantrips as much because you are either relying on the extra dice for being 5th lvl or you're getting your Dex mod to damage plus sneak attack.
My recommendation of you want to do this. 1st two lvl in Rogue and 6 in Bladesinger. This way Dex and Int are your most important stats, you'll have good defense.
This will give you bonus movement and ac while you Bladesing, you'll have two attacks in melee, then Disengage out. With the sneak attack that should give you consistent damage which you can always cast a spell when you want. Things like Dragon Breath and Thunderwave are good bets since you can get in and out. Also don't forget your familiar.
Well, the big thing here that you have to keep in mind is that, while Disengaging is handy? Its really overlapping with the level 2 Misty Step spell. Sure, Cunning Action is free, but let me ask this - how often do you need to disengage in a combat? Just how valuable are those level 2 spell slots to you?
Another question lets ask - what KIND of wizard are you? Your subclass is going to have an impact on the strategies you should be employing. If you go War Mage, Enchanter, Abjurer, or Bladesinger, that disengage is going to be less useful than something else, like a Diviner.
What Mephista said. You shouldn't be getting caught in melee range regularly unless you're a Bladesinger. Shocking Grasp, Shield, and Misty Step can help you get out of melee range without using your action. By multiclassing into Rogue you're giving up 2-3 spell slots you could use to fuel Shield or Misty Step, and also delaying access to important high-level spells like Counterspell or Dispel Magic.
After much consternation, I've come to the same conclusion that two spellcasting levels just to get out of combat that I shouldn't already be in is not a good move. I can always Disengage anyway, I just lose a turn, but will have the spell levels.
I've gone with the following build that is RP based over pure combat based. He is a liar, a Charlatan and uses disguise and forged docs to manipulate people to do his will, with a Ring of Mind Shielding to hide his lies and his alignment:
Stats: 8 16 12 18 10 12
Level 1 - Var. Human: Feat: Actor, +1 to INT & DEX, Skill proficiency: Stealth, Background: Charlatan (proficiency in Deception & Sleight of Hand) Level 1 - Class: Proficient in Insight & Investigation Level 1 - Arcane Tradition School of Transmutation Level 2 - Usual Stuff Level 4 - Ability Score Improvement +2 INT Level 6 - Transmuters Stone: default Proficiency in Constitution saving throws Level 8 - War Caster
I don't know if Alert would be better, but War Caster and Actor fit the concept I'm going for. An evil Wizard of Oz if you like, with the same megalomaniac goals as Thomas Shelby from Peaky Blinders!
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I'm rolling up an 8th level Wizard and am considering taking two levels in Rogue to get the Cunning Action - Disengage ability. The way I see it, being able to disengage every turn, assuming you're not using any other reactions, and not provoke an opportunity from anyone is incredible. It allows you to reconsider your position on the battlefield every turn, no spell slot consumed!
My concept is a Lawful Evil character who is exceptionally deceitful, so I'd also benefit from Expertise - Deception (proficient in Deception from the Charlatan background).
I know I'd be missing out on four additional spells, two of which could be fourth level, but what would be the Wizards equivalent if I didn't take the two rogue levels?
So, it's doable, but it depends what what your trying to accomplish.I
It will give you more defense against being stuck in melee, but it sacrifices 2 lvls of casting.
The other thing is that it means you shouldn't be using Cantrips as much because you are either relying on the extra dice for being 5th lvl or you're getting your Dex mod to damage plus sneak attack.
My recommendation of you want to do this. 1st two lvl in Rogue and 6 in Bladesinger. This way Dex and Int are your most important stats, you'll have good defense.
This will give you bonus movement and ac while you Bladesing, you'll have two attacks in melee, then Disengage out. With the sneak attack that should give you consistent damage which you can always cast a spell when you want. Things like Dragon Breath and Thunderwave are good bets since you can get in and out. Also don't forget your familiar.
Well, the big thing here that you have to keep in mind is that, while Disengaging is handy? Its really overlapping with the level 2 Misty Step spell. Sure, Cunning Action is free, but let me ask this - how often do you need to disengage in a combat? Just how valuable are those level 2 spell slots to you?
Another question lets ask - what KIND of wizard are you? Your subclass is going to have an impact on the strategies you should be employing. If you go War Mage, Enchanter, Abjurer, or Bladesinger, that disengage is going to be less useful than something else, like a Diviner.
What Mephista said. You shouldn't be getting caught in melee range regularly unless you're a Bladesinger. Shocking Grasp, Shield, and Misty Step can help you get out of melee range without using your action. By multiclassing into Rogue you're giving up 2-3 spell slots you could use to fuel Shield or Misty Step, and also delaying access to important high-level spells like Counterspell or Dispel Magic.
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Thanks, all,
After much consternation, I've come to the same conclusion that two spellcasting levels just to get out of combat that I shouldn't already be in is not a good move. I can always Disengage anyway, I just lose a turn, but will have the spell levels.
I've gone with the following build that is RP based over pure combat based. He is a liar, a Charlatan and uses disguise and forged docs to manipulate people to do his will, with a Ring of Mind Shielding to hide his lies and his alignment:
Stats: 8 16 12 18 10 12
Level 1 - Var. Human: Feat: Actor, +1 to INT & DEX, Skill proficiency: Stealth, Background: Charlatan (proficiency in Deception & Sleight of Hand)
Level 1 - Class: Proficient in Insight & Investigation
Level 1 - Arcane Tradition School of Transmutation
Level 2 - Usual Stuff
Level 4 - Ability Score Improvement +2 INT
Level 6 - Transmuters Stone: default Proficiency in Constitution saving throws
Level 8 - War Caster
I don't know if Alert would be better, but War Caster and Actor fit the concept I'm going for. An evil Wizard of Oz if you like, with the same megalomaniac goals as Thomas Shelby from Peaky Blinders!