I was planning to play full hexblade warlock but for some circumstances of the campaign I’m investing some lvl as a rogue and I’m planning to choose the swashbuckler subclass.
Swashbuckler specifically gets you the stuff you want for combat at lvl 3, and you could certainly stop there
However, rogue in general gets you very useful combat things at lvl 5 (Uncanny Dodge and another Sneak Attack die) and again at lvl 7 (Evasion, Sneak Attack up to 4d6), so you may want to approach it from the other angle and figure out how much spellcasting you want from your warlock side
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Currently playing a Hexbuckler and it is a long campaign, so I was able to my goal and keep going. First I started as a Rogue, then picked up Warlock (1/3). I went with a chainlock because having an invisible pet with the versatility of poisoning/help action felt meatier than having a sword that pops into your hand. I picked up devil's sight and Investment of the chain master with a sprite (DC of poison is equal to my DC). The little lass can fire brutal poisoned arrows from any direction or perform a helpful flyby to grant me or a party member advantage triggering my sneak attack damage.
I was really looking forward to hitting level 12 (swash 9/ hex 3) picking up Panache to drive my Expertise driven CHR (Persuasion) through the ceiling. Panache is ungodly effective non-magical charm out of combat and an excellent use of an action within the first round of combat to let your party have a little better flexibility in moving around a BBEG that might focus solely on you while your group works its minions. Having a higher initiative can also help anyone in the first round if you Panache the BBEG and it rolls a high initiative as well. It might ignores you, but be hampered when attacking your allies.
Number crunching aside, this makes a fantastic character for versatility in the moment and a whole lot of fun. I also suggest picking up a feat for Absorb Elements if you can as I have had a BBEG target my character with some wicked spells after a taunt. I have pulled a few dragon's breath attacks on just myself by moving away from the party and hitting them with panache.
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IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
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Any ideas or tips of how to level up my PC?
I was planning to play full hexblade warlock but for some circumstances of the campaign I’m investing some lvl as a rogue and I’m planning to choose the swashbuckler subclass.
What's your current level?
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Swashbuckler specifically gets you the stuff you want for combat at lvl 3, and you could certainly stop there
However, rogue in general gets you very useful combat things at lvl 5 (Uncanny Dodge and another Sneak Attack die) and again at lvl 7 (Evasion, Sneak Attack up to 4d6), so you may want to approach it from the other angle and figure out how much spellcasting you want from your warlock side
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I have never found taking more than 3 level dip to be worthwhile from a min/max perspective. Roleplaying, sure. But not min max
If he wanted level 7 rogue, he should be no more than 3 level warlock.
Currently playing a Hexbuckler and it is a long campaign, so I was able to my goal and keep going. First I started as a Rogue, then picked up Warlock (1/3). I went with a chainlock because having an invisible pet with the versatility of poisoning/help action felt meatier than having a sword that pops into your hand. I picked up devil's sight and Investment of the chain master with a sprite (DC of poison is equal to my DC). The little lass can fire brutal poisoned arrows from any direction or perform a helpful flyby to grant me or a party member advantage triggering my sneak attack damage.
I was really looking forward to hitting level 12 (swash 9/ hex 3) picking up Panache to drive my Expertise driven CHR (Persuasion) through the ceiling. Panache is ungodly effective non-magical charm out of combat and an excellent use of an action within the first round of combat to let your party have a little better flexibility in moving around a BBEG that might focus solely on you while your group works its minions. Having a higher initiative can also help anyone in the first round if you Panache the BBEG and it rolls a high initiative as well. It might ignores you, but be hampered when attacking your allies.
Number crunching aside, this makes a fantastic character for versatility in the moment and a whole lot of fun. I also suggest picking up a feat for Absorb Elements if you can as I have had a BBEG target my character with some wicked spells after a taunt. I have pulled a few dragon's breath attacks on just myself by moving away from the party and hitting them with panache.
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.