We are starting a new campaign and I'm really interested in building a pirate Bugbear Rogue Fighter. We are starting at level 3. Any suggestions on how to start it? I'm thinking of going Rogue 2/ Fighter 1 to start but would I be better off another way, possibly waiting to multi-class? My DM is planning on trying to stop me from sneak attacking, anything I can do to throw him off?
A DM who tries to negate sneak attack needs to quit DMing. The rogues balancing to do damage is based around the assumption that MOST rounds they will be able to use this skill. (My personal opinion).
If you are trying to go for damage aspect of the class, jumping from 2-3 in rogue is huge with archetype selection and also jumping to 2d6 sneak attack. I would almost take 3 or 4 (ASI) in rogue then pick up a couple fighter levels to get the fighting style/second wind/action surge.
You cannot "throw off" a DM. They run the world. If they don't want you to sneak attack, you won't be able to sneak attack, because the DM gets to override anything in the rules.
If you DM is deliberately planning to prevent you from using the Rogue's central combat mechanic, I recommend not multiclassing into Rogue.
You cannot "throw off" a DM. They run the world. If they don't want you to sneak attack, you won't be able to sneak attack, because the DM gets to override anything in the rules.
If you DM is deliberately planning to prevent you from using the Rogue's central combat mechanic, I recommend not multiclassing into Rogue.
This. If a DM is going to fight against you using a fundamental class feature, then it's probably not worth bothering with it. For a solution to this, sit down and talk with your DM about it, don't try to circumvent them.
Ask your DM why they don't want to deal with Sneak Attack in their campaign. You might be surprised by their answer. There are plenty of valid reasons to not want to deal with that mechanic. I find the most common reason is the DM simply doesn't want to slow down combat with adjudicating positioning/advantage much more closely. Some players feel they're entitled to SA every turn, and that they're somehow being picked on if they aren't always able to pull it off. Some DMs don't want to deal with that. Some DMs are just jerks. 🤷♂️
Talk to your DM. Find out what the issue is. Overcome it if you can. Play something else if you can't. Whether the reason is rational or not, there's no point in playing a class that straight up won't be able to use a major feature.
Rollback Post to RevisionRollBack
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Rogue is balanced around being able to Sneak Attack most if not all of the time. As other have said, talk to your DM about why they don't want you to be able to use your central mechanic.
Since you're looking for build advice, here's some build advice.
The Bugbear racial "Surprise Attack" (bonus dmg vs surprised targets) synergizes very well with the Gloomstalker Ranger (3) "Dread Ambusher" (Wis to initiative, bonus speed, extra attack & dmg dice in first round) and the Assassin Rogue (3) "Assassinate" (advantage on attacks in first round if before target, auto-crits vs surprised). If you're interested in Fighter levels, Samurai Fighter (3) "Fighting Spirit" is also helpful for rogues (bonus action to have advantage on all attacks this round, + some THP), Champion Fighter (3) "Improved Critical" (19-20 crit range) will make your sneak attacks explode more often, and Battlemaster Fighter (3) "Maneuver" (extra dmg dice and effects) will set you up to create advantage or make extra attacks. But that being said, I think it might be worth sticking with a Ranger/Rogue, especially if the new UA Ranger options are on the table.
Starting at level 3, I'm guessing that you're looking for a build to come fully "online" by no later than 6, and probably not go much beyond 10. Having two attacks per attack action is arguably more important than bigger sneak attack dice, so I'd suggest pushing for Ranger or Fighter 5 asap. Also keeping rogue levels low investment for the first few levels will help suss out whether the "DM doesn't like allowing sneak attack" is really going to be an issue for the campaign, leaving you time to pivot into something else (like Shadow monk) that will synergize well with Gloomstalker.
Start: Rogue 1/Ranger 2
10(12)/15(16)/14/8/15/8 stats.
5 skills + Stealth + Thieves Tools if you start as a rogue, or one less if you start as a ranger for a couple extra hit points and a better set of save proficiencies
Dueling or Two Weapon Fighting style (suggest Dueling since Rogues like to keep a Bonus free)
UA Variant: Instead of Natural Explorer, Expertise in another skill and two languages, or +5 speed and climb/swim, or special action to give 1d10+2 THP
UA Variant: Instead of Favored Enemy, Hunters mark 2/day without spell slots
4: Rogue 1/Ranger (Gloomstalker) 3
Pick up +Wis (+2) to initiative, and an extra attack w/ +1d8 damage in first round of combat
Disguise Self is on the table for spells, setting up even more avenues for getting a surprise round in combat
Enhanced Darkvision range, and invisible to other darkvision critters in darkness (another avenue for surprise rounds)
We are starting a new campaign and I'm really interested in building a pirate Bugbear Rogue Fighter. We are starting at level 3. Any suggestions on how to start it? I'm thinking of going Rogue 2/ Fighter 1 to start but would I be better off another way, possibly waiting to multi-class? My DM is planning on trying to stop me from sneak attacking, anything I can do to throw him off?
A DM who tries to negate sneak attack needs to quit DMing. The rogues balancing to do damage is based around the assumption that MOST rounds they will be able to use this skill. (My personal opinion).
If you are trying to go for damage aspect of the class, jumping from 2-3 in rogue is huge with archetype selection and also jumping to 2d6 sneak attack. I would almost take 3 or 4 (ASI) in rogue then pick up a couple fighter levels to get the fighting style/second wind/action surge.
You cannot "throw off" a DM. They run the world. If they don't want you to sneak attack, you won't be able to sneak attack, because the DM gets to override anything in the rules.
If you DM is deliberately planning to prevent you from using the Rogue's central combat mechanic, I recommend not multiclassing into Rogue.
This. If a DM is going to fight against you using a fundamental class feature, then it's probably not worth bothering with it. For a solution to this, sit down and talk with your DM about it, don't try to circumvent them.
Your DM sounds like a fool. Anyone that would not allow core character mechanics is a lame duck.
Check out my Homebrew Magic Items
Ask your DM why they don't want to deal with Sneak Attack in their campaign. You might be surprised by their answer. There are plenty of valid reasons to not want to deal with that mechanic. I find the most common reason is the DM simply doesn't want to slow down combat with adjudicating positioning/advantage much more closely. Some players feel they're entitled to SA every turn, and that they're somehow being picked on if they aren't always able to pull it off. Some DMs don't want to deal with that. Some DMs are just jerks. 🤷♂️
Talk to your DM. Find out what the issue is. Overcome it if you can. Play something else if you can't. Whether the reason is rational or not, there's no point in playing a class that straight up won't be able to use a major feature.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Rogue is balanced around being able to Sneak Attack most if not all of the time. As other have said, talk to your DM about why they don't want you to be able to use your central mechanic.
Site Info: Wizard's ToS | Fan Content Policy | Forum Rules | Physical Books | Content Not Working | Contact Support
How To: Homebrew Rules | Create Homebrew | Snippet Codes | Tool Tips (Custom) | Rollables (Generator)
My Homebrew: Races | Subclasses | Backgrounds | Feats | Spells | Magic Items
Other: Beyond20 | Page References | Other Guides | Entitlements | Dice Randomization | Images Fix | FAQ
Since you're looking for build advice, here's some build advice.
The Bugbear racial "Surprise Attack" (bonus dmg vs surprised targets) synergizes very well with the Gloomstalker Ranger (3) "Dread Ambusher" (Wis to initiative, bonus speed, extra attack & dmg dice in first round) and the Assassin Rogue (3) "Assassinate" (advantage on attacks in first round if before target, auto-crits vs surprised). If you're interested in Fighter levels, Samurai Fighter (3) "Fighting Spirit" is also helpful for rogues (bonus action to have advantage on all attacks this round, + some THP), Champion Fighter (3) "Improved Critical" (19-20 crit range) will make your sneak attacks explode more often, and Battlemaster Fighter (3) "Maneuver" (extra dmg dice and effects) will set you up to create advantage or make extra attacks. But that being said, I think it might be worth sticking with a Ranger/Rogue, especially if the new UA Ranger options are on the table.
Starting at level 3, I'm guessing that you're looking for a build to come fully "online" by no later than 6, and probably not go much beyond 10. Having two attacks per attack action is arguably more important than bigger sneak attack dice, so I'd suggest pushing for Ranger or Fighter 5 asap. Also keeping rogue levels low investment for the first few levels will help suss out whether the "DM doesn't like allowing sneak attack" is really going to be an issue for the campaign, leaving you time to pivot into something else (like Shadow monk) that will synergize well with Gloomstalker.
Start: Rogue 1/Ranger 2
4: Rogue 1/Ranger (Gloomstalker) 3
5: Rogue 1/Ranger (Gloomstalker) 4
6: Rogue 1/Ranger (Gloomstalker) 5
7: Rogue 2/Ranger (Gloomstalker) 5
8: Rogue (Assassin) 3/Ranger (Gloomstalker) 5
9: Rogue (Assassin) 4/Ranger (Gloomstalker) 5
10: Rogue (Assassin) 5/Ranger (Gloomstalker) 5
If you take the character beyond 10th, I'd probably recommend just carrying on with Ranger levels to Rogue 5/Ranger 15. But up to you really.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.