Looking for some advice on how to level up my current character... But, firstly, my party make up: Nathaniel, Human Male level 8 Barbarian Ancestral Guardian Farris, Firbolg Male level 8 Cleric of Life Beryn, Wood Elf Male level 7 Rogue Assassin/level 1 Cleric of the Forge Tiverius, Aasimar Male level 8 Celestial Warlock Pact of the Chain (NPC)
and then there is me: Chain, Tabaxi (large breed) Male level 8 Fighter Battlemaster
Now, I am looking to the future, I was considering dipping into Rogue for 3 levels from 9, 10 and 11th levels (getting Assassin)... but not sure if that would be better than just sticking with Fighter all the path up??? What do you think? Pros and Cons?
If you need any further information to help with your advice just let me know, Thanks, ~Mad
Ultimately the decision is up to you, but there are some things to consider. It depends on how important you want to be for the next few levels versus how important you want to be down the road. Assuming your campaign goes all the way to the 20th level, any dip you take into another class forces you to forfeit your capstone, the 3rd Extra Attack. Fighters with 4 attacks are very good builds and, in my opinion, aren't worth sacrificing for a dip into rogue.
As for the next few levels, what are you wanting to go Rogue for? The Cunning Action or Sneak Attack? If you're going for Assassinate you're trading off a guaranteed extra attack you'd get at level 11 Fighter for sneak damage once per combat. Even with 2d6 damage sneak attack damage, the payoff just isn't there IMO. Although Fighter can feel bland at stretches, this can be offset by taking a feat in something interesting. Maybe ask your DM if you could test out one of the new UA feats like Crusher or Piercer for extra flavor, or something like Fey Touched for roleplay purposes. But overall I would caution a detour into Rogue at your current level - but you shouldn't take too much stock in what an internet stranger has to say about your D&D character and make your own decision.
You would be delaying indomitable, upgrading your superiority dice (d10s at level 10), and your second extra attack. You would pick up sneak attack (1d6 at rogue 1 and 2d6 at rogue 3, expertise, cunning action, and the assassin feature at 3. The other rogue has assassin which will diminish the non- damage aspects somewhat. The first round of combat aspects you should have an idea how often they will be applicable.
I'm assuming that you are already using a finesse weapon or a ranged weapon for the sneak attack, if not then I wouldn't suggest doing more than two levels if any. The extra damage from Rogue will give you an increase at 9, but will be mitigated if not surpassed by level 11 when the larger superiority dice and the extra attack come online.
Ultimately the decision is up to you, but there are some things to consider. It depends on how important you want to be for the next few levels versus how important you want to be down the road. Assuming your campaign goes all the way to the 20th level, any dip you take into another class forces you to forfeit your capstone, the 3rd Extra Attack. Fighters with 4 attacks are very good builds and, in my opinion, aren't worth sacrificing for a dip into rogue.
As for the next few levels, what are you wanting to go Rogue for? The Cunning Action or Sneak Attack? If you're going for Assassinate you're trading off a guaranteed extra attack you'd get at level 11 Fighter for sneak damage once per combat. Even with 2d6 damage sneak attack damage, the payoff just isn't there IMO. Although Fighter can feel bland at stretches, this can be offset by taking a feat in something interesting. Maybe ask your DM if you could test out one of the new UA feats like Crusher or Piercer for extra flavor, or something like Fey Touched for roleplay purposes. But overall I would caution a detour into Rogue at your current level - but you shouldn't take too much stock in what an internet stranger has to say about your D&D character and make your own decision.
The assassinate is guaranteed advantage against any creature that hasn't had a turn yet plus auto crit on surprised creatures. The auto crit shouldn't be the part that you focus on since surprise isn't as common as going before other creatures (also, focus on getting your initiative high to guarantee more of both aspects, since a creature is no longer surprised after it's turn during a "surprise round".
Sneak attack is something that can occur multiple times per combat (though once per turn. It can happen up to twice a round normally, once on your turn and once on an opponents turn via OA). If you can figure out a way to get multiple turns in a round (not Action Surge, which is just an extra action), you can get more sneak attack opportunities. Regular OAs make even a 1d6 sneak attack more valuable than an extra attack, but the extra attack is more reliable.
You say "large breed" tabaxi, so I assume you're using the dandwiki variant with + Strength and powerful build?
Assassin is a bad subclass, and having one in your party is already more than enough. You do already have a fairly defensive party, between two healers (three, even, since your Assassin has a couple heals available) and an Ancestral Guardian. The sorcerer is doing double duty as your blaster as well. Your assassin is already a skilled character, most likely.
You're good. You can do whatever you'd like. But a second Assassin would not be my recommendation. Battlemaster to 20 is good, just stick with it if that's the only other alternative you're thinking about. Battlemasters make great grapple specialists, you could think about using your plethora of feats to minor in single-target lockdown with things like Tavern Brawler, Grappler, and Mage Slayer?
I am not seeing any real benefit for the switch to Rogue as far as combat goes. As every one has pointed out the loss of the second extra attack is easily the equivalent of 2d6 sneak attack damage. You would be also be giving up a little flexibility of attacking multiple enemies.
Was this just for the sneak attack or was their a role playing element to the multiclassing?
There can be some non-combat benefits though. You would get an extra skill, thieves tools proficiency, and get expertise in 2 skills. The tool proficiency may not matter much as you have another Rogue in the party. This can be a good way to fill a skill gap. You would be missing out on an ASI from fighter at 12 unless you went up to Rogue 4. That would be about the only way to get the same skills by picking Prodigy or Skilled feats.
Multiclassing as a Rogue at this point would have to be something done more for out-of-combat utility as opposed to in-combat boost, since it's not really going to help that much compared to just sticking with Battlemaster. That said, if you're looking to get some extra proficiencies and want to take advantage of expertise and cunning actions, rather than Assassin I would recommend going MasterMind. It plays great with the battlefield control of the Battlemaster, since it allows you to use a bonus action to give an ally within 30 feet of you advantage, and also gives you some cool roleplay abilities... you instantly become proficient in the disguise kit and forgery kit, plus you get a pretty nifty mimicry ability that can really shake things up if you use it intelligently.
Hello all,
Looking for some advice on how to level up my current character...
But, firstly, my party make up:
Nathaniel, Human Male level 8 Barbarian Ancestral Guardian
Farris, Firbolg Male level 8 Cleric of Life
Beryn, Wood Elf Male level 7 Rogue Assassin/level 1 Cleric of the Forge
Tiverius, Aasimar Male level 8 Celestial Warlock Pact of the Chain (NPC)
and then there is me:
Chain, Tabaxi (large breed) Male level 8 Fighter Battlemaster
Now, I am looking to the future, I was considering dipping into Rogue for 3 levels from 9, 10 and 11th levels (getting Assassin)... but not sure if that would be better than just sticking with Fighter all the path up??? What do you think? Pros and Cons?
If you need any further information to help with your advice just let me know,
Thanks,
~Mad
Ultimately the decision is up to you, but there are some things to consider. It depends on how important you want to be for the next few levels versus how important you want to be down the road. Assuming your campaign goes all the way to the 20th level, any dip you take into another class forces you to forfeit your capstone, the 3rd Extra Attack. Fighters with 4 attacks are very good builds and, in my opinion, aren't worth sacrificing for a dip into rogue.
As for the next few levels, what are you wanting to go Rogue for? The Cunning Action or Sneak Attack? If you're going for Assassinate you're trading off a guaranteed extra attack you'd get at level 11 Fighter for sneak damage once per combat. Even with 2d6 damage sneak attack damage, the payoff just isn't there IMO. Although Fighter can feel bland at stretches, this can be offset by taking a feat in something interesting. Maybe ask your DM if you could test out one of the new UA feats like Crusher or Piercer for extra flavor, or something like Fey Touched for roleplay purposes. But overall I would caution a detour into Rogue at your current level - but you shouldn't take too much stock in what an internet stranger has to say about your D&D character and make your own decision.
You would be delaying indomitable, upgrading your superiority dice (d10s at level 10), and your second extra attack. You would pick up sneak attack (1d6 at rogue 1 and 2d6 at rogue 3, expertise, cunning action, and the assassin feature at 3. The other rogue has assassin which will diminish the non- damage aspects somewhat. The first round of combat aspects you should have an idea how often they will be applicable.
I'm assuming that you are already using a finesse weapon or a ranged weapon for the sneak attack, if not then I wouldn't suggest doing more than two levels if any. The extra damage from Rogue will give you an increase at 9, but will be mitigated if not surpassed by level 11 when the larger superiority dice and the extra attack come online.
The assassinate is guaranteed advantage against any creature that hasn't had a turn yet plus auto crit on surprised creatures. The auto crit shouldn't be the part that you focus on since surprise isn't as common as going before other creatures (also, focus on getting your initiative high to guarantee more of both aspects, since a creature is no longer surprised after it's turn during a "surprise round".
Sneak attack is something that can occur multiple times per combat (though once per turn. It can happen up to twice a round normally, once on your turn and once on an opponents turn via OA). If you can figure out a way to get multiple turns in a round (not Action Surge, which is just an extra action), you can get more sneak attack opportunities. Regular OAs make even a 1d6 sneak attack more valuable than an extra attack, but the extra attack is more reliable.
You say "large breed" tabaxi, so I assume you're using the dandwiki variant with + Strength and powerful build?
Assassin is a bad subclass, and having one in your party is already more than enough. You do already have a fairly defensive party, between two healers (three, even, since your Assassin has a couple heals available) and an Ancestral Guardian. The sorcerer is doing double duty as your blaster as well. Your assassin is already a skilled character, most likely.
You're good. You can do whatever you'd like. But a second Assassin would not be my recommendation. Battlemaster to 20 is good, just stick with it if that's the only other alternative you're thinking about. Battlemasters make great grapple specialists, you could think about using your plethora of feats to minor in single-target lockdown with things like Tavern Brawler, Grappler, and Mage Slayer?
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I'm going to make this way harder than it needs to be.
I am not seeing any real benefit for the switch to Rogue as far as combat goes. As every one has pointed out the loss of the second extra attack is easily the equivalent of 2d6 sneak attack damage. You would be also be giving up a little flexibility of attacking multiple enemies.
Was this just for the sneak attack or was their a role playing element to the multiclassing?
There can be some non-combat benefits though. You would get an extra skill, thieves tools proficiency, and get expertise in 2 skills. The tool proficiency may not matter much as you have another Rogue in the party. This can be a good way to fill a skill gap. You would be missing out on an ASI from fighter at 12 unless you went up to Rogue 4. That would be about the only way to get the same skills by picking Prodigy or Skilled feats.
Multiclassing as a Rogue at this point would have to be something done more for out-of-combat utility as opposed to in-combat boost, since it's not really going to help that much compared to just sticking with Battlemaster. That said, if you're looking to get some extra proficiencies and want to take advantage of expertise and cunning actions, rather than Assassin I would recommend going MasterMind. It plays great with the battlefield control of the Battlemaster, since it allows you to use a bonus action to give an ally within 30 feet of you advantage, and also gives you some cool roleplay abilities... you instantly become proficient in the disguise kit and forgery kit, plus you get a pretty nifty mimicry ability that can really shake things up if you use it intelligently.
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