I'm really trying to multiclass bard and rogue to fill gaps that we may have in the party, but both classes have great subclasses with features for the character concept I had in mind. The abilities past subclass level 6 on all of them(to me with this character) I could do without, but picking between them seems impossible. I'd like there to be a way to get some version of all of these features even if it's watered down or has an added stipulation to it maybe. I'll list the things I want from them:
Lore Bard: Cutting words.
Sword bard: Extra attack and Weapon Spellcasting Focus. Fighting style would be nice, but I honestly could take it or leave it.
Swashbuckler: Rakish Audacity and Fancy Footwork.
Mastermind: Master of Tactics.
I know that makes me greedy, but I like the idea of always being able to do something. It seems like 5e is all about just doing your action and unless you're so class says you can just sitting there until your next turn. I mean yeah you can use your reaction to make an opportunity attacks but the conditions have to be met before you can even do that. Most of the time you're just sitting there.
You can somewhat replicate Master of Tactics with the UA fey hobgoblin, and you can keep your weapon attacks relevant by taking Booming/Green Flame Blade via Magic Initiate. So you could go Lore Bard/Swashbuckler with those choices.
As an aside, your actions are mostly confined to your turn to keep the game running smoothly and not have players interrupting each other all the time. When it's not your turn, you can still watch and enjoy the other players doing their thing.
One of the things I didn’t mention before is that the Sword Bard’s extra attack is absolutely unnecessary for your character. You don’t need it. You wanted the higher spell slots (which I think is also a waste) so I didn’t mention it, but the whole point of the swashbuckler is to lean into two-weapon fighting to use the second attack to make sure you can sneak attack if the first one missed. You either don’t need the Swashbuckler, or you don’t need the College of Swords. If you want to stick with those two then only take the bard to 5th-level for the Font of Inspiration, live with the 3rd-level spells (it’s more than enough) and take the Rogue all the way to 15th level. You don’t need (or want) cutting words either. It will just compete with your flourishes for use of your Inspiration Die. To be honest, the fighting style from College of Swords is worth waaayy more than the extra attack.
As for Swashbuckler, the Cha bonus to Initiative, it’s generally useless after the first round of combat. Unless there will be lair actions or anything, after the first round it’s like the lineup in baseball, it just keeps going round and round and becomes less relevant until the 9th inning, but in D&D combat the number of “innings” (aka rounds) is varyable so it’s even less relevant that the lineup in baseball.
As for the Master of Tactics, that’s just gonna be conflicting for your bonus action with your second melee attack and/or cunning action most of the time. Sure there will occasionally be one or two rounds when you won’t need either the second attack or the cunning action, but you can usually have a spell for that, or maybe pick up a feat to help with that. The handful of times otherwise you’ll be no worse off than every other PC at the table.
That’s all part of the reason I was suggesting alternative Rogue subclasses before.
You can somewhat replicate Master of Tactics with the UA fey hobgoblin, and you can keep your weapon attacks relevant by taking Booming/Green Flame Blade via Magic Initiate. So you could go Lore Bard/Swashbuckler with those choices.
As an aside, your actions are mostly confined to your turn to keep the game running smoothly and not have players interrupting each other all the time. When it's not your turn, you can still watch and enjoy the other players doing their thing.
It's not that I want to take away from someone's turn, but it just seems like certain actions seem pointless and you're almost always better off either attacking or readying your action which you must use your reaction to use after. I guess the reason I like all of those abilities listed is it pretty much gives you something to do in each phase of your turn and a decent reaction. Feels like you're doing more.
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I'm really trying to multiclass bard and rogue to fill gaps that we may have in the party, but both classes have great subclasses with features for the character concept I had in mind. The abilities past subclass level 6 on all of them(to me with this character) I could do without, but picking between them seems impossible. I'd like there to be a way to get some version of all of these features even if it's watered down or has an added stipulation to it maybe. I'll list the things I want from them:
Lore Bard: Cutting words.
Sword bard: Extra attack and Weapon Spellcasting Focus. Fighting style would be nice, but I honestly could take it or leave it.
Swashbuckler: Rakish Audacity and Fancy Footwork.
Mastermind: Master of Tactics.
I know that makes me greedy, but I like the idea of always being able to do something. It seems like 5e is all about just doing your action and unless you're so class says you can just sitting there until your next turn. I mean yeah you can use your reaction to make an opportunity attacks but the conditions have to be met before you can even do that. Most of the time you're just sitting there.
What are some of your thoughts on it?
You can somewhat replicate Master of Tactics with the UA fey hobgoblin, and you can keep your weapon attacks relevant by taking Booming/Green Flame Blade via Magic Initiate. So you could go Lore Bard/Swashbuckler with those choices.
As an aside, your actions are mostly confined to your turn to keep the game running smoothly and not have players interrupting each other all the time. When it's not your turn, you can still watch and enjoy the other players doing their thing.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
One of the things I didn’t mention before is that the Sword Bard’s extra attack is absolutely unnecessary for your character. You don’t need it. You wanted the higher spell slots (which I think is also a waste) so I didn’t mention it, but the whole point of the swashbuckler is to lean into two-weapon fighting to use the second attack to make sure you can sneak attack if the first one missed. You either don’t need the Swashbuckler, or you don’t need the College of Swords. If you want to stick with those two then only take the bard to 5th-level for the Font of Inspiration, live with the 3rd-level spells (it’s more than enough) and take the Rogue all the way to 15th level. You don’t need (or want) cutting words either. It will just compete with your flourishes for use of your Inspiration Die. To be honest, the fighting style from College of Swords is worth waaayy more than the extra attack.
As for Swashbuckler, the Cha bonus to Initiative, it’s generally useless after the first round of combat. Unless there will be lair actions or anything, after the first round it’s like the lineup in baseball, it just keeps going round and round and becomes less relevant until the 9th inning, but in D&D combat the number of “innings” (aka rounds) is varyable so it’s even less relevant that the lineup in baseball.
As for the Master of Tactics, that’s just gonna be conflicting for your bonus action with your second melee attack and/or cunning action most of the time. Sure there will occasionally be one or two rounds when you won’t need either the second attack or the cunning action, but you can usually have a spell for that, or maybe pick up a feat to help with that. The handful of times otherwise you’ll be no worse off than every other PC at the table.
That’s all part of the reason I was suggesting alternative Rogue subclasses before.
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It's not that I want to take away from someone's turn, but it just seems like certain actions seem pointless and you're almost always better off either attacking or readying your action which you must use your reaction to use after. I guess the reason I like all of those abilities listed is it pretty much gives you something to do in each phase of your turn and a decent reaction. Feels like you're doing more.