[Apologies in advance - this post is being written with the understanding that you have an above average working knowledge of Rogue and Fighter. Also, R.A.W. - no homebrew.]
I'm playing in a meat-grinder 'Tomb of Annihilation' campaign, and I've started as a wood elf rogue with the intention of being a ranged damage dealer. However...
It turns out, we have only 1 "tanky" PC and everyone else is going support/ranged as well. So I'm being forced into a melee rogue role. <Sigh>
I'm preserving story/game continuity... so please, no suggestions that I "rebuild" or "should have gone Swashbuckler." I don't have the stats for Swashbuckler, even though I know they make (arguably) the best melee rogues. My stats: STR 8, DEX 17, CON 14, INT 12, WIS 14, CHR 10
So as of 2nd level, my planned build is to go Rogue (Inquisitive) and dip Fighter (Battlemaster) for 3 to 5 levels. (I'll most likely alternate levels in each class... but I'd like to hear supported ideas in favor of other allotments.) I plan on wearing medium armor (breastplate) and wielding a shield to maximize AC... rapier for melee weapon.
Inquisitive archetype leverages my WIS bonus and allows me to get SA (sneak attack) every round when I'm 1-on-1 fighting (after an initial bonus action & successful Insight check)
Fighting style will be "Duelist" for the +2 damage while Battlemaster maneuvers planned include: Riposte, Precision Attack, and either Lunging Attack or Evasive Footwork (I might go whip for ranged SA... but I hate the drop in damage die) I don't need to give myself advantage on attacks, as my rogue archetype ability takes care of that.
So... I'm asking the collective hive mind for ideas regarding this build. Thoughts/applications on Battlemaster maneuvers... equipment/magic items that synergize nicely with this build (Scimitar of Speed FTW!)... Feats (other than Medium Armor Mastery, which I'm considering)
It's generally not a good idea to alternate levels. Most people go 2 to 3 levels in a class to get to the sub-class specialty and then switch or go to level 4 or 5 and then switch. (L.4 for the ASI and L.5 for extra attack).
Some thoughts on Battlemaster maneuvers: I would recommend minimizing ones that require a bonus action or reaction. As a part Rogue, you still want to get the most out of your high DEX by disengaging, dodging, and occasionally running away with that bonus action. Uncanny Dodge at 5th level requires a reaction. As such, I would not personally recommend Riposte. Evasive Footwork is also a bit redundant considering your innate Roguishness unless you don't plan to get Uncanny Dodge. In addition, you might want to take a second look at maneuvers like Distracting Strike and Maneuvering Attack to help your allies hit better and to get them out of hot water.
It's generally not a good idea to alternate levels. Most people go 2 to 3 levels in a class to get to the sub-class specialty and then switch or go to level 4 or 5 and then switch. (L.4 for the ASI and L.5 for extra attack).
Some thoughts on Battlemaster maneuvers: I would recommend minimizing ones that require a bonus action or reaction. As a part Rogue, you still want to get the most out of your high DEX by disengaging, dodging, and occasionally running away with that bonus action. Uncanny Dodge at 5th level requires a reaction. As such, I would not personally recommend Riposte. Evasive Footwork is also a bit redundant considering your innate Roguishness unless you don't plan to get Uncanny Dodge. In addition, you might want to take a second look at maneuvers like Distracting Strike and Maneuvering Attack to help your allies hit better and to get them out of hot water.
Thanks for the reply and feedback!
I'm really debating the 'alternate levels' or 'just dive' approaches... my determining factor though, is that the PC has to be playable at all levels. This isn't just a thought-exercise to build a level 20 character, as we see on so many other threads.
Level 2 (Fighter1) gets me a shield (AC17) and Second Wind (in a meat grinder campaign, this is nice!)
Level 3 (Rogue2 ) gets me Cunning Action
Level 4 (Fighter2) gets me Action Surge
Level 5 (Rogue3) gets my rogue archetype + 2nd SA die
Level 6 (Fighter3) gets me Battlemaster maneuvers
Level 7 (Rogue4) gets me ASI or feat (still thinking about this one)
Level 8 (Fighter4) gets me another ASI or feat
Level 9 (Rogue5) gets me Uncanny Dodge + 3rd SA die
Level 10 (Fighter5) gets me Extra Attack... and I stop progressing Fighter at this point and go pure Rogue
Regarding maneuvers... you are correct that I have to preserve my Bonus Actions carefully. Two of the three maneuvers I'm considering don't use *ANY* action at all... Riposte, while it does use my Bonus Action, is the only one that can allow the elusive 2 "sneak attacks in a round."
Thanks for the feedback... it's getting me thinking and prompting ideas!! Keep it coming!! <Grin!>
You should probably stick to studded leather and just max your DEX. You will end up with the same AC.
I'm debating this at the moment... with a 17 DEX now, an ASI gets me a 19 - which is somewhat wasted. So I'm going to look at the feats that bestow +1 DEX...
Or, I'm looking at Medium Armor Mastery... Half-Plate, no disadvantage on Stealth, 3 points of DEX apply to AC - with a shield, that gives me an AC of 20
You should probably stick to studded leather and just max your DEX. You will end up with the same AC.
I'm debating this at the moment... with a 17 DEX now, an ASI gets me a 19 - which is somewhat wasted. So I'm going to look at the feats that bestow +1 DEX...
Or, I'm looking at Medium Armor Mastery... Half-Plate, no disadvantage on Stealth, 3 points of DEX apply to AC - with a shield, that gives me an AC of 20
Thoughts?
Oh yeah, I forgot MAM negates stealth disadvantage.
You can also get a feat that +1s a different ability then use an ASI to +1 both stats.
Oh yeah, I forgot MAM negates stealth disadvantage.
You can also get a feat that +1s a different ability then use an ASI to +1 both stats.
Its up to you.
This got me thinking in a whole new direction!!
So, at Rogue4 I think I'll take the +2DEX (giving me a 19) then at Fighter4 I'm considering either Elven Accuracy or Second Chance - both give me +1DEX, bringing me to a 20. And both are useful considering I'll be fighting 1-on-1 with jungle monsters (Tomb of Annihilation!)
I went 3 levels in Champion then the rest in Assassin. I really enjoy that 19-20 crit for my sneak attack damage.
Hmmm... a 5% additional chance to crit seems light compared to some of the other "perks" you could get (in my book, anyways.) Are you planning to take 2 additional Fighter levels so you get Extra Attack?
Generally there are breakpoints in classes that make some levels far more important than others. Most players will opt to hit one of those breakpoints before multicasting instead of alternating and is important so you don't fall behind.
Breakpoints for rogue are every odd level (particularly 3 and 5), and any level that gives an ASI. Level two is a minor breakpoint.
Fighter breakpoints are level 2 and every level they get another attack. Level 3 is a breakpoint only if you already have extra attack. If you don't, you shouldn't stop at level 3. Two more levels gets you an ASI and extra attack.
Optimally, you'll hit a break point and then switch.
If it were me, since you started in rogue, I'd continue in that until 5. That will net you 2 more sneak attack dice, an ASI, a subclass, and uncanny Dodge. Uncanny Dodge makes you a very adept front line character. This would be arguably the best point to switch to fighter and take that to 5 for extra attack.
From there you a lot have flexibility. You could go back to rogue for more sneak attack dice (which is what I would do), or go deeper into fighter for another extra attack and more ASIs. I do think it's important to stick to one class until the next major break point though. Stay with rogue the rest of the way to 20 or take fighter to at least fighter 11 for another attack.
As for maneuvers, as someone already mentioned, it's best to minimize ones that require a bonus action. I'll give through them all quick.
Commanders strike is not a good option. Bonus action and it takes one of your attacks. If you already hit with your first attack and dealt sneak attack damage, it could theoretically be useful though. Letting a fighter with GWM attack instead will likely be better than your 1d8+Dex. Same with an Archer with sharp shooter. Otherwise it's a waste.
Disarming strike has some utility. If you're party lacks crowd control then this can be good to mitigate some damage.
Distracting strike is alright. Again if you have a GWM character or an Archer with sharp shooter, it can be good.
Evasive footwork seems god awful to me especially if you're a rogue. Since you stop moving after your turn, this really only is useful when trying to avoid opportunity attacks. You already have bonus action disengage for that and you should be taking your share of hits anyway with your build concept as you're kinda the of tank.
Feinting attack is pretty for you bad too. You already will be getting sneak attack most of the time thanks to inquisitive, and it uses your bonus action.
Goading attack is one of the few taunt mechanics in the game and can be very useful. Especially because even if you get hit, you'll have uncanny Dodge to halve the damage.
Lunging attack seems pretty bad in general. It basically gives you an extra five feet of movement.
Maneuvering attack can be pretty useful to get an ally out of a sticky situation. You attack a Target, your ally moves away and avoids opportunity attacks. Now the target is kinda stuck fighting you unless it wants to open itself up to your opportunity attack which likely gets sneak attack damage.
Menacing attack is another crowd control option.
Parry is redundant with uncanny Dodge.
Precision attack is a good option. If you roll poorly on both attacks, you can choose to use this and hopefully turn that miss into a hit which is important because of that sneak attack dice.
Pushing attack is situational. If there is something to push the target into or off of, it's great. Otherwise you have better options.
With low charisma, rally is pretty bad.
Riposte is without question your best option. When a Target misses, which will happen frequently because of your good AC, you get to use your reaction to make an attack that will likely get sneak attack. You can sneak attack once per turn which means you can do it on your turn and possibly on other characters turns as well. Pair this with sentinel as I'll explain later.
Sweeping attack is pretty meh. You'll only get sneak attack damage on the first attack.
Trip attack would normally be good because if the target is prone, you get sneak attack damage. That's generally not an issue for the inquisitive. It does still give advantage though.
That covers the maneuvers.
As I mentioned in the riposte paragraph *** TAKE SENTINEL!!! ***. The best part about this is it gives you sneak attack damage on your reaction if an enemy attacks a nearby ally. It's so amazing for your build. If the enemy attacks you and hits, uncanny Dodge to halve the damage. If the enemy misses you, repost for sneak attack damage on your reaction. If the enemy attacks someone else, sentinel gives you an attack using your reaction and likely sneak attack damage. Damned if they do, damned if they don't. This makes this build amazing as it gives you so many opportunities for sneak attack.
Also, stick to light armor after you hit your first ASI. You're going to Max Dex anyway. I'd personally take elvish accuracy at your first ASI to hit 18 Dex and a great bonus when you get advantage. Second ASI, I would take sentinel. An argument could be made to switch that. Medium armor mastery really isn't that amazing if you're going to be pumping Dex anyway.
Lastly, consider taking defense over dueling for your fighting style. One more AC decreases the chance that enemy D20 roll will yield a hit by 5%. That will help more in the long run thanks to riposte. It will also help your healer out. It's better early though so it's up to you.
It's important to know how high your campaign will go. Generally DMs will have an idea on this and will tell you. If the DM thinks you'll top out around 7 or 8, don't multiclass. Multiclassing generally will cause a character to lag behind characters for at least a few levels at some point. This build will be great from levels 1-5 as it's all rogue, fall off a little until 8, then be amazing from 8 all the way to 20.
Oh yeah, I forgot MAM negates stealth disadvantage.
You can also get a feat that +1s a different ability then use an ASI to +1 both stats.
Its up to you.
This got me thinking in a whole new direction!!
So, at Rogue4 I think I'll take the +2DEX (giving me a 19) then at Fighter4 I'm considering either Elven Accuracy or Second Chance - both give me +1DEX, bringing me to a 20. And both are useful considering I'll be fighting 1-on-1 with jungle monsters (Tomb of Annihilation!)
Thanks again, DxJxC!
No reason not to take Elvin accuracy for your first ASI. 18 Dex is the same as 19!
Hang on, if you have a group that is one melee character, and the rest ranged, you were going ranged, and you would have to massively alter your character as you will now be entering combat the question is:
How does putting an initially squishier character into the meatgrinder and lowering potential damage output they are capable of from the rear assist that lone swordsman in any way? So if he falls in combat at least his last sight will be the rogue next to him disengage?
If you crimp your lethality the fight will last longer and the lone swordsman will bleed more often. You will undoubtedly take more damage than before in melee with presumably a worse ac than them meaning your group will require more healing. How will your presence lower incoming damage or otherwise make the swordsmans life better?
Hang on, if you have a group that is one melee character, and the rest ranged, you were going ranged, and you would have to massively alter your character as you will now be entering combat the question is:
How does putting an initially squishier character into the meatgrinder and lowering potential damage output they are capable of from the rear assist that lone swordsman in any way? So if he falls in combat at least his last sight will be the rogue next to him disengage?
If you crimp your lethality the fight will last longer and the lone swordsman will bleed more often. You will undoubtedly take more damage than before in melee with presumably a worse ac than them meaning your group will require more healing. How will your presence lower incoming damage or otherwise make the swordsmans life better?
It's generally not a good idea to alternate levels. Most people go 2 to 3 levels in a class to get to the sub-class specialty and then switch or go to level 4 or 5 and then switch. (L.4 for the ASI and L.5 for extra attack).
Some thoughts on Battlemaster maneuvers: I would recommend minimizing ones that require a bonus action or reaction. As a part Rogue, you still want to get the most out of your high DEX by disengaging, dodging, and occasionally running away with that bonus action. Uncanny Dodge at 5th level requires a reaction. As such, I would not personally recommend Riposte. Evasive Footwork is also a bit redundant considering your innate Roguishness unless you don't plan to get Uncanny Dodge. In addition, you might want to take a second look at maneuvers like Distracting Strike and Maneuvering Attack to help your allies hit better and to get them out of hot water.
Thanks for the reply and feedback!
I'm really debating the 'alternate levels' or 'just dive' approaches... my determining factor though, is that the PC has to be playable at all levels. This isn't just a thought-exercise to build a level 20 character, as we see on so many other threads.
Level 2 (Fighter1) gets me a shield (AC17) and Second Wind (in a meat grinder campaign, this is nice!)
Level 3 (Rogue2 ) gets me Cunning Action
Level 4 (Fighter2) gets me Action Surge
Level 5 (Rogue3) gets my rogue archetype + 2nd SA die
Level 6 (Fighter3) gets me Battlemaster maneuvers
Level 7 (Rogue4) gets me ASI or feat (still thinking about this one)
Level 8 (Fighter4) gets me another ASI or feat
Level 9 (Rogue5) gets me Uncanny Dodge + 3rd SA die
Level 10 (Fighter5) gets me Extra Attack... and I stop progressing Fighter at this point and go pure Rogue
Regarding maneuvers... you are correct that I have to preserve my Bonus Actions carefully. Two of the three maneuvers I'm considering don't use *ANY* action at all... Riposte, while it does use my Bonus Action, is the only one that can allow the elusive 2 "sneak attacks in a round."
Thanks for the feedback... it's getting me thinking and prompting ideas!! Keep it coming!! <Grin!>
It's generally not a good idea to alternate levels. Most people go 2 to 3 levels in a class to get to the sub-class specialty and then switch or go to level 4 or 5 and then switch. (L.4 for the ASI and L.5 for extra attack).
Some thoughts on Battlemaster maneuvers: I would recommend minimizing ones that require a bonus action or reaction. As a part Rogue, you still want to get the most out of your high DEX by disengaging, dodging, and occasionally running away with that bonus action. Uncanny Dodge at 5th level requires a reaction. As such, I would not personally recommend Riposte. Evasive Footwork is also a bit redundant considering your innate Roguishness unless you don't plan to get Uncanny Dodge. In addition, you might want to take a second look at maneuvers like Distracting Strike and Maneuvering Attack to help your allies hit better and to get them out of hot water.
Thanks for the reply and feedback!
I'm really debating the 'alternate levels' or 'just dive' approaches... my determining factor though, is that the PC has to be playable at all levels. This isn't just a thought-exercise to build a level 20 character, as we see on so many other threads.
Level 2 (Fighter1) gets me a shield (AC17) and Second Wind (in a meat grinder campaign, this is nice!)
Level 3 (Rogue2 ) gets me Cunning Action
Level 4 (Fighter2) gets me Action Surge
Level 5 (Rogue3) gets my rogue archetype + 2nd SA die
Level 6 (Fighter3) gets me Battlemaster maneuvers
Level 7 (Rogue4) gets me ASI or feat (still thinking about this one)
Level 8 (Fighter4) gets me another ASI or feat
Level 9 (Rogue5) gets me Uncanny Dodge + 3rd SA die
Level 10 (Fighter5) gets me Extra Attack... and I stop progressing Fighter at this point and go pure Rogue
Regarding maneuvers... you are correct that I have to preserve my Bonus Actions carefully. Two of the three maneuvers I'm considering don't use *ANY* action at all... Riposte, while it does use my Bonus Action, is the only one that can allow the elusive 2 "sneak attacks in a round."
Thanks for the feedback... it's getting me thinking and prompting ideas!! Keep it coming!! <Grin!>
So the only issue with this is it really doesn't come online until level 10. I think you're way better off doing rogue to 5, then starting the fighter levels (As I mentioned in my super long post!).
Also just a quick correction, riposte uses your reaction, not your bonus action.
Kendis, uncanny dodge is a great ability, but I cant imagine its worth re-routing a class just to get it for assisting the frontline loner by planning on being hit once per round, and only once which uncanny dodge will assist with. If the encounters feature multiple attackers or singular attackers with multiple attacks the moment they begin targeting the Rogue the chances of resource expenditure raise.
Again I would advise you to stick with what you originally planned, unless you are certain that due to the game style / DM preferences / Types of encounters, adding a lower AC and so higher damage taker to the front to soak up hits becomes a good one.
I think it's worth the investment to get to five still before multiclassing. You're right, uncanny Dodge is only once per round, but it's enough to make up for the D8 hit di. Also, uncanny Dodge isn't the only reason getting level 5 is important. It also gets you to 3d6 sneak attack dice. If you're already getting rogue 3 for the subclass (which is pretty important to stay useful in those early levels), you might as well get to four for an ASI and to five for the sneak attack di and uncanny Dodge. You certainly could start the multiclassing at level four to go rogue 3 / fighter 1. I just think it's less useful early, especially if the group already has a tank archetype. Killing a Target before it can do damage is more useful than being able to take or avoid its attacks or heal the damage it dealt.
Kendis, I cant dispute the combination of rogue and fighter can, regardless of which class is chosen first become a dangerous combatant. But the post presumes the need for a lighter armoured ally to join the melee and that this will improve the groups chances. Tomb of annihilation has more than enough poison and undead lingering effects on those with weaker or non proficient constitution to be concerning. It also features large, really really large jungle dwelling monsters whose bite pressure per square inch translates into lots of dice damage. Which is fine if it never hits, or you only get chewed on by one at a time after you get uncanny dodge. Now if that ally providing a front line pairing increases the pairs survivability, it makes sense. BUT if not its a bad idea to sacrifice firepower for increased damage taken isnt it?
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Greetings to the forum!
[Apologies in advance - this post is being written with the understanding that you have an above average working knowledge of Rogue and Fighter. Also, R.A.W. - no homebrew.]
I'm playing in a meat-grinder 'Tomb of Annihilation' campaign, and I've started as a wood elf rogue with the intention of being a ranged damage dealer. However...
It turns out, we have only 1 "tanky" PC and everyone else is going support/ranged as well. So I'm being forced into a melee rogue role. <Sigh>
I'm preserving story/game continuity... so please, no suggestions that I "rebuild" or "should have gone Swashbuckler." I don't have the stats for Swashbuckler, even though I know they make (arguably) the best melee rogues. My stats: STR 8, DEX 17, CON 14, INT 12, WIS 14, CHR 10
So as of 2nd level, my planned build is to go Rogue (Inquisitive) and dip Fighter (Battlemaster) for 3 to 5 levels. (I'll most likely alternate levels in each class... but I'd like to hear supported ideas in favor of other allotments.) I plan on wearing medium armor (breastplate) and wielding a shield to maximize AC... rapier for melee weapon.
Inquisitive archetype leverages my WIS bonus and allows me to get SA (sneak attack) every round when I'm 1-on-1 fighting (after an initial bonus action & successful Insight check)
Fighting style will be "Duelist" for the +2 damage while Battlemaster maneuvers planned include: Riposte, Precision Attack, and either Lunging Attack or Evasive Footwork (I might go whip for ranged SA... but I hate the drop in damage die) I don't need to give myself advantage on attacks, as my rogue archetype ability takes care of that.
So... I'm asking the collective hive mind for ideas regarding this build. Thoughts/applications on Battlemaster maneuvers... equipment/magic items that synergize nicely with this build (Scimitar of Speed FTW!)... Feats (other than Medium Armor Mastery, which I'm considering)
Thanks in advance for your inputs!!
It's generally not a good idea to alternate levels. Most people go 2 to 3 levels in a class to get to the sub-class specialty and then switch or go to level 4 or 5 and then switch. (L.4 for the ASI and L.5 for extra attack).
Some thoughts on Battlemaster maneuvers: I would recommend minimizing ones that require a bonus action or reaction. As a part Rogue, you still want to get the most out of your high DEX by disengaging, dodging, and occasionally running away with that bonus action. Uncanny Dodge at 5th level requires a reaction. As such, I would not personally recommend Riposte. Evasive Footwork is also a bit redundant considering your innate Roguishness unless you don't plan to get Uncanny Dodge. In addition, you might want to take a second look at maneuvers like Distracting Strike and Maneuvering Attack to help your allies hit better and to get them out of hot water.
You should probably stick to studded leather and just max your DEX. You will end up with the same AC.
Thanks for the reply and feedback!
I'm really debating the 'alternate levels' or 'just dive' approaches... my determining factor though, is that the PC has to be playable at all levels. This isn't just a thought-exercise to build a level 20 character, as we see on so many other threads.
Regarding maneuvers... you are correct that I have to preserve my Bonus Actions carefully. Two of the three maneuvers I'm considering don't use *ANY* action at all... Riposte, while it does use my Bonus Action, is the only one that can allow the elusive 2 "sneak attacks in a round."
Thanks for the feedback... it's getting me thinking and prompting ideas!! Keep it coming!! <Grin!>
I'm debating this at the moment... with a 17 DEX now, an ASI gets me a 19 - which is somewhat wasted. So I'm going to look at the feats that bestow +1 DEX...
Or, I'm looking at Medium Armor Mastery... Half-Plate, no disadvantage on Stealth, 3 points of DEX apply to AC - with a shield, that gives me an AC of 20
Thoughts?
Oh yeah, I forgot MAM negates stealth disadvantage.
You can also get a feat that +1s a different ability then use an ASI to +1 both stats.
Its up to you.
This got me thinking in a whole new direction!!
So, at Rogue4 I think I'll take the +2DEX (giving me a 19) then at Fighter4 I'm considering either Elven Accuracy or Second Chance - both give me +1DEX, bringing me to a 20. And both are useful considering I'll be fighting 1-on-1 with jungle monsters (Tomb of Annihilation!)
Thanks again, DxJxC!
I went 3 levels in Champion then the rest in Assassin. I really enjoy that 19-20 crit for my sneak attack damage.
Hmmm... a 5% additional chance to crit seems light compared to some of the other "perks" you could get (in my book, anyways.) Are you planning to take 2 additional Fighter levels so you get Extra Attack?
Generally there are breakpoints in classes that make some levels far more important than others. Most players will opt to hit one of those breakpoints before multicasting instead of alternating and is important so you don't fall behind.
Breakpoints for rogue are every odd level (particularly 3 and 5), and any level that gives an ASI. Level two is a minor breakpoint.
Fighter breakpoints are level 2 and every level they get another attack. Level 3 is a breakpoint only if you already have extra attack. If you don't, you shouldn't stop at level 3. Two more levels gets you an ASI and extra attack.
Optimally, you'll hit a break point and then switch.
If it were me, since you started in rogue, I'd continue in that until 5. That will net you 2 more sneak attack dice, an ASI, a subclass, and uncanny Dodge. Uncanny Dodge makes you a very adept front line character. This would be arguably the best point to switch to fighter and take that to 5 for extra attack.
From there you a lot have flexibility. You could go back to rogue for more sneak attack dice (which is what I would do), or go deeper into fighter for another extra attack and more ASIs. I do think it's important to stick to one class until the next major break point though. Stay with rogue the rest of the way to 20 or take fighter to at least fighter 11 for another attack.
As for maneuvers, as someone already mentioned, it's best to minimize ones that require a bonus action. I'll give through them all quick.
Commanders strike is not a good option. Bonus action and it takes one of your attacks. If you already hit with your first attack and dealt sneak attack damage, it could theoretically be useful though. Letting a fighter with GWM attack instead will likely be better than your 1d8+Dex. Same with an Archer with sharp shooter. Otherwise it's a waste.
Disarming strike has some utility. If you're party lacks crowd control then this can be good to mitigate some damage.
Distracting strike is alright. Again if you have a GWM character or an Archer with sharp shooter, it can be good.
Evasive footwork seems god awful to me especially if you're a rogue. Since you stop moving after your turn, this really only is useful when trying to avoid opportunity attacks. You already have bonus action disengage for that and you should be taking your share of hits anyway with your build concept as you're kinda the of tank.
Feinting attack is pretty for you bad too. You already will be getting sneak attack most of the time thanks to inquisitive, and it uses your bonus action.
Goading attack is one of the few taunt mechanics in the game and can be very useful. Especially because even if you get hit, you'll have uncanny Dodge to halve the damage.
Lunging attack seems pretty bad in general. It basically gives you an extra five feet of movement.
Maneuvering attack can be pretty useful to get an ally out of a sticky situation. You attack a Target, your ally moves away and avoids opportunity attacks. Now the target is kinda stuck fighting you unless it wants to open itself up to your opportunity attack which likely gets sneak attack damage.
Menacing attack is another crowd control option.
Parry is redundant with uncanny Dodge.
Precision attack is a good option. If you roll poorly on both attacks, you can choose to use this and hopefully turn that miss into a hit which is important because of that sneak attack dice.
Pushing attack is situational. If there is something to push the target into or off of, it's great. Otherwise you have better options.
With low charisma, rally is pretty bad.
Riposte is without question your best option. When a Target misses, which will happen frequently because of your good AC, you get to use your reaction to make an attack that will likely get sneak attack. You can sneak attack once per turn which means you can do it on your turn and possibly on other characters turns as well. Pair this with sentinel as I'll explain later.
Sweeping attack is pretty meh. You'll only get sneak attack damage on the first attack.
Trip attack would normally be good because if the target is prone, you get sneak attack damage. That's generally not an issue for the inquisitive. It does still give advantage though.
That covers the maneuvers.
As I mentioned in the riposte paragraph *** TAKE SENTINEL!!! ***. The best part about this is it gives you sneak attack damage on your reaction if an enemy attacks a nearby ally. It's so amazing for your build. If the enemy attacks you and hits, uncanny Dodge to halve the damage. If the enemy misses you, repost for sneak attack damage on your reaction. If the enemy attacks someone else, sentinel gives you an attack using your reaction and likely sneak attack damage. Damned if they do, damned if they don't. This makes this build amazing as it gives you so many opportunities for sneak attack.
Also, stick to light armor after you hit your first ASI. You're going to Max Dex anyway. I'd personally take elvish accuracy at your first ASI to hit 18 Dex and a great bonus when you get advantage. Second ASI, I would take sentinel. An argument could be made to switch that. Medium armor mastery really isn't that amazing if you're going to be pumping Dex anyway.
Lastly, consider taking defense over dueling for your fighting style. One more AC decreases the chance that enemy D20 roll will yield a hit by 5%. That will help more in the long run thanks to riposte. It will also help your healer out. It's better early though so it's up to you.
It's important to know how high your campaign will go. Generally DMs will have an idea on this and will tell you. If the DM thinks you'll top out around 7 or 8, don't multiclass. Multiclassing generally will cause a character to lag behind characters for at least a few levels at some point. This build will be great from levels 1-5 as it's all rogue, fall off a little until 8, then be amazing from 8 all the way to 20.
Hope this is helpful!
TL: DR take sentinel and riposte :)
No reason not to take Elvin accuracy for your first ASI. 18 Dex is the same as 19!
Hang on, if you have a group that is one melee character, and the rest ranged, you were going ranged, and you would have to massively alter your character as you will now be entering combat the question is:
How does putting an initially squishier character into the meatgrinder and lowering potential damage output they are capable of from the rear assist that lone swordsman in any way? So if he falls in combat at least his last sight will be the rogue next to him disengage?
If you crimp your lethality the fight will last longer and the lone swordsman will bleed more often. You will undoubtedly take more damage than before in melee with presumably a worse ac than them meaning your group will require more healing. How will your presence lower incoming damage or otherwise make the swordsmans life better?
Uncanny Dodge!
So the only issue with this is it really doesn't come online until level 10. I think you're way better off doing rogue to 5, then starting the fighter levels (As I mentioned in my super long post!).
Also just a quick correction, riposte uses your reaction, not your bonus action.
Kendis, uncanny dodge is a great ability, but I cant imagine its worth re-routing a class just to get it for assisting the frontline loner by planning on being hit once per round, and only once which uncanny dodge will assist with. If the encounters feature multiple attackers or singular attackers with multiple attacks the moment they begin targeting the Rogue the chances of resource expenditure raise.
Again I would advise you to stick with what you originally planned, unless you are certain that due to the game style / DM preferences / Types of encounters, adding a lower AC and so higher damage taker to the front to soak up hits becomes a good one.
I think it's worth the investment to get to five still before multiclassing. You're right, uncanny Dodge is only once per round, but it's enough to make up for the D8 hit di. Also, uncanny Dodge isn't the only reason getting level 5 is important. It also gets you to 3d6 sneak attack dice. If you're already getting rogue 3 for the subclass (which is pretty important to stay useful in those early levels), you might as well get to four for an ASI and to five for the sneak attack di and uncanny Dodge. You certainly could start the multiclassing at level four to go rogue 3 / fighter 1. I just think it's less useful early, especially if the group already has a tank archetype. Killing a Target before it can do damage is more useful than being able to take or avoid its attacks or heal the damage it dealt.
Kendis, I cant dispute the combination of rogue and fighter can, regardless of which class is chosen first become a dangerous combatant. But the post presumes the need for a lighter armoured ally to join the melee and that this will improve the groups chances. Tomb of annihilation has more than enough poison and undead lingering effects on those with weaker or non proficient constitution to be concerning. It also features large, really really large jungle dwelling monsters whose bite pressure per square inch translates into lots of dice damage. Which is fine if it never hits, or you only get chewed on by one at a time after you get uncanny dodge. Now if that ally providing a front line pairing increases the pairs survivability, it makes sense. BUT if not its a bad idea to sacrifice firepower for increased damage taken isnt it?