Ranger is a half caster so you add their level/2 (round down when needed). Arcane Trickster Rogue (which you seem to be) you add their level/3 (round down when needed).
So you should be ( 5/2 ) + (3/1 ) = 3rd level caster giving you 4 1st level slots and 2 2nd level slots.
About Cantrips. You get them when a feature says you do and their damage scale off you total character level.
Ranger is a half caster so you add their level/2 (round down when needed). Arcane Trickster Rogue (which you seem to be) you add their level/3 (round down when needed).
So you should be ( 5/2 ) + (3/1 ) = 3rd level caster giving you 4 1st level slots and 2 2nd level slots.
About Cantrips. You get them when a feature says you do and their damage scale off you total character level.
Thanks for the info buddy!
So is that added to my level 5 ranger slots, or no? As a level 5 I already have 4x lvl 1 and 2x lvl2 slots
If it's not added to it then I wouldn't gain anything.
No that calculation would be your total amount of slots.
And yes, multiclassing anything with a half-caster does slow down your slot progression, multiclassing with a 1/3 caster is even worse and multiclassing, as you do, a half-caster with a 1/3 caster can make your slot progression exceedingly slow. You don't do it for the slots, you do it for the features and synergies (and the back-story).
Ranger is a half caster so you add their level/2 (round down when needed). Arcane Trickster Rogue (which you seem to be) you add their level/3 (round down when needed).
So you should be ( 5/2 ) + (3/1 ) = 3rd level caster giving you 4 1st level slots and 2 2nd level slots.
About Cantrips. You get them when a feature says you do and their damage scale off you total character level.
Thanks for the info buddy!
So is that added to my level 5 ranger slots, or no? As a level 5 I already have 4x lvl 1 and 2x lvl2 slots
If it's not added to it then I wouldn't gain anything.
That is the unfortunate bit of mixing a half-caster with a third-caster. You don't gain anything because a half-caster gains the spells slots of a 3rd level full caster at 5th, not 6th level.
To be fair, if you are a ranger 6/AT rogue 3, you'll count as a 4th level caster, which means you'll gain a second level spell slot one ranger level early.
You'll also gain your 3rd level slots at ranger 8 instead of ranger 9. Though you'll only be able to use them to upcast until ranger 9.
Cantrips are interesting because you just get more whenever you have a class feature that grants them to you. If you were to multiclass in Cleric, Sorcerer, and Wizard... well, you'd probably be at the start of a terrible build, but you'd have 10 cantrips known at level 3... you just have to keep track of which class each Cantrip came from, since they all key off of different stats.
To be fair, if you are a ranger 6/AT rogue 3, you'll count as a 4th level caster, which means you'll gain a second level spell slot one ranger level early.
You'll also gain your 3rd level slots at ranger 8 instead of ranger 9. Though you'll only be able to use them to upcast until ranger 9.
"Just when i was out they pull me back in!" lol
I had just accepted that decent magic was not in my characters future, but the door has become slightly ajar again haha
Full disclosure, I am actually only a level 2 Ranger, but I know I am going Gloomstalker for sure! I also know I am MC'ing into Rogue for my 6th character level! Likely only to level 3 Rogue and then back to lvling up in Ranger.
I was flirting with Arcane Trickster for lvl 3 Rogue, which is why I made this thread.
I guess I'll need to work out whay my spell slots would look like as I move up the Ranger levels to see if Arcane Trickster is worth it.
I think if you're really interested in spells (rather than sneak attack) then cleric or druid dips might get you further than rogue dips. Even a wizard single level would probably be more flexible in casting than rogue (other than the non-spell stuff rogues get).
I think if you're really interested in spells (rather than sneak attack) then cleric or druid dips might get you further than rogue dips. Even a wizard single level would probably be more flexible in casting than rogue (other than the non-spell stuff rogues get).
Yeah, I was looking at cleric due to it fitting with backstory & party factors.
Rogue makes far more sense to who my character is though... so I'll just go with that.
In terms of combat, Gloomstalker Ranger/Assassin Rogue deals some insane damage! I.N.S.A.N.E!
They are very likely to go first, often with advantage, dealing crits on all surprised hits, sneak attacks, extra bonus actions & extra damage.
I think if you're really interested in spells (rather than sneak attack) then cleric or druid dips might get you further than rogue dips. Even a wizard single level would probably be more flexible in casting than rogue (other than the non-spell stuff rogues get).
Yeah, I was looking at cleric due to it fitting with backstory & party factors.
Rogue makes far more sense to who my character is though... so I'll just go with that.
In terms of combat, Gloomstalker Ranger/Assassin Rogue deals some insane damage! I.N.S.A.N.E!
They are very likely to go first, often with advantage, dealing crits on all surprised hits, sneak attacks, extra bonus actions & extra damage.
Crazy!
Here's another crazy addition to that concept... if you play as the Multiverse Bugbear, you also add an additional 2d6 to any attack that hits a creature that hasn't taken a turn yet in combat. Unlike the Volo's version, this isn't limited to one use per combat.... If you take Gloomstalker to level 5, that's 3 attacks all with an additional 2d6 added on the first round of combat. Snag a couple levels of Fighter just to get action surge, and you could output 6 crazy attacks on the first round of combat.
I think if you're really interested in spells (rather than sneak attack) then cleric or druid dips might get you further than rogue dips. Even a wizard single level would probably be more flexible in casting than rogue (other than the non-spell stuff rogues get).
Yeah, I was looking at cleric due to it fitting with backstory & party factors.
Rogue makes far more sense to who my character is though... so I'll just go with that.
In terms of combat, Gloomstalker Ranger/Assassin Rogue deals some insane damage! I.N.S.A.N.E!
They are very likely to go first, often with advantage, dealing crits on all surprised hits, sneak attacks, extra bonus actions & extra damage.
Crazy!
Here's another crazy addition to that concept... if you play as the Multiverse Bugbear, you also add an additional 2d6 to any attack that hits a creature that hasn't taken a turn yet in combat. Unlike the Volo's version, this isn't limited to one use per combat.... If you take Gloomstalker to level 5, that's 3 attacks all with an additional 2d6 added on the first round of combat. Snag a couple levels of Fighter just to get action surge, and you could output 6 crazy attacks on the first round of combat.
Say whaaaaaat!!? That's nuts! hahaha
I'll have to try that one out in a later campaign!
I'll struggle to remember all those hits for sure :)
I think if you're really interested in spells (rather than sneak attack) then cleric or druid dips might get you further than rogue dips. Even a wizard single level would probably be more flexible in casting than rogue (other than the non-spell stuff rogues get).
Yeah, I was looking at cleric due to it fitting with backstory & party factors.
Rogue makes far more sense to who my character is though... so I'll just go with that.
In terms of combat, Gloomstalker Ranger/Assassin Rogue deals some insane damage! I.N.S.A.N.E!
They are very likely to go first, often with advantage, dealing crits on all surprised hits, sneak attacks, extra bonus actions & extra damage.
Crazy!
Here's another crazy addition to that concept... if you play as the Multiverse Bugbear, you also add an additional 2d6 to any attack that hits a creature that hasn't taken a turn yet in combat. Unlike the Volo's version, this isn't limited to one use per combat.... If you take Gloomstalker to level 5, that's 3 attacks all with an additional 2d6 added on the first round of combat. Snag a couple levels of Fighter just to get action surge, and you could output 6 crazy attacks on the first round of combat.
Would you like some wine and crackers to go with that cheese?
Take Fighter one more level to hit Echo Knight, and as long as you remember to prep your Echo ahead of time, that gives you a bonus action attack you can take on your first round as well. Going Ranger 5/Fighter 3, you can potentially make 7 attacks on the first round of combat. dealing +2d6 with every one, +1d8 on two of them, and you can do all of this with a heavy weapon... with a greatsword you're outputting a potential 28d6+2d8 damage on the first round of combat. If you invest the extra levels for Rogue just to get assassinate, any creature you manage to surprise is getting hit with 56d6+4d8 damage while you're only at level 11. Unlike sneak attack, the Assassinate ability isn't limited to finesse weapons.
I've been thinking of this some more, and I realized I missed an even dumber combo for this build...
Instead of taking Fighter to 3 for Echo Knight, Take Fighter just to level 2 for Action Surge, then take two levels of Monk to get Ki... and Flurry of Blows. In preparation for this, when you pick your Fighting Style as a Fighter, pick Unarmed Fighting. Now your unarmed strikes deal 1d8 damage if you're not holding a sword or a shield. So even though you're not attacking with a Great Sword as a bonus action, with the Bugbear Sneak that's still 4d6 damage. However, to get that d8 of damage you need both hands, so you kind of just have to drop your sword and go looking for it later. So now it's Attack 2x with a great sword, Attack 1x from Dread Ambusher, Action Surge, 2 normal attacks, 1 DA attack, free action drop your greatsword, Spend 1 ki to trigger Flurry of blows for two of your artificially beefed up Unarmed Strikes. So that's 28d6+4d8+8xSTR damage in one round all at level 9.
Hey guys... I think the Multiverse Bugbear might be broken.
I think if you're really interested in spells (rather than sneak attack) then cleric or druid dips might get you further than rogue dips. Even a wizard single level would probably be more flexible in casting than rogue (other than the non-spell stuff rogues get).
Yeah, I was looking at cleric due to it fitting with backstory & party factors.
Rogue makes far more sense to who my character is though... so I'll just go with that.
In terms of combat, Gloomstalker Ranger/Assassin Rogue deals some insane damage! I.N.S.A.N.E!
They are very likely to go first, often with advantage, dealing crits on all surprised hits, sneak attacks, extra bonus actions & extra damage.
Crazy!
Here's another crazy addition to that concept... if you play as the Multiverse Bugbear, you also add an additional 2d6 to any attack that hits a creature that hasn't taken a turn yet in combat. Unlike the Volo's version, this isn't limited to one use per combat.... If you take Gloomstalker to level 5, that's 3 attacks all with an additional 2d6 added on the first round of combat. Snag a couple levels of Fighter just to get action surge, and you could output 6 crazy attacks on the first round of combat.
You forgot the Bonus Action extra attack because you're using hand crossbows for the 7th attack, and all of them are also sharp shooter OFC.
Hi all,
As a lvl 5 Ranger who is taking their 3rd lvl of Rogue, how does this change my spell/cantrip slots?
My Ranger doesn't have cantrips as it is, and lvl 3 Rogues have 3
My Lvl 5 Ranger has 4x 1st lvl slots & 2x 2nd lvl.... A lvl 3 Rogue has 3x cantrips & 2x 1st lvl slots.
Any help is appreciated.
This table should help you.
Ranger is a half caster so you add their level/2 (round down when needed).
Arcane Trickster Rogue (which you seem to be) you add their level/3 (round down when needed).
So you should be ( 5/2 ) + (3/1 ) = 3rd level caster giving you 4 1st level slots and 2 2nd level slots.
About Cantrips. You get them when a feature says you do and their damage scale off you total character level.
Thanks for the info buddy!
So is that added to my level 5 ranger slots, or no?
As a level 5 I already have 4x lvl 1 and 2x lvl2 slots
If it's not added to it then I wouldn't gain anything.
No that calculation would be your total amount of slots.
And yes, multiclassing anything with a half-caster does slow down your slot progression, multiclassing with a 1/3 caster is even worse and multiclassing, as you do, a half-caster with a 1/3 caster can make your slot progression exceedingly slow. You don't do it for the slots, you do it for the features and synergies (and the back-story).
That is the unfortunate bit of mixing a half-caster with a third-caster. You don't gain anything because a half-caster gains the spells slots of a 3rd level full caster at 5th, not 6th level.
Oh wow... that sucks...
But it makes sense :)
As you both pointed out, I am a half caster, adding in some 1/3 caster is not going to improve the whole magic side of things lol.
Thanks for the help folks!
To be fair, if you are a ranger 6/AT rogue 3, you'll count as a 4th level caster, which means you'll gain a second level spell slot one ranger level early.
You'll also gain your 3rd level slots at ranger 8 instead of ranger 9. Though you'll only be able to use them to upcast until ranger 9.
Cantrips are interesting because you just get more whenever you have a class feature that grants them to you. If you were to multiclass in Cleric, Sorcerer, and Wizard... well, you'd probably be at the start of a terrible build, but you'd have 10 cantrips known at level 3... you just have to keep track of which class each Cantrip came from, since they all key off of different stats.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
"Just when i was out they pull me back in!" lol
I had just accepted that decent magic was not in my characters future, but the door has become slightly ajar again haha
Full disclosure, I am actually only a level 2 Ranger, but I know I am going Gloomstalker for sure! I also know I am MC'ing into Rogue for my 6th character level! Likely only to level 3 Rogue and then back to lvling up in Ranger.
I was flirting with Arcane Trickster for lvl 3 Rogue, which is why I made this thread.
I guess I'll need to work out whay my spell slots would look like as I move up the Ranger levels to see if Arcane Trickster is worth it.
Obviously factoring in Backstory too :)
Nah, I just looked.
Taking Arcane Trickster just doesn't make sense if spells are the main motivation...
Lvl 17 Ranger/ Lvl 3 Arcane Rogue would be a 9th lvl caster with 4, 3, 3, 3, 1 (1st to 5th lvl slots)
A lvl 20 Ranger would have 4, 3, 3, 3, 2....
Essentially gaining only 1 lvl 5 slot
Granted i'd have 3 cantrips too
Xannathar's Gloomstalker & Tasha's Primal Awareness spells scratch a bit of the spells itch though as I learn additional spells.
Just no extra slots, apart from being able to cast 1 of the Primal Awareness spells without using a spell slot once per long rest.
So I guess that an additional spell slot, lol
Every cloud...
I think if you're really interested in spells (rather than sneak attack) then cleric or druid dips might get you further than rogue dips. Even a wizard single level would probably be more flexible in casting than rogue (other than the non-spell stuff rogues get).
Yeah, I was looking at cleric due to it fitting with backstory & party factors.
Rogue makes far more sense to who my character is though... so I'll just go with that.
In terms of combat, Gloomstalker Ranger/Assassin Rogue deals some insane damage!
I.N.S.A.N.E!
They are very likely to go first, often with advantage, dealing crits on all surprised hits, sneak attacks, extra bonus actions & extra damage.
Crazy!
Here's another crazy addition to that concept... if you play as the Multiverse Bugbear, you also add an additional 2d6 to any attack that hits a creature that hasn't taken a turn yet in combat. Unlike the Volo's version, this isn't limited to one use per combat.... If you take Gloomstalker to level 5, that's 3 attacks all with an additional 2d6 added on the first round of combat. Snag a couple levels of Fighter just to get action surge, and you could output 6 crazy attacks on the first round of combat.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Say whaaaaaat!!?
That's nuts! hahaha
I'll have to try that one out in a later campaign!
I'll struggle to remember all those hits for sure :)
Would you like some wine and crackers to go with that cheese?
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Take Fighter one more level to hit Echo Knight, and as long as you remember to prep your Echo ahead of time, that gives you a bonus action attack you can take on your first round as well. Going Ranger 5/Fighter 3, you can potentially make 7 attacks on the first round of combat. dealing +2d6 with every one, +1d8 on two of them, and you can do all of this with a heavy weapon... with a greatsword you're outputting a potential 28d6+2d8 damage on the first round of combat. If you invest the extra levels for Rogue just to get assassinate, any creature you manage to surprise is getting hit with 56d6+4d8 damage while you're only at level 11. Unlike sneak attack, the Assassinate ability isn't limited to finesse weapons.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Holy crap!
Hahah.
With my initiative being so high I'll likely be the first to act each round too and my teammates will have to make due with the scraps I leave lol
I've been thinking of this some more, and I realized I missed an even dumber combo for this build...
Instead of taking Fighter to 3 for Echo Knight, Take Fighter just to level 2 for Action Surge, then take two levels of Monk to get Ki... and Flurry of Blows. In preparation for this, when you pick your Fighting Style as a Fighter, pick Unarmed Fighting. Now your unarmed strikes deal 1d8 damage if you're not holding a sword or a shield. So even though you're not attacking with a Great Sword as a bonus action, with the Bugbear Sneak that's still 4d6 damage. However, to get that d8 of damage you need both hands, so you kind of just have to drop your sword and go looking for it later. So now it's Attack 2x with a great sword, Attack 1x from Dread Ambusher, Action Surge, 2 normal attacks, 1 DA attack, free action drop your greatsword, Spend 1 ki to trigger Flurry of blows for two of your artificially beefed up Unarmed Strikes. So that's 28d6+4d8+8xSTR damage in one round all at level 9.
Hey guys... I think the Multiverse Bugbear might be broken.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
You forgot the Bonus Action extra attack because you're using hand crossbows for the 7th attack, and all of them are also sharp shooter OFC.