A Barbarogue, if you're not already familiar with the term, is a multiclass of Barbarian and Rogue. From what I can tell, it's fairly popular given it's not-so-obvious compatibility. But what makes it so compatible? Lets take a look at the requirements of Sneak Attack:
Sneak Attack Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
Sneak attack requires the use of either a finesse or ranged weapon. The latter doesn't help us much in the creation of the Barbarogue, unless you can get your hands on a reliable thrown weapon, but the finesse weapon does hold some potential. Finesse weapons are those which allow you to select between either Strength or Dexterity for the sake of rolling attacks and damage, and are favored by Dex-build martials. There's only a handful of them out there, the most obvious being the rapier, but could also include whip which boasts a 10-ft reach. Both of these could be used with either Strength or Dex for their primary weapon, and for reasons that will become clear, we'll want to opt in to Strength. Now we'll explore taking a level or 2 in Barbarian for two important features: Rage, and Reckless Attack.
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
If the Rogue's sneak attack requires advantage on the attack role (or an ally within 5 feet of the intended target), then we now have a way to roll advantage at will. This is the desirability of the Barabarogue is now apparent, we have a way to apply Rage damage and Sneak Attack damage on a consistent basis. At level 3, this comes out to be (with a Rapier), 1d8 + STR Mod (2 or 3) + Rage Damage (2) + Sneak Attack (1d6) which averages out to 13 damage per turn (so long as you have +3 Strength). A straight Barbarian with a Greateaxe at level 3 averages out to 11.5 damage per turn, if no other Primal Path features are taken into account.
As more levels are sure to come, we are forced to decide where to invest ourselves. A third level in Barbarian is tempting since we're only one away from a Primal Path, and since we're already locked out of the best Sneak Attack die (10d6 given at Level 19), we only have to decide if we'd like a Primal Path or if we'd eventually like Elusive.
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
On one hand, this allows our Level 20 character to negate the penalty of Reckless Attack by disallowing our foe to attack us with Advantage. On the other hand, this feature comes in at the very end and we have to spend every level up until 20 getting hit with advantage. As far as a capstone ability goes, this one strikes me as weak, and worth sacrificing for another level dip into Barbarian.
There are several options available to us, from the Bear Totem which turns us into a reliable tank, to the Storm Herald, which damages foes near us. There is also the Zealot, which allows us to heap on an extra 1d6+1 radiant/necrotic damage per turn, which, in a sense, gives us that missing 1d6 we lost in the final levels of Rogue straight away.
Then from here it's a determination of going further into Rogue or further into Barbarian. There's too many options to fully explore them all here in one post, so here is where I open the post to further comments and suggestions on Barbarogues and mid/late-level builds. Personally, I like the idea of a Zealot/Scout that can get in, deal a heap of damage, and get out without any hindrance, but I'm sure there are several wonderful ideas out there that the community has. Feel free to add them here, or to add anything else that you think would be profitable for a potential Barbarogue build.
The other compatability between Barbarians and Rogues is for grapple builds: Barbarians are good at strength-based checks while raging, but to truly excel as a grappler, Expertise in Athletics is a must. Rogue can provide that. Rogue Sneak Attack also helps remedy grapple build's notoriously low DPR output, by at least punishing your captive so long as you're wielding a finesse weapon in one hand. Rogue's Cunning Action (Dash) also helps grapplers with mobility, since they're moving at half speed while grappling, and also need to get into position before a grapple to grab who they want. While Barbarians are already pretty good at shrugging off the damage of their grappled victim by raging and having high HP pool, but the Rogue's Uncanny Dodge can make this even better by letting you halve any big hits that they slip through on you. And finally, if you were for some reason investing in Rogue through 12th level, it also provides you a way to pick up an extra ASI over most other class builds; Barbarians are notoriously ASI-hungry, and fitting in grapple feats only exascerbates the problem, so again Rogue shores up a relative weakness.
I think that you want swashbuckler and not scout for the mini disengage. Also, thrown weapons don't qualify for sneak attack damage unless they are finesse weapons (daggers) as thrown weapons are not ranged weapons in the sense that sneak attack is looking for.
It should be mentioned that shortswords, scimitars, and daggers are also valid choices for the barbarogue. Daggers, as mentioned above, qualify for a ranged attack that applies sneak attack. With a range of 20/60, they are comparable to any other thrown weapon in the game save the javelin (30/120) while only giving up a size on the damage die (1d4 vs 1d6). If sneak attack is applied, that becomes less of a factor.
Scimitars and shortswords qualify for two weapon fighting. Barbarians don't have a ready option for the bonus action after rage and, if the rogue subclass is swashbuckler for fancy footwork, the most likely usage of cunning action will often be unnecessary. Two weapon fighting gives a bonus action use for when disengage or dash are not needed and increase the likelihood that sneak attack will be applied without needing to go barb 5. Grabbing the Dual Wielder feat would be a great addition to this build as it gives +1 to AC while wielding two weapons, allows for two weapons to be drawn on one turn, and could allow for a rapier and a whip to be wielded at the same time (or two rapiers if the extra reach is less desirable to your character concept). This becomes less desirable as your sneak attack dice increase, though.
Master Duelist as a capstone ability is interesting and would suggest a limit of 3 levels in barbarian. This is probably going to be a hit and run skirmisher, meaning zealot is indeed a great candidate. Storm Herald with desert or sea could be interesting, though both will probably be suboptimal to zealot most of the time. The desert damage does scale with numbers and does use a bonus action that you may not have a use for otherwise. Sea forces a dex save (common) and deals lightning damage (which I'm assuming is resisted more commonly than radiant and possibly necrotic damage).
If dual wielding with zealot, it would be possible to apply Divine Fury to your first target and sneak attack to the second target if you were fighting a couple of goblins or almost had a larger creature dead and didn't want to waste the sneak attack on overkill.
Skills with this become interesting. Athletics with expertise and advantage from rage? Sounds juicy.
Likewise, Danger Sense and Evasion are a lovely combo that essentially give you proficiency in strength, dexterity*, and constitution saves. Slippery Mind turns on those dreaded wisdom saves. Seeing as how you're likely going to want max strength, at least 14 dexterity, at least 14 constitution (probably more), and you get a bonus to initiative from charisma, wisdom may actually become the 10 stat instead of the 12 stat (intelligence will likely still be the 8). Even if Wisdom gets the 12, proficiency will be a nice add.
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A Barbarogue, if you're not already familiar with the term, is a multiclass of Barbarian and Rogue. From what I can tell, it's fairly popular given it's not-so-obvious compatibility. But what makes it so compatible? Lets take a look at the requirements of Sneak Attack:
Sneak attack requires the use of either a finesse or ranged weapon. The latter doesn't help us much in the creation of the Barbarogue, unless you can get your hands on a reliable thrown weapon, but the finesse weapon does hold some potential. Finesse weapons are those which allow you to select between either Strength or Dexterity for the sake of rolling attacks and damage, and are favored by Dex-build martials. There's only a handful of them out there, the most obvious being the rapier, but could also include whip which boasts a 10-ft reach. Both of these could be used with either Strength or Dex for their primary weapon, and for reasons that will become clear, we'll want to opt in to Strength. Now we'll explore taking a level or 2 in Barbarian for two important features: Rage, and Reckless Attack.
If the Rogue's sneak attack requires advantage on the attack role (or an ally within 5 feet of the intended target), then we now have a way to roll advantage at will. This is the desirability of the Barabarogue is now apparent, we have a way to apply Rage damage and Sneak Attack damage on a consistent basis. At level 3, this comes out to be (with a Rapier), 1d8 + STR Mod (2 or 3) + Rage Damage (2) + Sneak Attack (1d6) which averages out to 13 damage per turn (so long as you have +3 Strength). A straight Barbarian with a Greateaxe at level 3 averages out to 11.5 damage per turn, if no other Primal Path features are taken into account.
As more levels are sure to come, we are forced to decide where to invest ourselves. A third level in Barbarian is tempting since we're only one away from a Primal Path, and since we're already locked out of the best Sneak Attack die (10d6 given at Level 19), we only have to decide if we'd like a Primal Path or if we'd eventually like Elusive.
On one hand, this allows our Level 20 character to negate the penalty of Reckless Attack by disallowing our foe to attack us with Advantage. On the other hand, this feature comes in at the very end and we have to spend every level up until 20 getting hit with advantage. As far as a capstone ability goes, this one strikes me as weak, and worth sacrificing for another level dip into Barbarian.
There are several options available to us, from the Bear Totem which turns us into a reliable tank, to the Storm Herald, which damages foes near us. There is also the Zealot, which allows us to heap on an extra 1d6+1 radiant/necrotic damage per turn, which, in a sense, gives us that missing 1d6 we lost in the final levels of Rogue straight away.
Then from here it's a determination of going further into Rogue or further into Barbarian. There's too many options to fully explore them all here in one post, so here is where I open the post to further comments and suggestions on Barbarogues and mid/late-level builds. Personally, I like the idea of a Zealot/Scout that can get in, deal a heap of damage, and get out without any hindrance, but I'm sure there are several wonderful ideas out there that the community has. Feel free to add them here, or to add anything else that you think would be profitable for a potential Barbarogue build.
The other compatability between Barbarians and Rogues is for grapple builds: Barbarians are good at strength-based checks while raging, but to truly excel as a grappler, Expertise in Athletics is a must. Rogue can provide that. Rogue Sneak Attack also helps remedy grapple build's notoriously low DPR output, by at least punishing your captive so long as you're wielding a finesse weapon in one hand. Rogue's Cunning Action (Dash) also helps grapplers with mobility, since they're moving at half speed while grappling, and also need to get into position before a grapple to grab who they want. While Barbarians are already pretty good at shrugging off the damage of their grappled victim by raging and having high HP pool, but the Rogue's Uncanny Dodge can make this even better by letting you halve any big hits that they slip through on you. And finally, if you were for some reason investing in Rogue through 12th level, it also provides you a way to pick up an extra ASI over most other class builds; Barbarians are notoriously ASI-hungry, and fitting in grapple feats only exascerbates the problem, so again Rogue shores up a relative weakness.
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I'm going to make this way harder than it needs to be.
I think that you want swashbuckler and not scout for the mini disengage. Also, thrown weapons don't qualify for sneak attack damage unless they are finesse weapons (daggers) as thrown weapons are not ranged weapons in the sense that sneak attack is looking for.
It should be mentioned that shortswords, scimitars, and daggers are also valid choices for the barbarogue. Daggers, as mentioned above, qualify for a ranged attack that applies sneak attack. With a range of 20/60, they are comparable to any other thrown weapon in the game save the javelin (30/120) while only giving up a size on the damage die (1d4 vs 1d6). If sneak attack is applied, that becomes less of a factor.
Scimitars and shortswords qualify for two weapon fighting. Barbarians don't have a ready option for the bonus action after rage and, if the rogue subclass is swashbuckler for fancy footwork, the most likely usage of cunning action will often be unnecessary. Two weapon fighting gives a bonus action use for when disengage or dash are not needed and increase the likelihood that sneak attack will be applied without needing to go barb 5. Grabbing the Dual Wielder feat would be a great addition to this build as it gives +1 to AC while wielding two weapons, allows for two weapons to be drawn on one turn, and could allow for a rapier and a whip to be wielded at the same time (or two rapiers if the extra reach is less desirable to your character concept). This becomes less desirable as your sneak attack dice increase, though.
Master Duelist as a capstone ability is interesting and would suggest a limit of 3 levels in barbarian. This is probably going to be a hit and run skirmisher, meaning zealot is indeed a great candidate. Storm Herald with desert or sea could be interesting, though both will probably be suboptimal to zealot most of the time. The desert damage does scale with numbers and does use a bonus action that you may not have a use for otherwise. Sea forces a dex save (common) and deals lightning damage (which I'm assuming is resisted more commonly than radiant and possibly necrotic damage).
If dual wielding with zealot, it would be possible to apply Divine Fury to your first target and sneak attack to the second target if you were fighting a couple of goblins or almost had a larger creature dead and didn't want to waste the sneak attack on overkill.
Skills with this become interesting. Athletics with expertise and advantage from rage? Sounds juicy.
Likewise, Danger Sense and Evasion are a lovely combo that essentially give you proficiency in strength, dexterity*, and constitution saves. Slippery Mind turns on those dreaded wisdom saves. Seeing as how you're likely going to want max strength, at least 14 dexterity, at least 14 constitution (probably more), and you get a bonus to initiative from charisma, wisdom may actually become the 10 stat instead of the 12 stat (intelligence will likely still be the 8). Even if Wisdom gets the 12, proficiency will be a nice add.