Hi guys! I'm working on a build for a multiclassed Warlock \Rogue and some tips are needed. The Carachter is build to be the explorer and face of the group, but should be also able to contribute in combatby dealing damage and surviving the most he can do by his own.
The character is Warlock 8\ Rogue 12, Human (variant)
By being an Human I take the Resilient (CON) feat, de facto paying the 'concentration spell tax'.
The Warlock is an Hexblade. By being an Hexblade i get the ability to use my rapier on Cha and obviously the Hexblade Curse. The Curse is expecially useful since scales on proficiency and allows me to be competitive in damage with the blast through my entire progression. For the pact I choose Chain for reasons that are detailed below, and on the invocation side I would operate with Mask of Many faces, Agonizing Blast, and maybe Devil's Sight but for the rest I'm unsure. On the cantrip front I would start with Eldritch Blast and Friends.
The Rogue is a Swashbuckler. This would prove useful for the free Charme granted by Panache at high levels, but also for the bonus on Initiative, and the ability to disengage (more on this below).
On the progression I would take Actor (lev 4), Telepathic (lev 8), +2 Cha (lev 12), but for the later levels I'm dubious.
Why would this character be good? The answer is that it can do some intresting combos.
1)He can mantain concentration on Hex during most of the day. This is useful because the bonus damage granted by hex is crucial to be competitive with the blast (which would go with 1d6+1d10+cha+ proficiency with Hexblade curse damages), but also because giving disadvantage on an unaware target permits to be better at infiltration (disadvantage on the perception\investigation roll that can blow your cover? yes, please). The interesting part is that changing target to a Hex spell which you previously casted does not need any component, being in fact semi-undetectable.
2) If you start the turn hidden you can shoot all the rays of the blast with advantage and you can obviously hide with a bonus action
3) the weak part of using hex and hexblade curse for damage is that two bonus actions are needed before the sinergy starts to apply. This is not a real problem tho, because on the first rounds of combat we can : 1) bonus action hex, 2) attack in melee with booming blade +sneak 3) get away with fancy footwork. Yes the sneak damage would not be extremely dangerous, but we can use our familiar imp to freely apply poison to our rapier, getting some extra d6 of damage
4) If someone menaces you in melee range you can discharge a hexblade smite (the spells, not the invocation)added to the normal sneak+ poison+ booming blade combo and go away with fancy footwork, or disengage as a bonus action and shoot the blast at your enemy
5) on the exploration part you can infiltrate with the mask of many faces\actor sinergy. thelepatic is useful to get the information that are needed to enter where you want to be (passwords etc), but also because it allows you to get hidden between the people still communicating with allies and enemies.
6) you want someone dead? start impersonating him and then use friends on his most loved and close ones. The fact that the target of Friends starts to hate who he thinks you are allows you to throw havoc even in the most secure military camp.
7) the familiar is the cream of the crop on this build. It allows you to get advantage on multiple actions and skills (even one attack), all while remaining invisible. It also can poison your blade, be a semi-permanent Scry equivalent, be a semi-permanent mage hand equivalent, be evoked on the other side of the doors and if you get Voice of the Chain Master it can speak with your voice (which can simulate other voices and sounds thanks to the Actor feat) and you can even extract poison from your 10-gold costing imp. Even more, whatever the familiar does, does not require any action on your part being usable freely in combat and in social situations (thake this Arcan Trickster's Mage Hand!)
8) another useful thing that you can do with the familiar is that it can use caltrops. let him ready his action and when the enemy moves he throws the caltrops in the first space where the moster moves, possibly getting it to stop.
So, that's the basics of my idea. Do you think is a strong sinergy?
And even more, what can i get between feats, spells, objects and invocations to make it stronger\more intresting? I am mostly intrested in anything that makes it more durable
My current build is similar to this. My final build will be a Hex-chain 4, Battlemaster 5, Swashbuckler 11 wielding a rapier and shield with breastplate armor. It is all about situational versatility and you will find you always have something left to pull out for RP and combat. You can pull front line, support, face, etc... Also, it has wicked survivaility all the way through.
Rollback Post to RevisionRollBack
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
I dunno what to improve, it seems like a really solid build. It’s like a better version of the one I was trying to make, so good job.
I would recommend taking Eldritch Smite (eventually), simply because Smiting and Sneak Attacking an expanded crit from the curse sounds really fun.
yeah, this would be really godd, expecially considering that the single attack from the rogue class synegizes well with the fact that only one attack can be smited.
Still, this would require the blade pact, then with my chain pact I think I should make god use of something else.
My current build is similar to this. My final build will be a Hex-chain 4, Battlemaster 5, Swashbuckler 11 wielding a rapier and shield with breastplate armor. It is all about situational versatility and you will find you always have something left to pull out for RP and combat. You can pull front line, support, face, etc... Also, it has wicked survivaility all the way through.
Yeah, I thought also about the Battlemaster for some extra dirty trick. Why do you say it has so much survivability? What is your build exactly and to what mechanics do you rely to keep your character alive and kicking?
2) If you start the turn hidden you can shoot all the rays of the blast with advantage and you can obviously hide with a bonus action
Not how this works at all. Even with the Skulker feat, you can only do this if you miss - if you hit, only one of the blasts is with advantage, and none of the blasts can deal sneak attack damage.
Pick up the spells shield, absorb elements, misty step, and hex (I tend to use this to undermine opposed skill checks). I picked up eldritch blast (covers ranged attacks), minor illusion (creative subversion), and booming blade (obvious for a single attack) cantrips. For maneuvers I chose ones that assist outside of combat as well as in: riposte (possible second sneak attack every round), tactical assessment, and menacing attack (small battlefield control boost in line with my character attitude). In addition, I took the invocations devil's sight and eldritch sight because my character is a warrior detective loosely in the vein of Detective Dee
Feat selection can be really subjective but I went with:
On top of this, I was given a magical rapier which is +1 and can cast counterspell 1/day, but can have a wild magic surge as it redirects the energy in weird ways. The armor is a suit of adamantine breastplate, and a simple +1 shield. Having the right tool in the toolbox is something I enjoy and this build has a lot of tools.
Rollback Post to RevisionRollBack
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
I don't feel that res:con is all that useful for a warlock just to maintain concentration on hex. In fact, I don't like hex much as a spell, personally. If maintaining concentration is important to you, I'd rather recommend warcaster. It would include the added benefit of utilizing shields for better AC while keeping your spellcasting in tact, and would synergize with booming blade in attacks of opportunity.
I also don't care too much for the 8 levels of warlock. three levels is enough for the pact of the chain, and the rest I would definitely put more into rogue. at third level, you have three invocations, but we already know that your must-haves are agonizing, many faces, and devil sight maybe.
More rogue, however, does mean better sneak attack dice. Your cantrips like BB and EB will continuously improve and scale regardless of your warlock level, so why bother?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hi guys! I'm working on a build for a multiclassed Warlock \Rogue and some tips are needed. The Carachter is build to be the explorer and face of the group, but should be also able to contribute in combatby dealing damage and surviving the most he can do by his own.
The character is Warlock 8\ Rogue 12, Human (variant)
By being an Human I take the Resilient (CON) feat, de facto paying the 'concentration spell tax'.
The Warlock is an Hexblade. By being an Hexblade i get the ability to use my rapier on Cha and obviously the Hexblade Curse. The Curse is expecially useful since scales on proficiency and allows me to be competitive in damage with the blast through my entire progression. For the pact I choose Chain for reasons that are detailed below, and on the invocation side I would operate with Mask of Many faces, Agonizing Blast, and maybe Devil's Sight but for the rest I'm unsure. On the cantrip front I would start with Eldritch Blast and Friends.
The Rogue is a Swashbuckler. This would prove useful for the free Charme granted by Panache at high levels, but also for the bonus on Initiative, and the ability to disengage (more on this below).
On the progression I would take Actor (lev 4), Telepathic (lev 8), +2 Cha (lev 12), but for the later levels I'm dubious.
Why would this character be good? The answer is that it can do some intresting combos.
1)He can mantain concentration on Hex during most of the day. This is useful because the bonus damage granted by hex is crucial to be competitive with the blast (which would go with 1d6+1d10+cha+ proficiency with Hexblade curse damages), but also because giving disadvantage on an unaware target permits to be better at infiltration (disadvantage on the perception\investigation roll that can blow your cover? yes, please). The interesting part is that changing target to a Hex spell which you previously casted does not need any component, being in fact semi-undetectable.
2) If you start the turn hidden you can shoot all the rays of the blast with advantage and you can obviously hide with a bonus action
3) the weak part of using hex and hexblade curse for damage is that two bonus actions are needed before the sinergy starts to apply. This is not a real problem tho, because on the first rounds of combat we can : 1) bonus action hex, 2) attack in melee with booming blade +sneak 3) get away with fancy footwork. Yes the sneak damage would not be extremely dangerous, but we can use our familiar imp to freely apply poison to our rapier, getting some extra d6 of damage
4) If someone menaces you in melee range you can discharge a hexblade smite (the spells, not the invocation)added to the normal sneak+ poison+ booming blade combo and go away with fancy footwork, or disengage as a bonus action and shoot the blast at your enemy
5) on the exploration part you can infiltrate with the mask of many faces\actor sinergy. thelepatic is useful to get the information that are needed to enter where you want to be (passwords etc), but also because it allows you to get hidden between the people still communicating with allies and enemies.
6) you want someone dead? start impersonating him and then use friends on his most loved and close ones. The fact that the target of Friends starts to hate who he thinks you are allows you to throw havoc even in the most secure military camp.
7) the familiar is the cream of the crop on this build. It allows you to get advantage on multiple actions and skills (even one attack), all while remaining invisible. It also can poison your blade, be a semi-permanent Scry equivalent, be a semi-permanent mage hand equivalent, be evoked on the other side of the doors and if you get Voice of the Chain Master it can speak with your voice (which can simulate other voices and sounds thanks to the Actor feat) and you can even extract poison from your 10-gold costing imp. Even more, whatever the familiar does, does not require any action on your part being usable freely in combat and in social situations (thake this Arcan Trickster's Mage Hand!)
8) another useful thing that you can do with the familiar is that it can use caltrops. let him ready his action and when the enemy moves he throws the caltrops in the first space where the moster moves, possibly getting it to stop.
So, that's the basics of my idea. Do you think is a strong sinergy?
And even more, what can i get between feats, spells, objects and invocations to make it stronger\more intresting? I am mostly intrested in anything that makes it more durable
Thank you for your attention!
I dunno what to improve, it seems like a really solid build. It’s like a better version of the one I was trying to make, so good job.
I would recommend taking Eldritch Smite (eventually), simply because Smiting and Sneak Attacking an expanded crit from the curse sounds really fun.
My current build is similar to this. My final build will be a Hex-chain 4, Battlemaster 5, Swashbuckler 11 wielding a rapier and shield with breastplate armor. It is all about situational versatility and you will find you always have something left to pull out for RP and combat. You can pull front line, support, face, etc... Also, it has wicked survivaility all the way through.
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
yeah, this would be really godd, expecially considering that the single attack from the rogue class synegizes well with the fact that only one attack can be smited.
Still, this would require the blade pact, then with my chain pact I think I should make god use of something else.
Yeah, I thought also about the Battlemaster for some extra dirty trick. Why do you say it has so much survivability? What is your build exactly and to what mechanics do you rely to keep your character alive and kicking?
Not how this works at all. Even with the Skulker feat, you can only do this if you miss - if you hit, only one of the blasts is with advantage, and none of the blasts can deal sneak attack damage.
Pick up the spells shield, absorb elements, misty step, and hex (I tend to use this to undermine opposed skill checks). I picked up eldritch blast (covers ranged attacks), minor illusion (creative subversion), and booming blade (obvious for a single attack) cantrips. For maneuvers I chose ones that assist outside of combat as well as in: riposte (possible second sneak attack every round), tactical assessment, and menacing attack (small battlefield control boost in line with my character attitude). In addition, I took the invocations devil's sight and eldritch sight because my character is a warrior detective loosely in the vein of Detective Dee
Feat selection can be really subjective but I went with:
*Fighter 4* +2 CHR
*Rogue 4* +2 CHR
*Warlock 4* Eldritch Adept: Agonizing Blast
*Rogue 8* Bountiful Luck
*Rogue 10* Telekinetic
On top of this, I was given a magical rapier which is +1 and can cast counterspell 1/day, but can have a wild magic surge as it redirects the energy in weird ways. The armor is a suit of adamantine breastplate, and a simple +1 shield. Having the right tool in the toolbox is something I enjoy and this build has a lot of tools.
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
I don't feel that res:con is all that useful for a warlock just to maintain concentration on hex. In fact, I don't like hex much as a spell, personally. If maintaining concentration is important to you, I'd rather recommend warcaster. It would include the added benefit of utilizing shields for better AC while keeping your spellcasting in tact, and would synergize with booming blade in attacks of opportunity.
I also don't care too much for the 8 levels of warlock. three levels is enough for the pact of the chain, and the rest I would definitely put more into rogue. at third level, you have three invocations, but we already know that your must-haves are agonizing, many faces, and devil sight maybe.
More rogue, however, does mean better sneak attack dice. Your cantrips like BB and EB will continuously improve and scale regardless of your warlock level, so why bother?