Published: February 2, 2024

Last modified: June 21, 2024

DnD 5E Quick Build Series: Rogues

Author: Rentarou

This article presents optimized, single-classed, Quick Builds for every Roguish Archetype of the Rogue class in D&D 5e.  

Rogues unfortunately lag behind other martial builds when single-classed. This largely has to do with the lack of Extra Attack and the somewhat lackluster damage of Sneak Attack. By utilizing either the Crossbow Expert feat or the Elven Accuracy feat in combination with the Sharpshooter feat, they offer only passable sustained damage with Sneak Attack, though they have the ability to apply said damage very reliably. The extra skill proficiencies and Expertise of the Rogue offer non-magical out-of-combat utility. With a d8 hit die, poor Armor Class, no access to defensive spells (save for the Arcane Trickster) and poor defensive features for melee combat, Rogues are fragile, and thus should play at range as much as possible.

Adapting the Builds

Depending on the other members of your party, many Rogue subclasses perform best using an Elf race and the Elven Accuracy feat and relying on Cunning Action or the Steady Aim optional feature from Tasha’s Cauldron of Everything to generate advantage for themselves. If your party members have ways to provide you with advantage, and/or can boost your accuracy in other ways, like the bless spell or the Peace Domain Cleric’s Emboldening Bond, you may find that you don’t need to use your bonus action to generate advantage, allowing a Variant Human or Custom Lineage build with Crossbow Expert to outperform the Elf variant.
In some cases, we assume you have access to races that only appear in certain source material. If you do not have access to these races, and you want to adapt these builds to a Wood Elf or Variant Human, you can follow the progressions as presented for the Inquisitive or the Assassin respectively, delaying Alert until after Fighting Initiate (Archery). To switch from Custom Lineage to Variant Human, you start with 8 STR, 15+1 DEX, 15+1 CON, 10 INT, 14 WIS, 8 CHA, delay the Alert feat until after Fighting Initiate (Archery) and pick +2 Dexterity instead of the Piercer feat at level 8. Note that picking a race that does not grant a feat at level 1 other than an Elf will generally substantially decrease the power of these builds; in such cases pick Sharpshooter at level 4 and Crossbow Expert at level 8, but be aware that the build drops at least one optimization level until you reach level 8. If you have specific adaptation questions, the best place to ask is in our Discord server.

Wherever we use <>, we mean that to indicate swapping out something for something else. For example:

Weapons – shortbow <> heavy crossbow (race)

This means swap out shortbow proficiency for heavy crossbow proficiency with the optional rule Customizing Your Origin in Tasha’s Cauldron of Everything.

Arcane Trickster

Optimization level: Mid Op
This Arcane Trickster build uses ranged weapons to deliver Sneak Attack damage with advantage from Cunning Action or Steady Aim and the Elven Accuracy feat plus Sharpshooter feat combo for reliable sustained damage. It enhances the Rogue play pattern by mixing in spells to improve its defenses and provide party wide utility with the pass without trace spell.

Race: Elf (Mark of Shadow)

Ability Scores

8 STR, 15+2 DEX, 14 CON, 15+1 INT, 10 WIS, 8 CHA

Background: Investigator

Background Feature – Wanderer

Proficiency Selections

Skills – Athletics (class), Investigation (class), Sleight of Hand (class), Stealth (class), Arcana (background), Nature (background).
Tools – Thieves’ tools (class), smith’s tools (background), poisoner’s kit (background).

Starting Equipment

From background: magnifying glass (sell this), evidence from a past case (item 47, black thread), common clothes, 10 gp.
From class: rapier, shortbow and 20 arrows, dungeoneer’s pack, leather armor, two daggers, thieves’ tools.

Purchasing Goals

Sell the superfluous items you got at character creation. Get a light crossbow, bolts, and studded leather armor. For everything else refer to the mundane item guide.

Level 1

Expertise – Perception, Stealth.

Level 3

Roguish Archetype – Arcane Trickster.
Steady Aim (TCoE) – Pick this optional Class feature.
Cantrips – booming blade, mage hand, fire bolt.
Spells – find familiar, silvery barbs, sleep.

Level 4

Ability Score Improvement (Feat) – Elven Accuracy (+1 Dexterity).
Spells – +Tasha’s hideous laughter.

Level 6

Expertise – Athletics, Investigation.

Level 7

Spells – +invisibility, +phantasmal force, -sleep.

Level 8

Ability Score Improvement – +2 Dexterity.
Spells – +pass without trace.

Level 10

Ability Score Improvement (Feat) – Sharpshooter.
Cantrips – +mind sliver.
Spells – +tasha’s mind whip.

Level 11

Spells – +sleep.

Level 12

Ability Score Improvement (Feat) – Fighting Initiate (Archery).

Level 13

Spells – +hypnotic pattern, +fear, -Tasha’s hideous laughter.

Level 14

Spells – +fireball.

Level 16

Ability Score Improvement (Feat) – Resilient (Constitution).
Spells – +phantom steed.

Level 19

Ability Score Improvement (Feat) – Lucky.
Spells – +hallucinatory terrain.

level 20

Spells – +dimension door.

Assassin

Optimization level: Mid Op
This Assassin build leverages its Assassinate feature in combination with a high initiative modifier to generate advantage to apply Sneak Attack to do decent sustained damage with the Crossbow Expert feat plus Sharpshooter feat combo. This build greatly benefits from allies that can generate advantage for you or increase your accuracy through the likes of the bless spell or the Peace Domain Cleric’s Emboldening Bond. It also benefits from allies that can cast the pass without trace spell to more reliably surprise enemies. This build can unreliably provide somewhat decent nova damage at the start of the fight if it’s enabled by the rest of the party.

Race: Custom Lineage

Feat – Crossbow Expert.
Variable Trait – Darkvision.

Ability Scores

8 STR, 15+2 DEX, 15 CON, 10 INT, 14 WIS, 8 CHA

Background: Investigator

Background Feature – Wanderer

Proficiency Selections

Skills – Athletics (class), Perception (class), Sleight of Hand (class), Stealth (class), Insight (background), Nature (background).
Tools – Thieves’ tools (class), smith’s tools (background), poisoner’s kit (background).
Languages – Common (race), Dwarvish (race; can be any language).

Starting Equipment

From background: magnifying glass (sell this), evidence from a past case (item 47, black thread), common clothes, 10 gp.
From class: rapier, shortbow and 20 arrows, dungeoneer’s pack, leather armor, two daggers, thieves’ tools.

Purchasing Goals

Sell the superfluous items you got at character creation. Get a hand crossbow, bolts, and studded leather armor. For everything else refer to the mundane item guide.

Level 1

Expertise – Perception, Stealth.

Level 3

Roguish Archetype – Assassin.
Steady Aim (TCoE) – Pick this optional Class feature.

Level 4

Ability Score Improvement (Feat) – Sharpshooter.

Level 6

Expertise – Athletics, Investigation.

Level 8

Ability Score Improvement – Alert.

Level 10

Ability Score Improvement (Feat) – Piercer (+1 Dexterity).

Level 12

Ability Score Improvement (Feat) – +2 Dexterity.

Level 16

Ability Score Improvement (Feat) – Fighting Initiate (Archery).

Level 19

Ability Score Improvement (Feat) – Resilient (Constitution).

Inquisitive

Optimization level: Mid Op
This Inquisitive build uses ranged weapons to deliver Sneak Attack damage with the Advantage from Cunning Action or Steady Aim and the Elven Accuracy feat plus Sharpshooter feat combo for reliable sustained damage. In cases where it wouldn’t have Sneak Attack, it can leverage Ear for Deceit and Insightful Fighting to generate Sneak Attack for itself.

Race: Elf (Wood)

Ability Scores

8 STR, 15+2 DEX, 15+1 CON, 10 INT, 14 WIS, 8 CHA

Background: Investigator

Background Feature – Wanderer

Proficiency Selections

Skills – Athletics (class), Investigation (class), Sleight of Hand (class), Stealth (class), Insight (background), Nature (background).
Tools – Thieves’ tools (class), smith’s tools (background), poisoner’s kit (background), longsword <> mason’s tools (race), shortsword <> carpenter’s tools (race).
Weapons – shortbow <> heavy crossbow (race), longbow (race).

Starting Equipment

From background: magnifying glass (sell this), evidence from a past case (item 47, black thread), common clothes, 10 gp.
From class: rapier, shortbow and 20 arrows, dungeoneer’s pack, leather armor, two daggers, thieves’ tools.

Purchasing Goals

Sell the superfluous items you got at character creation. Get a heavy crossbow, bolts, a longbow, arrows, and studded leather armor. For everything else refer to the mundane item guide.

Level 1

Expertise – Perception, Stealth.

Level 3

Roguish Archetype – Inquisitive.
Steady Aim (TCoE) – Pick this optional Class feature.

Level 4

Ability Score Improvement (Feat) – Elven Accuracy (+1 Dexterity).

Level 6

Expertise – Athletics, Insight.

Level 8

Ability Score Improvement – Sharpshooter.

Level 10

Ability Score Improvement (Feat) – +2 Dexterity.

Level 12

Ability Score Improvement (Feat) – Fighting Initiate (Archery).

Level 16

Ability Score Improvement (Feat) – Resilient (Constitution).

Level 19

Ability Score Improvement (Feat) – Lucky.

Mastermind

Optimization level: Mid Op
This Mastermind build uses ranged weapons to deliver Sneak Attack damage with the Advantage from Cunning Action or Steady Aim and the Elven Accuracy feat plus Sharpshooter feat combo for reliable sustained damage.

Race: Elf (Wood)

Ability Scores

8 STR, 15+2 DEX, 15+1 CON, 10 INT, 14 WIS, 8 CHA

Background: Investigator

Background Feature – Wanderer

Proficiency Selections

Skills – Athletics (class), Investigation (class), Sleight of Hand (class), Stealth (class), Insight (background), Nature (background).
Tools – Thieves’ tools (class), smith’s tools (background), poisoner’s kit (background), longsword <> mason’s tools (race), shortsword <> carpenter’s tools (race).
Weapons – shortbow <> heavy crossbow (race), longbow (race).

Starting Equipment

From background: magnifying glass (sell this), evidence from a past case (item 47, black thread), common clothes, 10 gp.
From class: rapier, shortbow and 20 arrows, dungeoneer’s pack, leather armor, two daggers, thieves’ tools.

Purchasing Goals

Sell the superfluous items you got at character creation. Get a heavy crossbow, bolts, a longbow, arrows, and studded leather armor. For everything else refer to the mundane item guide.

Level 1

Expertise – Perception, Stealth.

Level 3

Roguish Archetype – Mastermind.
Master of Intrigue – Dice set (can be any gaming set), Dwarvish (can be any language), Undercommon (can be any language).
Steady Aim (TCoE) – Pick this optional Class feature.

Level 4

Ability Score Improvement (Feat) – Elven Accuracy (+1 Dexterity).

Level 6

Expertise – Athletics, Investigation.

Level 8

Ability Score Improvement – Sharpshooter.

Level 10

Ability Score Improvement (Feat) – +2 Dexterity.

Level 12

Ability Score Improvement (Feat) – Fighting Initiate (Archery).

Level 16

Ability Score Improvement (Feat) – Resilient (Constitution).

Level 19

Ability Score Improvement (Feat) – Lucky.

Phantom

Optimization level: Mid Op
This Phantom build uses ranged weapons to deliver Sneak Attack damage with the Advantage from Cunning Action or Steady Aim and the Elven Accuracy feat plus Sharpshooter feat combo for reliable sustained damage. It mildly boosts its damage with Wails of the Grave and provides a minor increase in defense and some utility with its other features.

Race: Elf (Wood)

Ability Scores

8 STR, 15+2 DEX, 15+1 CON, 10 INT, 14 WIS, 8 CHA

Background: Investigator

Background Feature – Wanderer

Proficiency Selections

Skills – Athletics (class), Investigation (class), Sleight of Hand (class), Stealth (class), Insight (background), Nature (background).
Tools – Thieves’ tools (class), smith’s tools (background), poisoner’s kit (background), longsword <> mason’s tools (race), shortsword <> carpenter’s tools (race).
Weapons – shortbow <> heavy crossbow (race), longbow (race).

Starting Equipment

From background: magnifying glass (sell this), evidence from a past case (item 47, black thread), common clothes, 10 gp.
From class: rapier, shortbow and 20 arrows, dungeoneer’s pack, leather armor, two daggers, thieves’ tools.

Purchasing Goals

Sell the superfluous items you got at character creation. Get a heavy crossbow, bolts, a longbow, arrows, and studded leather armor. For everything else refer to the mundane item guide.

Level 1

Expertise – Perception, Stealth.

Level 3

Roguish Archetype – Phantom.
Whispers of the Dead – Tinker’s tools (can be swapped daily depending on your needs).
Steady Aim (TCoE) – Pick this optional Class feature.

Level 4

Ability Score Improvement (Feat) – Elven Accuracy (+1 Dexterity).

Level 6

Expertise – Athletics, Investigation.

Level 8

Ability Score Improvement – Sharpshooter.

Level 10

Ability Score Improvement (Feat) – +2 Dexterity.

Level 12

Ability Score Improvement (Feat) – Fighting Initiate (Archery).

Level 16

Ability Score Improvement (Feat) – Resilient (Constitution).

Level 19

Ability Score Improvement (Feat) – Lucky.

Scout

Optimization level: Mid Op
This Scout build uses ranged weapons to deliver Sneak Attack damage with the Advantage from Cunning Action or Steady Aim and the Elven Accuracy feat plus Sharpshooter feat combo for reliable sustained damage. It also provides some incremental improvements to mobility as the build progresses.

Race: Elf (Wood)

Ability Scores

8 STR, 15+2 DEX, 15+1 CON, 10 INT, 14 WIS, 8 CHA

Background: Investigator

Background Feature – Wanderer

Proficiency Selections

Skills – Athletics (class), Investigation (class), Sleight of Hand (class), Stealth (class), Insight (background), Acrobatics (background).
Tools – Thieves’ tools (class), smith’s tools (background), poisoner’s kit (background), longsword <> mason’s tools (race), shortsword <> carpenter’s tools (race).
Weapons – shortbow <> heavy crossbow (race), longbow (race).

Starting Equipment

From background: magnifying glass (sell this), evidence from a past case (item 47, black thread), common clothes, 10 gp.
From class: rapier, shortbow and 20 arrows, dungeoneer’s pack, leather armor, two daggers, thieves’ tools.

Purchasing Goals

Sell the superfluous items you got at character creation. Get a heavy crossbow, bolts, a longbow, arrows, and studded leather armor. For everything else refer to the mundane item guide.

Level 1

Expertise – Perception, Stealth.

Level 3

Roguish Archetype – Scout.
Steady Aim (TCoE) – Pick this optional Class feature.

Level 4

Ability Score Improvement (Feat) – Elven Accuracy (+1 Dexterity).

Level 6

Expertise – Athletics, Investigation.

Level 8

Ability Score Improvement – Sharpshooter.

Level 10

Ability Score Improvement (Feat) – +2 Dexterity.

Level 12

Ability Score Improvement (Feat) – Fighting Initiate (Archery).

Level 16

Ability Score Improvement (Feat) – Resilient (Constitution).

Level 19

Ability Score Improvement (Feat) – Lucky.

Soulknife

Optimization level: Mid Op
This Soulknife build forgoes Elven Accuracy, Crossbow Expert and Sharpshooter to make use of its Psychic Blades to deal higher damage at lower levels and gain some much needed defense. Because this build uses one hand to make the primary attack, and the other to wield a shield, and the Psychic Blades feature requires a free hand to make a second attack, the chosen race is Thri-Kreen. Thri-Kreen boast a secondary pair of free hands that can pass the second Psychic Blade to the main attacking hand for the bonus action attack. Their Chameleon Carapace provides them with a very good armor class and can also provide advantage to Stealth. This build greatly benefits from allies that can generate advantage for you or increase your accuracy through the likes of the bless spell or the Peace Domain Cleric’s Emboldening Bond. If you do not have allies who increase your accuracy, you should consider ignoring your Psychic Blades and following an Elven Accuracy/Sharpshooter progression, such as the one in the Mastermind Quick Build.

Race: Thri-Kreen

Ability Scores

8 STR, 15+2 DEX, 15+1 CON, 10 INT, 14 WIS, 8 CHA

Background: Investigator

Background Feature – Wanderer.

Proficiency Selections

Skills – Athletics (class), Perception (class), Sleight of Hand (class), Stealth (class), Insight (background), Acrobatics (background).
Tools – Thieves’ tools (class), smith’s tools (background), mason’s tools (background).

Starting Equipment

From background: magnifying glass (sell this), evidence from a past case (item 47, black thread), common clothes, 10 gp.
From class: rapier, shortbow and 20 arrows, dungeoneer’s pack, leather armor, two daggers, thieves’ tools.

Purchasing Goals

Sell the superfluous items you got at character creation. Get scale mail, then half plate, and a shield. For everything else refer to the mundane item guide.

Level 1

Expertise – Perception, Stealth.

Level 3

Roguish Archetype – Soulknife.
Steady Aim (TCoE) – Pick this optional Class feature.

Level 4

Ability Score Improvement (Feat) – Moderately Armored (+1 Dexterity).

Level 6

Expertise – Athletics, Investigation.

Level 8

Ability Score Improvement (Feat) – +2 Dexterity.

Level 10

Ability Score Improvement (Feat) – Fighting Initiate (Thrown Weapon Fighting).

Level 12

Ability Score Improvement (Feat) – Resilient (Constitution).

Level 16

Ability Score Improvement (Feat) – Lucky.

Level 19

Ability Score Improvement (Feat) – Alert.

Swashbuckler

Optimization level: Mid Op
This Swashbuckler build uses ranged weapons to deliver Sneak Attack damage with the Advantage from Cunning Action or Steady Aim and the Elven Accuracy feat plus Sharpshooter feat combo for reliable sustained damage. When confronted in melee combat, it has the means to safely get away from enemies while dealing decent damage and complicating pursuit as to stay alive and keep doing damage from a safe distance.

Race: Elf (High)

Cantrip – booming blade.

Ability Scores

8 STR, 15+2 DEX, 15+1 CON, 8 INT, 10 WIS, 14 CHA

Background: Investigator

Background Feature – Wanderer.

Proficiency Selections

Skills – Athletics (class), Deception (class), Sleight of Hand (class), Stealth (class), Insight (background), Persuasion (background).
Tools – Thieves’ tools (class), smith’s tools (background), poisoner’s kit (background), longsword <> mason’s tools (race), shortsword <> carpenter’s tools (race).
Weapons – shortbow <> heavy crossbow (race), longbow (race).

Starting Equipment

From background: magnifying glass (sell this), evidence from a past case (item 47, black thread), common clothes, 10 gp.
From class: rapier, shortbow and 20 arrows, dungeoneer’s pack, leather armor, two daggers, thieves’ tools.

Purchasing Goals

Sell the superfluous items you got at character creation. Get a heavy crossbow, bolts, a longbow, arrows, and studded leather armor. For everything else refer to the mundane item guide.

Level 1

Expertise – Perception, Stealth.

Level 3

Roguish Archetype – Swashbuckler.
Steady Aim (TCoE) – Pick this optional Class feature.

Level 4

Ability Score Improvement (Feat) – Elven Accuracy (+1 Dexterity).

Level 6

Expertise – Athletics, Persuasion.

Level 8

Ability Score Improvement – Sharpshooter.

Level 10

Ability Score Improvement (Feat) – +2 Dexterity.

Level 12

Ability Score Improvement (Feat) – Fighting Initiate (Archery).

Level 16

Ability Score Improvement (Feat) – Resilient (Constitution).

Level 19

Ability Score Improvement (Feat) – Lucky.

Thief

Optimization level: Mid Op
This Thief build uses ranged weapons to deliver Sneak Attack damage with the Advantage from Cunning Action or Steady Aim and the Elven Accuracy feat plus Sharpshooter feat combo for reliable sustained damage. It also gains the ability to use powerful magic items normally not available to Rogues later in the game.

Race: Elf (Wood)

Ability Scores

8 STR, 15+2 DEX, 15+1 CON, 10 INT, 14 WIS, 8 CHA

Background: Investigator

Background Feature – Wanderer

Proficiency Selections

Skills – Athletics (class), Investigation (class), Sleight of Hand (class), Stealth (class), Insight (background), Nature (background).
Tools – Thieves’ tools (class), smith’s tools (background), poisoner’s kit (background), longsword <> mason’s tools (race), shortsword <> alchemist’s tools (race).
Weapons – shortbow <> heavy crossbow (race), longbow (race).

Starting Equipment

From background: magnifying glass (sell this), evidence from a past case (item 47, black thread), common clothes, 10 gp.
From class: rapier, shortbow and 20 arrows, dungeoneer’s pack, leather armor, two daggers, thieves’ tools.

Purchasing Goals

Sell the superfluous items you got at character creation. Get a heavy crossbow, bolts, a longbow, arrows, and studded leather armor. For everything else refer to the mundane item guide.

Level 1

Expertise – Perception, Stealth.

Level 3

Roguish Archetype – Thief.
Steady Aim (TCoE) – Pick this optional Class feature.

Level 4

Ability Score Improvement (Feat) – Elven Accuracy (+1 Dexterity).

Level 6

Expertise – Athletics, Investigation.

Level 8

Ability Score Improvement – Sharpshooter.

Level 10

Ability Score Improvement (Feat) – +2 Dexterity.

Level 12

Ability Score Improvement (Feat) – Fighting Initiate (Archery).

Level 16

Ability Score Improvement (Feat) – Resilient (Constitution).

Level 19

Ability Score Improvement (Feat) – Lucky.

18 Replies to “DnD 5E Quick Build Series: Rogues”

  1. I feel like Resilient (Wisdom) should be swapped out on these, considering the rogue’s Slippery Mind feature at level 15 already grants proficiency in Wisdom saving throws. Otherwise, it’s just rounding up an odd ability score. Resilient (Constitution) might be a better bet, but I’m not the world’s greatest optimiser so maybe there’s a better choice here.

    1. Some call it Slippery Mind because it allows you to evade mental saves. Some call it Slippery Mind because it slipped our minds. Sorry, we’ll fix it.

    2. of note is that slippery mind comes on so late – you usually want res wis somewhere from level 9-13.

    1. It depends what you want to do with the build, but Rogue is the one exception among martial classes that you always want to get to 5 before jumping out: multiclassing out after Rogue 3 or 4 (and then potentially coming back to Rogue after you get want you’re looking for from the other class(es)) is probably more natural.

      With the constraint that you are taking mostly Rogue levels and focusing primarily on weapon use and Sneak Attacks, some good options for second classes are Bladesinger (get at least to 6 for third level spells and extra attack — note that the Bladesong restriction that you can’t wield a weapon in two hands leaves open using a hand crossbow), Hexblade (to 5, for third level spells and Thirsting Blade; this is awkward with hand crossbow, but with Improved Pact Weapon works well with a Longbow), Swords Bard (to 6) with a DSS dip, or you could do something along the lines of our Flagship Ranger but with more and earlier Rogue.

      In any of these cases assuming you are wanting to start as a Rogue, I’d probably pick up the levels in the other class after Rogue 3 or 4, then come back to Rogue if you’re so inclined. The awkward thing about these builds is that there’s pretty much never a point when taking a Rogue level is better than taking a level of the other class, so you really have to want to do it specifically for it to make sense.

  2. These builds are rated as Mid-OP, while the basic build rogue is only low-mid OP. Is Elven Accuracy so much better for rogue than Crossbow Expert? Would take a long-ish answer 🙂

      1. I’m consulting with the other TTB authors to see whether they think this is an oversight or an intentional difference in optimization level, but as far as the damage math goes: Crossbow Expert is ahead of Elven Accuracy in tier 1, but Elven Accuracy + Sharpshooter with Hide/Steady Aim pulls ahead partway into Tier 2. That said, Crossbow Expert + Sharpshooter has a higher upside if your party can generate advantage for you regularly, because the main benefit of Elven Accuracy over CBE is that it leaves your bonus action free to generate your own advantage.

        Some non-damage considerations are that Wood Elf also has a higher speed and (arguably) a more permissive set of environments in which they can hide, both of which are especially nice to have for a Rogue. The actual Basic Build had to be Variant Human (and _not_ Custom Lineage), which also meant it lacked darkvision. Which can also be quite problematic for a Rogue if the table pays close attention to lighting conditions.

        On balance, I do think the Wood Elf + Elven Accuracy Rogue is better than the Variant Human + Crossbow Expert Rogue, unless your party has lots of ways to generate advantage (without too much opportunity cost) and isn’t stringent about the impact of dim light and darkness on perception and attacks. The Custom Lineage Crossbow Expert Rogue is better than the Variant Human, however, and might be ahead or behind of the Wood Elf Elven Accuracy Rogue depending on the rest of the party, and how much time you expect to spend in Tier 1.

  3. How come you went with Elf over Half-elf(variant or vanilla) for elven accuracy? Have you considered using darts? They works with sharpshooter and any of the archery/thrown/duelling fighting styles and lets you carry a shield (if you can pick up proficiency), probably better for multi-class builds. Also steady aim seems to be frequently toted for mounted combat scenarios, is it that reliable outside those?

    1. From experience in play, Steady Aim is quite often a source for advantage, but not reliable. Strongly depends on the monsters and the arena of the fight, of course, and the party composition/tactics. If you have a party of high-OP builds that wants to kite every fight, you will not use it much. But in a lower mid-OP range you should have opportunities to just stand still and shoot while others are on the frontlines. In my case, it compliments nicely with an Arcane Trickster and an owl familiar for advantage

  4. Why would the Thri-Keen Soul Knife require Moderately Armored when even the AC of Half-Plate is matched by level 4 without losing their stealth advantage?

  5. Why is pass without trace listed as a lvl 8 spell option for arcane tricksters? Lvl 8 allows you to go outside of enchantment or illusion spells on the wizard spell list. It doesn’t allow you to pick any spell from any classes spell list

    1. Spells of the Mark.
      If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Shadow Spells table are added to the spell list of your spellcasting class.

  6. In the Arcane Trickster, at lvl 11, you suggrst to pick up sleep, and having read a lot of “now it’s useful, but we’ll trade it out later” in the flagship serie, I really don’t get why picking it there would make sense. At those levels, enemies have a lot of hp, and even upcasting it at 2nd lvl gives an average of 31.5 hp of “sleepers”, expending our highest slot, and probably not making unconscious a single enemy. Why is that?

    1. Due to Arcane Trickster’s restriction on spell schools for your spell selections, Sleep is the least bad spell you can pick and situationally useful to follow up an ally’s fireball or the likes if it leaves lots of enemies with low HP.
      It’s not a great pick and you can substitute it for anything else available that you have any reason to believe will be more applicable to your campaign – it’s just the least bad option in a vacuum.

      1. You’re probably right saying that it’s the least bad option, it just seemed strange to pick it at lvl 3, trade it at lvl 7 and pick it up again at 11.
        Given the known spells and the overall skillset, I’d probably grab charm person, disguise self, hold person, mirror image, suggestion, nytsul magic aura, even blur (personally not a fan).
        It’s just choosing between a single shot option over some more utility or longer duration effects, and given the few slots it might be a good idea.
        Anyway, thanks for replying!

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