10/30/2023 0 Comments Rogue courier alpha test(Note that I could go Rogue 4/Monk 12 and get one more ASI, but I think I'd rather have Uncanny Dodge and +1d6 Sneak Attack damage) +2 Wis (which would put Initiative at +13, and increase DC of Stunning Strike) Savage Attacker (all those attacks, all those dice.good insurance against really unlucky rolls.) Mobile (60' base movement, 70' in the first round) I'd take Alert at 1st level, put two ASIs toward increasing Dex to 20, then choose two from among: That's a total of 4 ASIs, plus a Feat at level 1. ![]() Going all the way to 11 gets both 1d8 damage die (so for a total of 5 attacks doing base 1d8 in the first round, wielding only a dagger in one hand), plus gets you the Shadow Monk's Invisibility.įrom there it's either +1 Ranger or Monk to get an ASI, and a Ranger has a bigger hit die, so Ranger it is. Stunning strike, for more crits later in the fight The ability to go unarmored and unarmed, which helps for surprising victims ![]() It only needs 3 levels of Rogue to get the alpha strike abilities, but 2 more levels gets you an ASI, an additional Sneak Attack die, and Uncanny Dodge, which is handy.įlurry of Blows, for one more attack in the alpha strike A few spell slots, including Disguise Self, isn't bad Fighting style: I'd go with Dueling because Monk already gets Dex bonus to offhand Umbral Sight (makes it easier to choose Human for an extra Feat) Although I'm generally not a fan of multi-classing, in this case I'd love to some day play:Īll I really want out of the Ranger is Dread Ambusher, so don't have to go past level 3 (Monk will get me 2nd attack) Finally, you can deliver an alpha strike at up to 600 feet (though you sacrifice 6d6 of the damage if you're shooting from outside hunter's mark range).Īlthough ranged clearly dominates with this combo, I'm still loving the idea of the melee version. Even though the damage is not doubled, +30 still makes up for the attack penalty except against very high AC, and if you do blow the initiative roll, the Sharpshooter damage partly compensates for the loss of autocrits. You have advantage even if you lose initiative, mitigating the SS penalty, and the Archer fighting style helps as well. After crunching the numbers, Sharpshooter is better than Alert for your bonus feat.You lose it when you cast hunter's mark, but it still gives you an incredible ability to set up the alpha strike, and keeps your clunky companions from spoiling the surprise. However, if your DM lets you cast hunter's mark outside of combat, and doesn't rule that the verbal component breaks Stealth, the dual-wielding build offers higher damage.For another, as others have pointed out, your fighting style is not in conflict with hunter's mark for your first-round bonus action. For one thing, it gives you a lot more flexibility setting up the alpha strike you aren't constrained by your ability to physically close with the enemy in the first round. The archer build is generally superior.Some further thoughts I've had tinkering with the build: I have yet to test it in play, but I came to the same conclusion: Gloom stalker 5 + assassin 3 = crazy alpha strikes. However, the -5 penalty with Sharpshooter means more misses.Įither way that seems like a pretty sick opening round from a level 8 character, without any magic items or buffs.ĮDIT: Not really relevant, but if I actually did this I think my next six levels would Shadow Monk. That would be:ģ attacks doing 1d6 + 1d6 Hunter's Mark, plus 1d8 for Dread Ambusher, plus 2d6 Sneak Attack, all doubled, plus 3 * 10 for Sharpshooter, plus 3 * 4 for ability bonus = 16d6 + 2d8 + 30 + 12 = 107 (avg). So 20d6 + 2d8 + 16 = (avg) 95, max of 152Īlternately, a bow build with Sharpshooter (variant Human) would get one less attack but do +10 on each attack. ![]() So that's 4 attacks doing 2d6 each (weapon plus Hunter's Mark), + 1d8 + 2d6 Sneak attack, all doubled, plus 4xAbility, which would be +4 at this point. Let's say we're using shortswords because I hate rapiers (If I were doing this I'd probably go variant Human and take Alert feat, for a total Initiative bonus of +11) One more attack, that does an extra +1d8, from Dread Ambush Somebody asked for help with this build, but the math wasn't discussed.)ĭoes this (potentially) do as much first-round damage as I think? Let's talk the best case, that your opponent is surprised: (My apologies if this has been well discussed before.
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