Since I can do this from long range, I also can be as much as 320ft away (compared to 80ft previously) meaning that I have four extra turns before the Fang gets within melee range.Īs you go up in level, +10 represents less and less of a % of your damage, so you need better and better %'s to hit before you'll take the -5, but the range and cover is always helpful.ġ) ATs get free advantage from their hand at level 13Īs you go up in level, +10 represents less and less of a % of your damage, so you need better and better %'s to hit before you'll take the -5, but the range and cover is always helpful.Yeah, against that AC 14 target, you're about +2 damage at 5th level, +1 damage at 7th level, +0.5 damage at 9th level, and underwater thereafter. That's a 14% accuracy loss, but I gain about 68% damage. With advantage, without -5/+10, I hit ~88% of the time. 1d6 Shortbow + 2d6 sneak attack + 4 ASM = 14.5 Damage. I cast silent image before combat, giving myself a hiding justification. I'm level 4 against a CR 4 AC 14 Gnoll Fang. With booming blade, Cunning Action, Uncanny Dodge and shield, you'll have a variety of defensive tools in the toolbox to make melee survivable.1) ATs get reliable advantage from their hand at level 13Ģ) ATs get the most context-independent hiding justification from level 3 onĤ) Shooting from very far away and ignoring cover is always nice. Crossbow Expert fighters with hand crossbows).Īnyway, melee will offer the best damage output (if that's your thing), and my "must-haves" are booming blade, find familiar (owl), and shield if you have room for Magic Initiate. As a rule of thumb, SS is best with multiple low-damage attacks (e.g. With one attack and sneak attack increasing your damage on a hit, I can't imagine -5/+10 being efficient across a particularly broad range of ACs. This really surprises me and I'd like to see the math. Pick up a damage spell if you can, as all your weapon damage will be piercing and a lot of things resist that, so having an alternative can't hurt. With Invisibility, Stealth expertise and flight, an arcane trickster is as good an infiltrator as anyone. Illusion spells reward creativity, and your Mage Hand is massively improved over the standard version.Ħ. So use it for Mage Hand! Your DM might let you use it to Help others at range, but if not, you can poison arrows as a bonus action, pick locks at range, mess with your enemies, all sorts of shenanigans.ĥ. As an elf, I'd focus on longbow sniping, which means you probably won't need to use Cunning Action for mobility as much as melee rogues. Sneak Attack for consistent single-target damage. Dex is so utterly central to every rogue that it's hard to argue against maxing that at level 4. With two 17s rolled and the high elf race, your comrade can start with 19 and 18 in Dex and Int. War Caster could be handy, Ritual Caster or Magic Initiate give you more magic, Observant, Skilled or Keen Mind are options to boost your exploration utility. For your free picks, Find Familiar, Fog Cloud are the most tempting to me.Ģ. One of Blur/Mirror Image might be worth picking up. Hold Person, Suggestion are great spells if you've got the Int for them, which this character should have. Invisibility, Silent Image are no-brainers, Sleep is good at low levels but will be starting to fade by level 5. At low levels, your selection is pretty limited. They're loads of fun and really flexible.ġ.
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