![]() ![]() Aarakocra (EE): Well, +2DEX and at-will flight sell this easily… but it’s DM dependent.Charisma: Ask yourself two questions: 1) Do I want to be the face of this party? 2) Am I interested in multiclassing towards a CHA caster? If yes for both, aim for 14 if yes for the first a 12 and Expertise get you there otherwise, dump it.Wisdom: Not vital, but with important skills like Perception and Insight and an important save tied to it, you don’t want it on the red.Note that it is possible to play a low-Intelligence AT, but that diminishes both your worthwhile spells and the value of Magical Ambush significantly. Intelligence: This tells you how good your knowledge skills and spells are, both in terms of veracity (for illusions), difficulty (for enchantment), and something else for most others.At higher levels, your concentration spells will also rely on it. Aim to start with 14, or at the very least 12. Constitution: Important in everyone’s life, and you’re no different.Make sure you start with at least 15 here (16 would be correct, but sometimes you want a race that doesn’t give a DEX bonus). This governs initiative (going first never hurts if you can Ready an action), DEX saves (in which you shine), attack rolls (you don’t want to miss that backstab), damage rolls and important skills/ tools. Dexterity: The end-all, be-all of rogues.I wouldn’t advise that unless you really know what you’re planning to do, but more on that later. The exceptions are STR-based rogues who want to focus on grappling/shoving, in which case they may want this higher than DEX. Strength: This is either whatever or garbage for Arcane Tricksters.Spells like Mirror Image and Blur become the order of the day. You’ll need a high Constitution (more than 14) and good AC, but with Cunning Action, Uncanny Dodge and Evasion on your pocket, you should do well despite lacking a higher Hit Dice. Depending on your party, you may be shoehorned into this role. Tank: this is the guy that diverts the enemy’s attention to keep other party members safe.With spells like Hold Person, Suggestion and Hypnotic Pattern, you can wreck an encounter under the right circumstances. You can kinda do this before level 9, and after that you can be very good at it. Controller: This is the guy that debuffs, locks and annoys the enemy in general.Whatever happens, these two roles must be covered by you, or there’s a high chance you’ll be a liability to the party. Skills you need: Perception, Investigation, Thieves’ Tools Skills you want: Persuasion/Deception, Intimidation Skills you need: Deception/Persuasion, Insight Note that the value of each of these roles is campaign-dependant in a classical dungeon crawl, there’s not much value in being a face, for example. This role has many subdivisions, but as long as you excel in at least one of these you’re good to go. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |