I am going to get some criticism for using the term Hexblade here but it actually makes some sense.

This is a modification of the Dark Sniper where you sacrifice some accuracy (+1) and a little damage (+1) for greater Damage potential.

Again we are sticking with Drow for this one because that Superior Darkvision is just amazing and will give you greater flexibility on ranged attacks since you have a 24 Meter range on Superior Darkvision and a 18 meter range on a all Crossbows and Bows.

Regular Darkvision is only 12 Meters, so doesn't extend to the full range of the ranged weapons in game.

Ability Scores:
Str: 14
Dex: 16
Con: 14
Int: 10
Wis: 10
Chr: 11

Choose Athletics, Acrobatics, Stealth, Sleight of hand and you get Perception for free.

Choose Rogue as your class.

At level 3 take Thief as subclass getting an extra bonus action and Fast hands

At Level 4 Choose Magic Initiate: Warlock and take Hex, and either Blade Ward, Minor Illusion, Chill Touch, Eldritch Blast or Mage hand (arguments could be made for any of them being useful)

Gear:
2 X Shortswords +1
Light Crossbow +1
Studded Leather +1 (Hard to get - need 'Friends of the Family' with the Zhents near Waukeens rest/save zhents in cave from gnolls, don't touch the chest, get password)
Also the Underdark has Drow Armor - which looks REALLY cool. You lose +1 AC but damn...
Helmet: The Shadow of Menzoberranzan - Myconid Colony quest reward in secret room.
Gloves of Power (WARNING: Must have the Absolute's Mark from Priestess Gut to make this work right, otherwise you get cursed)
Boots of Speed (In Myconid village on poison deep gnome)
Poison Resistance Ring (In shattered sanctum, on skelly in crypt outside prison)
Crusher Ring (Crusher has it, offer to Kiss his foot and then steal it)
Smuggler Ring (Riverbank toward tollhouse on skell under bush)

So, the versatility on this build will allow you to either go the Ranged attack option or the melee dual wielder option.

With one of your Bonus Actions you will want to cast Hex on the Target, which adds 1d6 to ALL of your attacks.

With your second Bonus Action you will want to Poison/light on fire your Ranged weapon (Light Crossbow +1) or your Melee weapons (Shortswords +1)

Note: Candles can be found in certain chests in the game. Keep these for later. As a free action you can drop a candle on the ground and use a Bonus action to light your weapon on fire. I do not know if this is intended behavior or an oversight. You Cannot use candles that you find laying around for this. They must be from a container.

Please note - Having Advantage DOUBLES your chance of a critical hit as you are rolling two die every time. So you go from 5% to 10% chance or 1 in 10.

One of the strengths is you can start out the fight with an opening attack with Advantage (sneak attack) + a dipped weapon (1d4) and possibly earn a surprise round and a dead enemy to start the battle. Your first attack would be (1D8 + 4 + 2D6 + 1D4) = 8- 28 Damage and a possible surprise Round!

Ranged attack Damage at level 4 with Height/flank/hidden (Possible Advantage on attack rolls) and Hex on target with fire/poisoned weapon - (1D8 + 4 + 2d6 + 1d6 + 1d4) = 9- 34 damage per hit.

Melee Damage at Level 4 with Height/flank/hidden and Hex on target with fire/poisoned weapon - (1d6 + 4 + 2d6 + 1d6 + 1d4) = 9 - 32 damage. On round two you would also get an extra (1d6 +1 + 1d6 + 1d4) 4- 17 damage from the second weapon attack assuming target wasn't dead by then. Hex covers all weapon attacks made, although you can only do 1 sneak attack per round.

However on the next target, since the weapon is on fire/poisoned (lasts 3 rounds) you would only need to move the Hex to the new target as a Bonus action and then you would get the full damage. Again, this assumes Flanking/hidden (1d6 + 4 + 2d6 + 1d6 + 1d4) + (1d6 +1 + 1d6 + 1d4) = 13-51 damage.

For Insane Damage combine a Haste Potion with Wyvern Poison for (1D6 +4 + 2D6 + 1D6 + 7D6) + (1D6 +1 + 1D6 + 7D6) + (1D6 +4 + 1D6 + 7D6)= 38 - 183 damage.

Feel free to check my math on this if I made a mistake. As I understand you can only sneak attack once per round. I also understand that getting flanking set up on targets will require some tactical planning, but its not impossible.

For those that don't know Flanking is when you have a second character within 5 feet of (melee range) of a target.

Final Advice: Please keep in mind if you go melee that you are not a Tank, and while your AC is not terrible (16AC with Studded Leather +1) - and you have decent health you just won't last long if you are targeted. Make sure you have a Tanky character with you like Shadowheart and Lae'zel to draw aggro and also to help with flanking. Maybe have Gale chillin' in the back to toss spells and draw attention. Keep invisibility, blade ward and so forth ready if things get bad.

It FEELS like Rogues get targeted less-often than other classes for various (theoretical) reasons based on observation. However, who knows what the algorithm is.

Last edited by Blackheifer; 05/08/21 06:37 PM.

Blackheifer