![]() The starting bonus feet from Variant Human should be Crossbow Expert, offering a bonus action attack option and eliminating both the disadvantage ranged characters normally suffer while engaged at melee range, as well as the limitations of the “loading” property on crossbow weapons. Expertise in Thieves Tools is useful with trap-heavy dungeon crawls, while other games might call for more Investigation checks, or social skills like Deception and Persuasion (and a higher Charisma score to go with them) in the event the party does not have a social-focused Bard character, or other similar archetype. Other Expertise choices might be dictated by the style of the game. This pairs well with Expertise in Stealth to make the character an excellent scout, and it can aid in the first round of battle when DMs use the Surprise rules correctly. Starting with Expertise in Perception is generally the best choice, as a high Passive Perception aids with spotting many traps and ambushes. Related: D&D Announces Fundraising Stream With LGBTQ+ Charity Mermaids Players should start with a 16 in Dexterity and Constitution when using point buy, typically 14 in Wisdom to bolster Perception and Insight, and either a 10 in Intelligence to aid with Investigation or a 10 in Charisma for social skills. Starting as Rogue rather than Fighter at level 1 is advantageous, as the superior skill proficiencies of the Rogue more than balance out the two-point difference in starting HP between the classes. As with many other optimal builds, like the polearm-focused Barbarian, the ranged Fighter/Rogue is ideally a Variant Human.
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