D&D 5E Swashbuckler Rogues


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As @bedir than said Tough would be the better option from the feats you mentioned. Personally I would lean towards mobile over charger, but both of those are useful. Fey Touched may be another good, if niche, choice. If you need additional attunement and your DM allows 3rd party there's Mystic Conflux.

Also if you're looking for magic item advice grab a dagger of warning if you have spare attunement. Just having it on your body lets you roll advantage on initiative.
 



How do people make use of the 9the level Panache ability. Out of combat, it's great. In combat, why do I want an opponent singling out my rogue?
I think it is difficult to use in combat. Also if you are going to use it, you really need to be confident it will land, which means a 14 Charisma and expertise in Persuasion.

The biggest problem is the initiative order and any attacks by party members canceling it. It would be most effective if the enemy in question goes right after you and can't reach you to attack you. Otherwise you need to ready an action to be effective, after Biff attacks the bad guy I am going to use penache on him. But this takes your action and your reaction and losing a sneak attack is already a high price to pay.

I think it would be better if it was limited uses (PB per day) and a bonus action.
 

I think it would be better if it was limited uses (PB per day) and a bonus action.

I hate limited uses per day if it’s not magical. (Well, really, I hate it then, too.)

If it’s not good enough to be worth an action then make it better. Or risky to use. Or can only be used when X occurs. Etc.
 


Do you have a ranged weapon, or are you just throwing daggers? If you are not using TWF or a bow, a shield is an easy way to boost your AC several points. One of the armor proficiency feats nets you this, and maybe Breastplate use depending on what's available.

If you are using TWF to get a second chance per turn to land your sneak attack, I'd go for a second magic weapon. The Dual Wielder feat gives you: +1 AC, the ability to use non-light weapons with no penalty (rapier, etc.), and the ability to seamlessly swap between bow and two weapons if your DM enforces "it takes time to draw a weapon" type rules.

I do like Resilient:Con for the save bonus. An Amulet of Health gives you +4 CON, which helps some without using a feat, though.

Aside from "numbers go up" items, I would look for things that give you defenses you don't otherwise possess, or options in battle.
Some of the Figurines could be useful, giving pets or a temporary flying mount.
A Cloak of Displacement requires attunement, but is a very handy defense.
A Periapt of Proof Against Poison is a non-attunement rare.
A Necklace of Fireballs gives you an AOE option, if your group is lacking one.
Daern's Instant Fortress can be bonkers, if your DM lets you get it and exploit it to the fullest.
Cape of the Mountebank gives you a 1/day 400' teleportation with a passenger.
A Lantern of Revealing (uncommon) gives you a "Detect Invisibility" option.
Cloak of the Manta Ray gives you superior swimming speed; there are also hat and ring options.
 

Who says it is not magical?

I would suggest it is magical since it can "charm" someone and thereby absolutely prevent that person from harming you.

Fluff it however you want. I still hate times/day mechanics, especially on martial characters.
 

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