The Arcane Sharpshooter – Fighter/Rogue Multiclass Build Guide
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For all D&D guides on Nat1gaming, they only use the main sourcebooks (Player’s Handbook, Tasha’s Cauldron of Everything, Xanathar’s Guide to Everything) as well as Strixhaven: A Curriculum of Chaos (mostly for Silvery Barbs) as those tend to be the most commonly used books at tables. Always be sure that if you’re following a guide that you’re adhering to your tables rules about what sourcebooks you are allowed to follow.
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For the purposes of this guide, it will be assumed that you would not be multiclassing. While multiclassing can be excellent for many of these, this is for those who want to play the build all the way through in the same class. Guides that use multiclassing will be separate from these.
For spellcasters, you may notice substantial overlap between the spell lists of builds with the same base class. This is due to each guide utilizing a generically good spell list and not considering extenuating factors that will influence how you particularly sculpt your spell list. When creating your own spell list, you should take into account the campaign setting, what spells any other party members are capable of casting, potential overlap (ritual spells tend to overlap so it’s rare you need multiple people capable of casting them), or potential shortcomings in the parties total spell list. While this guide can definitely help point you in the right direction for crafting a spell list, you should use your judgement and preferences to figure out what spells make the most sense for your character.
To that end, please refer to the Spell List and Spell Tier list for any substitutions you’d want to make to the build.
Why Arcane Sharpshooter?
The Arcane Archer is an awesome subclass, but critically lacks spellcasting and scaling in general as the amount of Arcane Shots you can fire never increases as you level up. While this would normally hold the class back, you can instead pivot to a different class to help you out. Enter Arcane Trickster. As both classes want you to have high intelligence, the Arcane Trickster perfectly pairs with the Arcane Archer to not only give you spellcasting, but access to True Strike and Sneak Attacks for extra damage. So between True Strike, Sneak Attack, and an Arcane Shot, you are dealing massive amounts of damage with one shot and/or appyling multiple layers of CC onto a target making this a fun and surprisingly versatile build!
Quick Level Up Guide
Level | Class Features/Feat | Notes |
1 – 1 Fighter | Fighting Style (Archery), Second Wind, Weapon Mastery | – |
2 – 1 Fighter 1 Rogue | Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery | Sneak Attack 1d6 |
3 – 1 Fighter 2 Rogue | Cunning Action | + Prestidigitation (Arcane Archer Lore) Banishing Arrow Grasping Arrow |
4 – 1 Fighter 3 (Arcane Trickster) Rogue | Spellcasting Mage Hand Legerdemain | + Mage Hand + Minor Illusion + True Strike + Feather Fall + Find Familiar + Shield Sneak Attack 2d6 |
5 – 1 Fighter 4 Rogue | Feat: War Caster (INT) | + Absorb Elements |
6 – 2 Fighter 4 Rogue | Action Surge, Tactical Mind | – |
7 – 3 Fighter (Arcane Archer) 4 Rogue | Arcane Archer Arcane Archer Lore (Prestidigitation) Arcane Shot (Banishing Arrow/Grasping Arrow) | + Prestidigitation |
8 – 4 Fighter 4 Rogue | Feat: Intelligence to 20 | – |
9 – 4 Fighter 5 Rogue | Cunning Strike, Uncanny Dodge | Sneak Attack to 3d6 |
10 – 4 Fighter 6 Rogue | Expertise | – |
11 – 4 Fighter 7 Rogue | Evasion, Reliable Talent | Sneak Attack to 4d6 + Misty Step |
12 – 4 Fighter 8 Rogue | Feat: Dexterity to 18 | + Suggestion |
13 – 4 Fighter 9 Rogue | Magical Ambush | Sneak Attack to 5d6 |
14 – 4 Fighter 10 Rogue | Feat: Dexterity to 20 | + Light + Knock |
15 – 4 Fighter 11 Rogue | Improved Cunning Strike | Sneak Attack to 6d6 + Augury |
16 – 4 Fighter 12 Rogue | Feat: Speedy (CON) | None |
17 – 4 Fighter 13 Rogue | Versatile Trickster | Sneak Attack to 7d6 + Counterspell |
18 – 4 Fighter 14 Rogue | Devious Strikes | Slippery Mind + Dispel Magic |
19 – 4 Fighter 15 Rogue | Slippery Mind | Sneak Attack to 8d6 |
20 – 4 Fighter 16 Rogue | Feat: Boon of Combat Prowess | + Haste |
What’s The Game Plan Of The Arcane Sharpshooter?
The Arcane Sharpshooter is quite straightforward as you are mainly a damage dealing class, just with a bit of spellcasting from your Arcane Trickster side. You’re still looking to get advantage, True Strike with your bow, and ideally reap the rewards of a lot of damage. You can even add an Arcane Shot onto the arrow as well for added benefits when necessary or look to cast some spells, but at the end of the day, your main focus is to stay back, guarantee advantage, and deal damage.
Important Notes For The Build
- Technically, imbuing an arrow with your Arcane Shot specifies it has to be part of the attack action on your turn, which the cantrips initially were, but are now technically not as cantrips are a part of the Magic action now. If your DM abides by RAW, on the turns you want to imbue your arrows, you will need to make a regular attack rather than using True Strike. Personally, I think RAI would let you imbue arrows with True Strike, but that’s up to the DM and really not a big deal considering when you use Action Surge, you can’t True Strike again anyway making a regular attack your most common action.
- As mentioned, Action Surge does let you take the Magic action so you can not True Strike twice in one turn.
- Like other cantrips, cantrip improvement cares about your total level, not your individual class level.
Level One Build
Species: Goliath (Cloud Giant)
Attributes:
POINT BUY | |
STRENGTH | 8 |
DEXTERITY | 15 (+1 background) = 16 |
CONSTITUTION | 15 |
INTELLIGENCE | 15 (+2 background) = 17 |
WISDOM | 8 |
CHARISMA | 8 |
Class: Fighter
Class Features: Fighting Style, Second Wind, Weapon Mastery
Skill Proficiencies: Insight and Perception
Background: Criminal (Alert)
Starting Equipment: Studded Leather Armor, Scimitar, Short Sword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP + 50 gp from background
Species: Goliath (Cloud Giant)
Since you are going to be fighting at a range and don’t need the Hill Giant’s Topple, getting free Misty Steps is an extremely good alternative, especially as the Fighter does not use their bonus action too often.
Attributes
POINT BUY | |
STRENGTH | 8 |
DEXTERITY | 15 (+1 background) = 16 |
CONSTITUTION | 15 |
INTELLIGENCE | 15 (+2 background) = 17 |
WISDOM | 8 |
CHARISMA | 8 |
DEX based Fighters are always going to prioritize DEX and CON, but for this build in particular, Intelligence is actually the primary stat!
Proficiencies: Insight and Perception
Just excellent skill proficiencies for any character.
Background: Criminal
Good skill proficiencies, good stat distribution, and an excellent origin feat.
Starting Equipment – Studded Leather Armor, Scimitar, Short Sword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 gp + 50 gp from background
The standard for a ranged Fighter.
Class – Fighter
Fighters get three abilities to start off with in Fighting Style, Second Wind, and Weapon Mastery.
Your Fighting Style is an easy choice for ranged Fighters – Archery. +2 to your attack rolls is absolutely excellent, even if ranged combat has been nerfed in the 2024 rules.
Second Wind is a cool feature where, for a bonus action, you can heal yourself a bit. This is obviously great for tough fights when you are running low on health and this not only scales with level, but also gets additional features later on.
Weapon Mastery gives you the Mastery property of three weapons and I would recommend taking the properties of your three starting weapons. To that end, make sure you are always using your Scimitar in your main hand to properly access the mastery property.
Questions About Multiclassing?
Not every inherent interaction here is going to be mentioned in the guide, so check out the multiclassing guide to help answer any additional questions you may have!
The Build Level 2 Onward
Level 2-5
Level 2
Class: 1 Fighter 1 Rogue
Class Features: Expertise, Sneak Attack, Thieves’ Cant, and Weapon Mastery
Now that you have started Fighter, we’re actually moving on to Rogue! I know it may seem weird to not continue with Fighter until you reach the extra attack, but extra attack is actually not important on this build as you’re going for a True Strike build!
So to that end, Rogues come with four abilities: Expertise, Sneak Attack, Thieves’ Cant, and Weapon Mastery.
Expertise allows you to take two of your skills and add double your proficiency bonus to them to make them extremely reliable. While the skills you select really depends on what you personally prioritize, it’s hard to go wrong with Insight and Perception. These are two excellent skills you are going to constantly use so you may as well be good at them!
The second ability is the Rogue’s most iconic one – Sneak Attack. Sneak Attack adds extra damage if you can attack an enemy while you have advantage from any means whether that’s through having allies near, attacking from hiding, or any other means of gaining advantage you may naturally have.
The third ability, which is really just pure flavor, is Thieves’ Cant. This is like its own language that only other rogues or similarly nefarious individuals would know so you can speak in code and such.
The final ability is Weapon Mastery which you don’t really need considering Fighter gives you a million masteries, but what can you do.
Level 3
Class: 1 Fighter 2 Rogue
Class Features: Cunning Action
One of the best abilities on Rogue, you can now convert your Bonus Action into a Dash, Disengage, or the Hide action. While the Hide Action is going to be the most common action taken so you can continuously get Sneak Attacks, Dash and Disengage are also excellent actions to take if you really need to get out of wherever situation you’re in.
Level 4
Class: 1 Fighter 3 Rogue (Arcane Trickster)
Class Features: Spellcasting, Mage Hand Legerdemain, Steady Aim, Sneak Attack to 2d6
Spell List Change: + Mage Hand + Minor Illusion + True Strike + Feather Fall + Find Familiar + Shield
SPELL LEVEL | SPELL LIST |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | True Strike |
1st Level Spell | Feather Fall |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Shield |
This level brings your subclass, Arcane Trickster, and two new features to the table – Spellcasting and Mage Hand Legerdemain.
Spellcasting is what makes Arcane Trickster so powerful, even if you are only a “one-third caster”. To that end, you get a lot of spells this level with three cantrips and three first level spells.
Mage Hand is a forced cantrip choice as you need it for your other ability this level – Mage Hand Legerdemain. More on this later!
Minor Illusion is a nice cantrip that’s only limited by your creativity! While you’re mostly going to be using this out of combat, you could use this in combat if your DM is willing to play ball!
Finally you get the cantrip this build is built around – True Strike. True Strike is a unique attack cantrip that doesn’t require you to use a melee attack in particular, but works for any weapon. To that end, you can use this on an arrow and get free, extra damage without putting yourself in harm’s way which is awesome.
For your leveled spells, you get to pick up Feather Fall, Find Familiar, and Shield.
Feather Fall isn’t a spell you’ll need often, but especially in lower levels, fall damage can be super brutal so avoiding that entirely is always good.
Find Familiar is an excellent spell as having a familiar can help you scout locations, help in combat, and many more helpful uses!
Finally, you have the excellent Shield to help protect you if an enemy gets close enough to hit you!
You could pick up Silvery Barbs over Feather Fall if your table allows it, and if so, you’ll pick up Feather Fall next level.
For your second ability, you get Mage Hand Legerdemain which is a huge buff to Mage Hand. Now you can cast Mage Hand as a bonus action, make your Mage Hand invisible, it can stow items in containers, retrieve items from other creatures, or have it use thieves’ tools for you to pick locks or trigger traps from a distance. This does take up your Cunning Action in combat so you probably wouldn’t use this too often, but this is excellent out of combat with all the versatility it grants.
For your third ability, you get a base Rogue class feature in Steady Aim. You can decide to not move for the turn to get advantage on your next attack roll. Simple, effective, and really good on ranged builds.
Level 5
Class: 1 Fighter 4 Rogue
Feat: War Caster (INT)
Class Features: None
Spell Change Log: + Absorb Elements
SPELL LEVEL | SPELL LIST |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Arcane Archer Cantrip | Prestidigitation |
Cantrip | True Strike |
1st Level Spell | Absorb Elements |
1st Level Spell | Feather Fall |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Shield |
You get your first feat, and since you want to max out Intelligence first to get your best True Strikes possible, you’re going with War Caster! Being able to spellcast with your hands full is really important considering you are always going to have your hands full, and advantage on concentration checks is also very nice!
For your spell, you can pick up Absorb Elements. While it is better in later levels where large chunks of elemental damage are more common, it can still be strong early to not get randomly got by a random deluge of elemental damage. If your table isn’t playing with spells outside of the 2024 rulebook, I would grab Jump as a nice utility option instead.
Level 6-10
Level 6
Class: 2 Fighter 4 Rogue
Class Features: Action Surge, Tactical Mind
SPELL LEVEL | SPELL LIST |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Arcane Archer Cantrip | Prestidigitation |
Cantrip | True Strike |
1st Level Spell | Absorb Elements |
1st Level Spell | Feather Fall |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Shield |
Now that you have a feat, you’re hopping back into Fighter for a bit to pick up Action Surge and Tactical Mind.
The Fighter is one of the most popular multiclass options in D&D, and Action Surge is a huge reason why. While you can only use this once every short or long rest (twice at 17, not that this build is going to get there), getting an additional action is generally very powerful. To that end, a common play with this build is to True Strike with your action, action surge, then ready your action to attack an opponent on their turn to get an additional trigger of Sneak Attack (assuming you still fulfill the conditions). You can’t use this in fights often, but in a particularly tough one, you’ll be happy to have this as an option.
Tactical Mind is a neat new feature that allows you to use a Second Wind charge to reroll a failed ability check with a bit of a bonus. While this won’t come up too often, this is a nice feature to have for particularly important ability checks.
Level 7
Class: 3 Fighter (Arcane Archer) 4 Rogue
Class Features: Arcane Archer Lore (Prestidigitation), Arcane Shot (Banishing Arrow, Grasping Arrow)
SPELL LEVEL | SPELL LIST |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Arcane Archer Cantrip | Prestidigitation |
Cantrip | True Strike |
1st Level Spell | Absorb Elements |
1st Level Spell | Feather Fall |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Shield |
This level brings your second subclass and it’s Arcane Archer. Arcane Archer brings two abilities to the table immediately with Arcane Archer Lore and Arcane Shot.
Arcane Archer Lore simply gives you the choice between learning Prestidigitation or Druidcraft (which is a much worse Prestidigitation), so this is an easy decision. Furthermore, you get a skill proficiency between Arcana or Nature, and this pick can be whatever the party is lacking. If your party already has both or neither, I like Arcana more.
The second and much more important ability is Arcane Shot. You are able to imbue your arrows with a magical effect twice per short or long rest and you get to start with two different effects to imbue. To that end, you should pick the most powerful options to start with and I think that those are clearly Banishing Arrow and Grasping Arrow.
Banishing Arrow is a one round CC spell that can deprive the enemy of their turn if they fail a Charisma saving throw, and while you can’t hurt them for that round if you banish them, depriving an enemy of their turn is an obscenely powerful ability.
Grasping Arrow deals additional damage, restricts their movement, hurts them when they move, and takes an action to remove. This is a lot of abilities for an enemy to deal with and can be absolutely crippling to an opponent in a fight.
The awkward part about this ability is that it specifies it has to be part of the attack action on your turn, which the cantrips initially were, but are now technically not as cantrips are a part of the Magic action now. If your DM abides by RAW, on the turns you want to imbue your arrows, you will need to make a regular attack rather than using True Strike. Personally, I think RAI would let you imbue arrows with True Strike, but that’s up to the DM and really not a big deal considering when you use Action Surge, you can’t True Strike again anyway making a regular attack your most common action.
Level 8
Class: 4 Fighter 4 Rogue
Feat: Intelligence to 20
Class Features: None
SPELL LEVEL | SPELL LIST |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Arcane Archer Cantrip | Prestidigitation |
Cantrip | True Strike |
1st Level Spell | Absorb Elements |
1st Level Spell | Feather Fall |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Shield |
No need to overthink your feat choice here, just get your Intelligence to 20 for the best spells and Arcane Shots possible!
Level 9
Class: 4 Fighter 5 Rogue
Class Features: Cunning Strike, Uncanny Dodge, Sneak Attack to 3d6
Spell Change Log: None
SPELL LEVEL | SPELL LIST |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Arcane Archer Cantrip | Prestidigitation |
Cantrip | True Strike |
1st Level Spell | Absorb Elements |
1st Level Spell | Feather Fall |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Shield |
Now that you grabbed a feat from the Fighter, you’re switching back to Rogue!
This level brings two new features to the table with Cunning Strike and Uncanny Dodge.
Cunning Strike is an interesting ability that lets you trade in Sneak Attack damage dice for a small, but generally good additional effect. You start with three different options for your Cunning Strike – Poison, Trip, or Withdraw.
Poison can be solid, but Constitution saving throws are generally the easiest to save out of.
Trip is definitely solid if you have other martial allies and especially if they’re behind you in the turn order (which they will likely be).
Withdraw lets you reposition without drawing opportunity attacks so you don’t have to use your Cunning Action to disengage.
Overall, this ability is pretty good as you have versatile options that can all be impactful!
Uncanny Dodge lets you use your reaction to halve the damage of one incoming attack. Unfortunately, this is a pretty bad ability as multiattacks are going to really common, but having something to do with your reaction is better than nothing.
Level 10
Class: 4 Fighter 6 Rogue
Class Features: Expertise
SPELL LEVEL | SPELL LIST |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Arcane Archer Cantrip | Prestidigitation |
Cantrip | True Strike |
1st Level Spell | Absorb Elements |
1st Level Spell | Feather Fall |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Shield |
You get two more bouts of Expertise to pass around, but since you started Fighter, you only have two skills you’re even allowed to pick in Acrobatics and Performance (from your background). Definitely far from ideal, but that’s the price you pay for starting Fighter (which I still think is definitely the correct choice).
Level 11-15
Level 11
Class: 4 Fighter 7 Rogue
Class Features: Evasion, Reliable Talent, Sneak Attack to 4d6
Spell Change Log: + Misty Step
SPELL LEVEL | SPELL LIST |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Arcane Archer Cantrip | Prestidigitation |
Cantrip | True Strike |
1st Level Spell | Absorb Elements |
1st Level Spell | Feather Fall |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Shield |
2nd Level Spell | Misty Step |
7 levels in Rogue brings two neat abilities with Evasion and Reliable Talent.
Evasion is a really solid ability that makes any effects that forces Dexterity based saving throws way worse against you as you naturally mitigate half of their effect and potentially the whole effect if you pass the save.
Reliable Talent is a cool ability that makes all rolls for skills you’re proficient in be a minimum of a 10, which means you have a much higher chance of passing skill checks with skills you are proficient in and you’ll very rarely fail checks involving skills you have Expertise in.
For your spellcasting, you now get second level spells! This is an easy choice for what spell to grab as Misty Step is just excellent on any character that can afford to take it. Since this build is a Goliath with Cloud Giant ancestry, you could argue that this is unnecessary, but I will always take as many repositioning tools as I can personally.
Level 12
Class: 4 Fighter 8 Rogue
Feat: Dexterity to 18
Class Feature: None
Spell Change Log: + Suggestion
SPELL LEVEL | SPELL LIST |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Arcane Archer Cantrip | Prestidigitation |
Cantrip | True Strike |
1st Level Spell | Absorb Elements |
1st Level Spell | Feather Fall |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Shield |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
You get another feat this level, and with Intelligence already maxed out, I would now look to boosting Dexterity for better AC and saving throws!
For spells, you can’t go wrong with Suggestion. This has excellent in and out of combat utility and works extremely well with Magical Ambush! This is a great pick up overall!
Level 13
Class: 4 Fighter 9 Rogue
Class Features: Magical Ambush, Sneak Attack to 5d6
Spell Change Log: None
SPELL LEVEL | SPELL LIST |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Arcane Archer Cantrip | Prestidigitation |
Cantrip | True Strike |
1st Level Spell | Absorb Elements |
1st Level Spell | Feather Fall |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Shield |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
Magical Ambush is a super cool ability that makes the best use of your sneaky attributes! If you have the Invisible condition (which the Hide action gives you) any enemy you’re using a spell against has disadvantage on saving throws against your spells! Suggestion in particular works extremely well with this as getting this to work as they only get the initial save in order to stave off the effects.
Level 14
Class: 4 Fighter 10 Rogue
Feat: Dexterity to 20
Class Features: None
Spell Change Log: + Light + Knock
SPELL LEVEL | SPELL LIST |
Cantrip | Light |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Arcane Archer Cantrip | Prestidigitation |
Cantrip | True Strike |
1st Level Spell | Absorb Elements |
1st Level Spell | Feather Fall |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Shield |
2nd Level Spell | Knock |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
Another feat and it’s the same logic as level 12, so buffing Dexterity to maximize your AC and saving throws!
For spells this level, you get a new one and a new cantrip with Light and Knock.
Light is a great utility cantrip that can be useful in a variety of scenarios so it’s always nice to have.
As the Rogue, your party is going to expect you to open locks, and sometimes, you will embarrassingly fail those checks or face a lock you can’t unlock with conventional means. That’s where Knock comes in! Use this when you really need it as it does make a loud sound that can alert enemies in the area!
Level 15
Class: 4 Fighter 11 Rogue
Class Features: Improved Cunning Strike, Sneak Attack to 6d6
Spell Change Log: + Augury
SPELL LEVEL | SPELL LIST |
Cantrip | Light |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Arcane Archer Cantrip | Prestidigitation |
Cantrip | True Strike |
1st Level Spell | Absorb Elements |
1st Level Spell | Feather Fall |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Shield |
2nd Level Spell | Augury (R) |
2nd Level Spell | Knock |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
11 levels in Rogue brings an improvement to your Cunning Strike! Now you can use two Cunning Strike features simultaneously, and while you still have to pay the associated costs, this is still a pretty solid ability!
You get to grab another prepared spell this level, and I’m always a big fan of Augury. Information gathering spells are generally underrated in D&D as even getting to ask one question of the DM can be really powerful.
Level 16-20
Level 16
Class: 4 Fighter 12 Rogue
Feat: Speedy (CON)
Class Feature: None
Spell Change Log: None
SPELL LEVEL | SPELL LIST |
Cantrip | Light |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Arcane Archer Cantrip | Prestidigitation |
Cantrip | True Strike |
1st Level Spell | Absorb Elements |
1st Level Spell | Feather Fall |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Shield |
2nd Level Spell | Augury (R) |
2nd Level Spell | Knock |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
You get yet another feat and it’s time to help Constitution out with Speedy. Having additional movement speed is always good, but it’s especially good on any character looking to keep a respectful distance from their opponents.
Level 17
Class: 4 Fighter 13 Rogue
Class Features: Versatile Trickster, Sneak Attack to 7d6
Spell Change Log: + Counterspell
SPELL LEVEL | SPELL LIST |
Cantrip | Light |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Arcane Archer Cantrip | Prestidigitation |
Cantrip | True Strike |
1st Level Spell | Absorb Elements |
1st Level Spell | Feather Fall |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Shield |
2nd Level Spell | Augury (R) |
2nd Level Spell | Knock |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
3rd Level Spell | Counterspell |
This level brings another spell and your next subclass ability – Versatile Trickster!
Versatile Trickster is a new way to gain advantage on attack rolls by having your Mage Hand mess with your enemies. If you use the Trip Cunning Strike feature, your Mage Hand can also trip a creature that’s within 5 feet of it. While this can be a good ability, that means you would need to set up your Mage Hand earlier in the combat which may not be particularly feasible, and even then, you’ll probably have to move it around to get this to work. I’m not sure that, in the average level 13 encounter, you can justify using two of your bonus actions just to potentially trip a target. Unfortunately, this ability is a bit disappointing.
What isn’t disappointing, however, is access to third level spells!
Counterspell is simply the best third level spell in the game and should be an auto-include for any caster. Being able to potentially stop an enemies action with your reaction is extremely powerful.
Level 18
Class: 4 Fighter 14 Rogue
Class Features: Devious Strikes
Spell Change List: + Dispel Magic
SPELL LEVEL | SPELL LIST |
Cantrip | Light |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Arcane Archer Cantrip | Prestidigitation |
Cantrip | True Strike |
1st Level Spell | Absorb Elements |
1st Level Spell | Feather Fall |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Shield |
2nd Level Spell | Augury (R) |
2nd Level Spell | Knock |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
3rd Level Spell | Counterspell |
3rd Level Spell | Dispel Magic |
You get your final upgrades to your Cunning Strikes with Devious Strikes!
Like the original Cunning Strikes, you get three more options that have both higher costs and more powerful effects with Daze, Knock Out, and Obscure.
Daze can limit somewhat limit what an enemy does on their turn, but considering not many monsters have uses for their Bonus Action, this probably isn’t that good of a feature.
Knockout takes out most of your Sneak Attack dice, but you have a chance to render an enemy unconscious until it passes the save or takes damage. This ability could have been strong if they were stunned for a full turn cycle, but just one ally being able to take advantage of this makes this pretty bad.
Obscure is easily the best of these options as you can potentially blind an enemy which is a pretty brutal status condition.
Overall, this ability is not particularly great, but they can’t all be winners.
For your spell choice, I like picking up Dispel Magic. You won’t be able to Counterspell everything, so having another means of dealing with a nasty spell effect is really important.
Level 19
Class: 4 Fighter 15 Rogue
Class Features: Slippery Mind, Sneak Attack to 8d6
SPELL LEVEL | SPELL LIST |
Cantrip | Light |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Arcane Archer Cantrip | Prestidigitation |
Cantrip | True Strike |
1st Level Spell | Absorb Elements |
1st Level Spell | Feather Fall |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Shield |
2nd Level Spell | Augury (R) |
2nd Level Spell | Knock |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
3rd Level Spell | Counterspell |
3rd Level Spell | Dispel Magic |
Gaining proficiency in Wisdom and Charisma saving throws is very strong, even if it comes a bit late in your progression. Wisdom, in particular, is the most common spell saving throw you’ll have to contend with so you’ll have a substantially better chance of passing these saves now.
Level 20
Class: 4 Fighter 16 Rogue
Epic Boon: Boon of Combat Prowess
Class Feature: None
Spell Change List: + Haste
SPELL LEVEL | SPELL LIST |
Cantrip | Light |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Arcane Archer Cantrip | Prestidigitation |
Cantrip | True Strike |
1st Level Spell | Absorb Elements |
1st Level Spell | Feather Fall |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Shield |
2nd Level Spell | Augury (R) |
2nd Level Spell | Knock |
2nd Level Spell | Misty Step |
2nd Level Spell | Suggestion |
3rd Level Spell | Counterspell |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Haste |
Your Epic Boon choice, as I will pick for every martial character, is the Boon of Combat Prowess. Converting a miss into a hit is incredible, especially on this build which is super reliant on hitting the enemy with one big attack.
For your spell choice, this is a good time to pick up one of the best buff spells in the game – Haste. While it wouldn’t be that strong on you, giving this to one of your martial allies can turn them into a monster as them getting an additional attack each turn can stack up damage extremely quickly.