“Shadowblack Assassin” by 000Fesbra000, CC Attribution-Noncommercial-No Derivative Works 3.0 License
We all have our favorite classes. Mine is Rogue. I love the graceful yet powerful strikes in combat combined with the masterful cunning displayed out of battle. I also love Fighters: simple, strong, and versatile. Combining these two classes produces a highly synergetic multiclass. In this article, we’ll look at a myriad of variations of the Rogue/Fighter multiclass and analyze their pros and cons.
First, let’s compare the two classes level-by-level. With each level, Fighters gain more Ability Score Improvements (or feats), whereas Rogues gain more abilities that reduce damage or hone skills. Fighter features improve as levels increase, whereas Rogues gain new features with higher levels.
Fighter/Rogue Comparison by Level
Level | Fighter Features | Rogue Features |
---|---|---|
Starting Class Features and Equipment | Level 1 HP: 10 + con Proficiencies: All Armor, Shields, Simple Weapons, Martial Weapons Saving Throws: Strength, Constitution Skills: Choose 2 Equipment: 1. Chain Mail or Leather, Longbow, 20 Arrows 2. Martial Weapon and Shield or Two Martial Weapons, 3. Light Crossbow or Two Handaxes 4. Dungeoneer’s or Explorer’s Pack |
Level 1 HP: 8 + con Proficiencies: Light Armor, Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords Thieves’ Tools Saving Throws: Dexterity, Intelligence Skills: Choose 4 Equipment: 1. Rapier or Shortsword, 2. Shortbow or Shortsword, 3. Burglar’s, Dungeoneer’s, or Explorer’s Pack 4. Leather Armor, Two Daggers, Thieves Tools |
1 | Fighting Style, Second Wind | Expertise, Thieves’ Cant, 1d6 Sneak Attack |
2 | Action Surge x1 | Cunning Action, 1d6 Sneak Attack |
3 | Martial Archetype | Roguish Archetype, 2d6 Sneak Attack |
4 | Ability Score Improvement | Ability Score Improvement, 2d6 Sneak Attack |
5 | Extra Attack x1 | Uncanny Dodge, 3d6 Sneak Attack |
6 | Ability Score Improvement | Expertise, 3d6 Sneak Attack |
7 | Martial Archetype | Evasion, 4d6 Sneak Attack |
8 | Ability Score Improvement | Ability Score Improvement, 4d6 Sneak Attack |
9 | Indomitable x1 | Roguish Archetype, 5d6 Sneak Attack |
10 | Martial Archetype | Ability Score Improvement, 5d6 Sneak Attack |
11 | Extra Attack x2 | Reliable Talent, 6d6 Sneak Attack |
12 | Ability Score Improvement | Ability Score Improvement, 6d6 Sneak Attack |
13 | Indomitable x2 | Roguish Archetype, 7d6 Sneak Attack |
14 | Ability Score Improvement | Blindsense, 7d6 Sneak Attack |
15 | Martial Archetype | Slippery Mind, 8d6 Sneak Attack |
16 | Ability Score Improvement | Ability Score Improvement, 8d6 Sneak Attack |
17 | Action Surge x2, Indomitable x3 | Roguish Archetype, 9d6 Sneak Attack |
18 | Martial Archetype | Elusive, 9d6 Sneak Attack |
19 | Ability Score Improvement | Ability Score Improvement, 10d6 Sneak Attack |
20 | Extra Attack x3 | Stroke of Luck, 10d6 Sneak Attack |
Should I Multiclass?
Our general advice is to multiclass a minimal number of levels in order to gain a few abilities and features without missing out on classes’ top features. If you know your campaign will not reach level 20 anyway, focus on the features that will help you the most throughout the campaign within the levels you will reach.
See our reasons to or not to multiclass in our article How to Multiclass in 5e.
General Features of a Rogue and Fighter That Overlap
- Fighters’ Extra Attack allows for trying again if you miss your attack, giving you another chance to Sneak Attack.
- For a quick escape, Action Surge paired with Cunning Action allows you to quadruple your speed.
- Sneak Attack can make up for fewer attacks (lack of Extra Attack).
Multiclassing Rogue to Fighter
Starting as a Rogue, you will immediately gain four skills as well as the required armor and weapons to stealth and Sneak Attack.
If you start as a Rogue, multiclassing into a few levels of Fighter will give you a Fighting Style, Second Wind, Action Surge, and a Martial Archetype if you dip three levels. By dipping up to five levels, you will also gain an Ability Score Improvement and Extra Attack. If you’re especially zealous, Fighters gain additional archetype features at level seven.
By multiclassing into a Fighter, a Rogue will miss out on Stroke of Luck, Elusive, and maybe Slippery Mind if you take five levels, plus 1d6 Sneak Attack for every two levels you dip.
Action Surge allows you to Ready an attack to trigger on a foe’s turn, allowing you to Sneak Attack twice per round. This works because Sneak Attack is limited to enhancing your damage once per turn, not per round. Using your reaction to attack as a Rogue is game-changing because it can double your damage output.
Multiclassing Fighter to Rogue
Starting as a Fighter, you will gain additional hit points to begin with and proficiencies in Strength and Constitution saving throws. You will also be proficient in all armor, shields, and most weapons.
If you start as a Fighter, multiclassing into a Rogue will give you Expertise, Sneak Attack, Thieves’ Cant, Cunning Action, and a Roguish Archetype at level three (with 2d6 Sneak Attack). Dipping five levels will also give you an Ability Score Improvement and Uncanny Dodge with a total of 3d6 Sneak Attack.
However, a Fighter multiclassing into a Rogue will miss out on Extra Attack x3, a Martial Archetype, and possibly additional uses and power of Action Surge and Indomitable.
Archetypes
Now let’s compare the archetypes.
We can separate the archetypes by what type of weapon damage they employ: Melee or Ranged. The Fighter class has two archetypes that require melee attacks, while the Rogue has one.
Contrarily, the Fighter class has two ranged-based archetypes while the Rogue has none.
We can combine archetypes that don’t specify between melee and ranged with any of the other archetypes. See the descriptions of each archetype below.
Here are some archetypes that have overlapping features:
- Swashbuckler (Panache at level 9) and Cavalier (Unwavering Mark at level 3) both have abilities that entice a foe to target them. Certain Battle Master maneuvers (level 3) also have this ability.
- Mastermind (Insightful Manipulator at level 9) and Battle Master (Know Your Enemy at level 7 ) both give insights to your target’s skills.
- Thief (Thief’s Reflexes at level 17) and Sharpshooter class (Snap Shot at level 18) give bonuses to the first round.
- Eldritch Knight and Arcane Trickster both utilize Wizard spells.
- Purple Dragon Knight (Royal Envoy at level 7) doubles Persuasion checks, which a Swashbuckler utilizes in combat (Panache at level 9)
- Samurai (Fighting Spirit at level 3) gives advantage to weapon attacks, which would give a Rogue Sneak Attack.
- Battle Master Maneuvers (Combat Superiority at level 3) can give advantage, enabling Sneak Attack.
- Samurai gains proficiency in Wisdom saving throws (Fighting Spirit at level 7), as does a Rogue (Slippery Mind at level 15).
Melee-Based Archetypes
Fighter | Rogue |
---|---|
Battle Master | Strength or Dexterity
● (Level 3) Combat Superiority: Maneuvers. ● (Level 3) Student of War: Gain proficiency in one artisan tool. ● (Level 7) Know Your Enemy: Spend 1 min observing a creature outside of combat to learn if stats are equal, superior, or inferior. ● (Level 10) Improved Combat Superiority: Superiority dice become d10’s ● (Level 15) Relentless: When you roll initiative, if you have no superiority dice left, gain one. ● (Level 18) Improved Combat Superiority: Superiority dice become d12’s. |
Swashbuckler | Charisma & Dexterity ● (Level 3) Fancy Footwork: Avoid opportunity attacks after melee. ● (Level 3) Rakish Audacity: Bonus to initiative rolls = Charisma modifier. Can also Sneak Attack when alone with foe. ● (Level 9) Panache: As an action, make a Persuasion check vs their Insight. Creature that shares language has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against other targets. Effect lasts 1 minute or until creature is attacked by other players or is 60’ away from you. If the target is not hostile, she is charmed. ● (Level 13) Elegant Maneuver: As a bonus action, gain advantage on the next acrobatic or athletics check on same turn. ● (Level 17) Master Duelist: Reroll failed attack roll with advantage once per short/long rest. |
Cavalier | Strength & Constitution
● (Level 3) Bonus Proficiency: Gain proficiency in animal handling, history, insight, performance, or persuasion, or a language of choice. ● (Level 3) Born to the Saddle: Gain advantage on saving throws made to avoid falling off your mount. If fall is 10 ft or less, you’ll land on your feet. Dismount and mounting cost 5’ of movement. ● (Level 3) Unwavering Mark: If you hit with a melee attack, mark the target until the end of your next turn. While within 5 ft, the creature has disadvantage on attack rolls that don’t target you. If damage is dealt to others, make special melee weapon attack against the creature as a bonus action on your next turn. Gain advantage on this attack roll, and your weapon deals extra damage equal to half your Fighter level. Can mark multiple creatures. You can make a number of attacks equal to your strength modifier and regain uses after a long rest. ● (Level 7) Warding Maneuver: Roll 1d8 as a reaction against an attack to you or your ally within 5 ft if you’re wielding shield or melee weapon. Add the roll to the target’s AC. Target has resistance to damage. Can use this ability the number of times equal to your Constitution modifier and regain uses after a long rest. ● (Level 10) Hold the Line: Foes provoke an opportunity attack when they move 5’ or more while within reach. Speed reduced to 0 if opportunity attack hits until end of the current turn. ● (Level 15) Ferocious Charger: If you move at least 10 ft in a straight line right before attacking and hit, target must succeed on strength saving throw or be knocked prone. You can do this once per turn. ● (Level 18) Vigilant Defender: You get a special reaction once on every creature’s turn except your own. You can use this to make an opportunity attack and can’t use it on the same turn you take a normal reaction. |
Ranged-Based Archetypes
Fighter | Rogue |
---|---|
Arcane Archer
● (Level 3) Arcane Archer Lore: Gain proficiencies in Arcana or Nature and choose Prestidigitation or Druidcraft cantrips. ● (Level 3) Arcane Shot: Unleash magic effects with arrows, once per turn, short or longbow, choose an option when the arrow hits unless no attack roll is needed. You have two uses per short/long rest. ● (Level 7) Magic Arrow: Make your arrows magical for purpose of overcoming resistance. After shot, the arrows fade. ● (Level 7) Curving Shot: Direct an errant magic arrow at a new target as a bonus action. Reroll the attack roll against the new target who is within 60 feet of the original target. ● (Level 10) Arcane Shot 4 Options. ● (Level 15) Ever-Ready Shot: When you roll initiative and have no uses of Arcane Shot remaining, you gain one use. ● (Level 18) Arcane Shot 6 options, improved shot. |
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Sharpshooter Class (UA)
● (Level 3) Steady Aim: As a bonus act, mark a creature. Ranged attacks ignore ¾ cover and each hit deals an extra 2 + half your Fighter level until the end of this turn. Can use 3 times. Regain after a short/long rest. ● (Level 7) Careful Eyes: Use the search action as a bonus action. Also gain proficiency in Perception, Investigation, or Survival. ● (Level 10) Close-Quarters Shooting: Making a ranged attack within 5 feet won’t impose disadvantage. If hit within 5 ft, creature can’t take reactions until the end of this turn. ● (Level 15) Rapid Strike: If you have advantage on weapon attack rolls on your turn, forego advantage to make an additional weapon attack as a bonus action to the same creature. ● (Level 18) Snap Shot: If you take the attack action on your first turn in combat, you can make one more ranged weapon attack as part of that action. |
Melee- or Ranged-Based Archetypes
Fighter | Rogue |
---|---|
Purple Dragon Knight
● (Level 3) Rallying Cry: When using Second Wind, choose 3 creatures within 60 ft and each regains hit points equal to your Fighter level. ● (Level 7) Royal Envoy: Gain proficiency in Persuasion or Animal Handling, Insight, Intimidation, or Performance. Proficiency bonus is doubled for Persuasion. ● (Level 10) Inspiring Surge: When using Action Surge, choose an ally within 60 ft. She can make one melee or ranged weapon attack with his reaction. ● (Level 15) Bulwark: Expend one benefit of the Indomitable feature to also use on an ally. If you use it to reroll an Intelligence, Wisdom, or Charisma Saving Throw, choose an ally within 60 ft that also failed its saving throw against the same effect. They can also reroll and must use the new roll. ● (Level 18) Inspiring Surge extends to two allies. |
Arcane Trickster Intelligence & Dexterity | Wizard Spell list
● (Level 3) Spellcasting. ● (Level 3) Mage Hand Legerdemain: Extra mage hand abilities, and Cunning Action can control it. ● (Level 9) Magical Ambush: When you are hidden from a creature when casting a spell, the creature has disadvantage on saving throws against the spell this turn. ● (Level 13) Versatile Trickster: Distract targets with Mage Hand as a bonus action. Gain advantage on attack rolls against that creature. ● (Level 17) Spell Thief: If a spell targets you, use your reaction to force the spellcaster to make a save against your DC. If she fails, this negates the spell against you and you steal the knowledge of the spell if it’s a level you can cast. You can cast the spell for the next 8 hours. |
Champion | Constitution
● (Level 3) Improved Critical: Crit on a 19 or 20. ● (Level 7) Remarkable Athlete: Add half of your proficiency bonus rounded up to Strength, Dexterity, or Constitution checks that don’t already use your proficiency bonus. ● (Level 10) Gain an additional Fighting Style. ● (Level 15) Superior Crit: Crit on an 18-20. ● (Level 18) Survivor: At the start of each of your turns, regain hit points equal to 5 + Constitution modifier if have fewer than half your hit points remaining. |
Assassin
● (Level 3) Bonus Proficiencies: Disguise and Poisoners Kits. ● (Level 3) Assassinate: Gain advantage on attack rolls on a creature who hasn’t taken his combat turn yet. Also, a hit against a creature who is surprised is a critical hit. ● (Level 9) Infiltration Expertise: Spend 7 days and 25gp to gain a false identity. ● (Level 13) Imposter: Spend 3 hours studying the behavior and speech of a target. Gain advantage on Deception rolls to mimic your target. ● (Level 17) Death Strike: If you attack a surprised creature, the target must make a Constitution saving throw. On a fail, they’ll take double the damage. |
Eldritch Knight | Intelligence | Wizard spell list
● (Level 3) Spellcasting. ● (Level 3) Weapon Bond: Spend 1 hour performing a ritual during a short rest. You are then bonded with one weapon and can’t be disarmed of this weapon. You can have up to 2 bonds. ● (Level 7) War Magic: If you use an action to cast a cantrip, you can make one weapon attack as bonus action. ● (Level 10) Eldritch Strike: When you hit creature with a weapon, the creature has disadvantage on the next saving throw made against a spell you cast before the end of your next turn. ● (Level 15) Arcane Charge: Teleport 30 ft to a space when you use Action Surge. ● (Level 18) Improved War Magic: When you use an action to cast a spell, make one weapon attack as a bonus action. |
Inquisitive | Wisdom & Dexterity
● (Level 3) Ear for Deceit: When you roll Insight to tell if creature is lying, a 7 or lower is considered an 8. ● (Level 3) Eye for Detail: As a bonus action, use Perception to spot a hidden creature or object. Or, make an Investigate to check for or uncover clues. ● (Level 3) Insightful Fighting: As a bonus action, make an Insight check against a target’s Deception. If you succeed, use Sneak Attack against the target without needing advantage. This effect lasts 1 minute. ● (Level 9) Steady Eye: Gain advantage on Perception or Investigation if you move no more than half your speed in your turn. ● (Level 13) Unerring Eye: Sense illusions within 30 feet. ● (Level 17) Eye for Weakness: During Insightful Fighting, Sneak Attack increases by 3d6. |
Monster Hunter (UA)
● (Level 3) Gain a bonus proficiency: two skills from the list or a tool and one skill. ● (Level 3) Superiority Dice for Precision Attack, Sharpened Attack, Sharpened Senses, Superior Willpower. ● (Level 3) Hunter’s Mysticism: Cast Detect Magic as a ritual and Protection from Evil and Good once per long rest. Spellcasting uses Wisdom. Also, learn a language (Abyssal, Celestial, or Infernal). ● (Level 7) Monster Slayer: Expend up to 2 superiority dice per maneuver. Deal maximum damage to aberration, fey, fiend, or undead. ● (Level 10) Improved Combat Superiority: Superiority dice turn into d10’s. ● (Level 15) Relentless: Regain 1 superiority dice when you roll for initiative. ● (Level 18) Improved Combat Superiority: Superiority dice turn into d12’s. |
Mastermind
● (Level 3) Master of Intrigue: Gain the disguise kit proficiency. Learn 2 languages. If you observe a creature for one minute, you can mimic their speech patterns. ● (Level 3) Master of Tactics: You can use the help action as a bonus action if the target is within 30 feet. ● (Level 9) Insightful Manipulator: Spend 1 min observing a target. Learn how Intelligence, Wisdom, Charisma, or class level compares to yours. ● (Level 13) Misdirection: When a creature grants cover within 5 feet of you, use your reaction to have the attack target that creature instead of you. ● (Level 17) Soul of Deceit: Thoughts can’t be read. False thoughts can be given. You can’t be compelled to tell the truth. |
Samurai
● (Level 3) Bonus Proficiency. ● (Level 3) Fighting Spirit: As a bonus action, give advantage to yourself on all weapon attack rolls until the end of your current turn and gain 5 temporary hit points. You can use 3 times per long rest. ● (Level 7) Elegant Courtier: Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier. Gain proficiency in Wisdom saving throws, or Intelligence or Charisma if already proficient. ● (Level 10) Tireless Spirit: When you roll initiative, regain one use of Fighting Spirit if it is expended. ● (Level 15) Rapid Strike: If you have advantage on your attack rolls, you can forego advantage to make an additional weapon attack as part of the same action. Can only do so once per turn. ● (Level 18) Strength Before Death: When you reduce to 0 hit points, use your reaction to delay falling unconscious and take an extra turn immediately. Can use this ability once per long rest. |
Scout
● (Level 3) Skirmisher: If an enemy ends its turn within 5 feet, move half of your movement without provoking an opportunity attack. ● (Level 3) Survivalist: Double proficiency for nature and survival checks. ● (Level 9) Superior Mobility: Increase walk, climb, and swim speed by 10. ● (Level 13) Ambush Master: Gain advantage on Initiative. Mark the first creature you hit. You have advantage against him until the start of your next turn. ● (Level 17) Sudden Strike: Make an additional attack as a bonus action. Can benefit from Sneak Attack if it’s a different target. |
Thief | Dexterity
● (Level 3) Fast Hands: You can use Cunning Action to make a Sleight of Hands check, or take the Use an Object action to use thieves’ tools to disarm a trap or open a lock. ● (Level 3) Second-Story Work: Climb without extra movement. Plus, add your Dexterity modifier to your running-jump. ● (Level 9) Supreme Sneak: Advantage on Stealth checks if you move no more than half of your speed. ● (Level 13) Use Magic Device: Ignore class/race/level requirements for magic items. ● (Level 17) Thief’s Reflexes: Take two turns during the first round of combat (10 initiative difference in turns) when you’re not surprised. |
Rogue + Fighter Combinations
First, we’ll look at builds that focus mostly on Rogue with some Fighter sprinkled in. We recommend taking either three or five levels of Fighter. This will give you the basic Fighter abilities without compromising too much Sneak Attack. Action Surge will allow you to Ready an attack during other creature’s turns so you can Sneak Attack twice per round. Fighting Styles are excellent augmentations for your attacks, especially the Archery style to improve your accuracy.
Notes: Some archetype combinations are dependent on a player’s focus. Here are some general things to consider:
Cavalier:
- Horses aren’t sneaky, so combining Cavalier with Thief doesn’t make sense without some grace from the DM. However, if sneak isn’t your focus, a horseback Rogue feels epic.
- Rogues are already mobile with Cunning Action, so having a mount could be redundant, depending on how a player uses it.
- Utilize Sneak Attack on marked targets for increased damage on opportunity attacks.
- Sneak Attack could trigger due to your mount being adjacent to enemies as well.
- Rogues can take cover behind mounts for Hide actions.
Arcane Trickster + Eldritch Knight:
- When a player multiclasses, the spellcasting abilities are dependent on the two classes. If you choose Arcane Trickster and Eldritch Knight, use this formula to determine spellcasting level:
- “Sum together the number of levels you have taken in Rogue and Fighter and divide by 3, round down.”
- This only applies if you take two martial archetypes that have spellcasting levels. Otherwise, you will just use the normal spellcasting table for your archetype.
- So if you take 3 levels in Eldritch Knight and 4 in Arcane Trickster, your total spellcasting level will be (4+3)/3 = 2 (rounded down). This new level, following the New Spellcasting Table for Multiclassing, knows 3 first level spells. Compare this to level 7 Arcane Trickster, who would know 4 first level spells and 2 second level spells.
- However, an Arcane Trickster is limited in which Wizard spells he can learn (enchantment or illusion, mostly). An Eldritch Knight learns abjuration and evocation Wizard spells. So by multiclassing, you could expand your spell knowledge.
Samurai:
- Samurais at level 7 can add Wisdom to Persuasion checks and gain proficiency in Wisdom, Charisma, or Intelligence Saving Throw. Inquisitive uses Wisdom (Insight and Perception), so you’ve got some stats-synergy there.
- Masterminds who combine with Samurai will learn an additional language, and thus can have more impersonations and can learn about other creatures in order to deceive or persuade.
- Swashbucklers using the Panache feature make Persuasion checks. At level 7, a Samurai adds Wisdom to Persuasion.
- With the Persuasion bonus of Wisdom and a saving throw proficiency, Samurais offset the Rogue’s loss of Slippery Mind at level 15.
Champion:
- Your critical hit range is enhanced to crit on 19s (5% more likely to crit). Sneak Attack provides an incentive to crit since you roll all those damage dice twice. Everyone loves to crit, but Rogues are among the most dangerous characters in the game with their devastating critical hits.
Battle Master:
- The Riposte Maneuver can allow a Rogue to use Sneak Attack during his reaction in addition to using it during his turn. As mentioned earlier, it’s highly recommended to find opportunities to attack with your reaction to double your damage output as you Sneak Attack twice per round (not per turn).
- I would argue that this is the most synergetic archetype to multiclass with a Rogue.
Assassin + Battle Master (4/5 stars)
We’ve already analyzed the Rogue Assassin Fighter Battle Master multiclass in this article, taking three or five levels in Fighter.
Pros:
- Sneak Attack is nearly guaranteed with Battle Master Maneuvers.
- Sneak Attack can also be used during a reaction with the Riposte Maneuver in addition to an in-turn use (see the article for details).
- With a Precision Attack, the Assassin is more likely to hit, giving him that sweet Assassinate bonus.
- Maneuvers can be used throughout a battle to provide benefits.
- If taking only three levels in Fighter, the Assassin gains “Death Strike” which gives the potential to do an average of 321, maximum of 558 damage, in the first round.
Cons:
- By multiclassing, you miss out on Elusive and Stroke of Luck. If you’re extra paranoid about taking damage at high levels, these can be unfortunate features to miss out on.
- Sneak Attack increases by one die for every two levels of Rogue, so you could be missing out on up to 2d6 of Sneak Attack damage depending on how many levels of Fighter you take.
Arcane Trickster + Battle Master (5/5 stars)
This combination is loaded with synergistic combinations. You can use more reaction attacks, gain advantage on an attack, and so much more with spells and maneuvers. I highly recommend this combination.
Pros:
- Sneak Attack is nearly guaranteed with Battle Master Maneuvers.
- Sneak Attack can also be used during a reaction with the Riposte Maneuver in addition to an in-turn use (see the article for details).
- Maneuvers can be used throughout a battle to provide benefits.
Cons:
- By multiclassing, you miss out on Elusive and Stroke of Luck. If you’re extra paranoid about taking damage at high levels, these can be unfortunate features to miss out on.
- Sneak Attack increases by one die for every two levels of Rogue, so you could be missing out on up to 2d6 of Sneak Attack damage depending on how many levels of Fighter you take.
Swashbuckler + Samurai (3/5 stars)
Up to 3 levels of Samurai is a smart multiclass for any Roguish archetype. However, if you dare take up to 7 levels of Fighter, you can gain some stellar bonuses to combine with the Swashbuckler archetype.
Pros:
- Gain advantage up to three times per long rest with Samurai’s Fighting Spirit. This will grant you Sneak Attack and give you 5 temporary hit points.
- Samurai bonus proficiencies combine well with the Swashbuckler archetype: History, Insight, Performance, or Persuasion.
- Taking a bold 7 levels of Samurai will grant you a bonus to Persuasion checks (which you can also put expertise toward). With Elegant Courtier, you can add your Wisdom modifier to Persuasion. Combining this with Swashbuckler’s level 9 feature Panache, a creature who fails an Insight check contested against your Persuasion gains disadvantage against creatures other than you, giving you a forced one-on-one melee combat. Or, if the creature isn’t hostile against you, it becomes charmed to you.
- In terms of role playing, this is a fun multiclass with great flavor.
- At level 7, a Samurai gains proficiency in Wisdom saving throws, which is what level 15 Rogue Slippery Mind would give, so your tradeoff of extra Fighter levels pays off.
Cons:
- You’ll lose 3d6 Sneak Attack by taking 7 levels of Samurai, as well as some top-level features.
Thief + Sharpshooter (UA) Class (3/5 stars)
Picturing a thief who uses ranged weapons is almost absurd. How can a thief perform his iconic duties from afar? Let’s look at how these two archetypes combine for awesome features. We recommend taking three or five levels in Fighter.
Pros:
- First of all, the thief archetype is the sneakiest of all the Rogue archetypes. At level 3, he can climb faster than normal, gaining leverage from being above and out of battle. At level 9, he gains advantage on Stealth checks if he moves half his speed. Being hidden from your enemy gains you advantage, setting up your Rogue for Sneak Attack every time. If a thief can more easily move from spot to spot and remain hidden, a ranged weapon is a no brainer in combat.
- Multiclassing in Fighter gains you a Fighting Style. If your DM allows, you can take the Close Quarters Shooter Fighting Style from this 2015 Unearthed Arcana. This will allow your character to shoot arrows at a target within five feet without the imposed disadvantage, covering your bases in case you get stuck in melee combat.
- If your DM decides you can’t take the UA Fighting Style mentioned above, you can still rely on the Steady Aim feature of a Sharpshooter class to ignore half- and three-fourths cover up to three times per day, plus gain a damage bonus. You can also take the Archery Fighting Style for an additional +2 bonus to attack rolls to ensure you hit.
- Plus, as a Fighter, you’ll still gain Action Surge and Second Wind, which are valuable features.
- If you take up to five levels in Fighter, you gain two attacks per turn.
Cons:
- A thief can utilize ranged weapons without taking any levels in Fighter. The tradeoff is additional Sneak Attack if you choose not to multiclass.
- Unless you take the Close Quarters Shooter Fighting Style (UA), you’ll have a hard time in melee-ranged combat.
- Steady Aim (Sharpshooter class feature) requires the use of a Bonus Action, which a Thief could use to Cunning Action or Fast Hands.
Additional Ideas
- Take the Sharpshooter feat for additional damage.
Fighter + Rogue Combinations
Next, we’ll look at combinations with Fighter being the core class. For these combinations, your focus will not be on typical Rogue sneaking. You’ll want to find features of a Rogue that complement your Fighter build. We recommend taking no more than 3 levels in Rogue.
Notes:
- Even just taking one or two levels in Rogue can be worthwhile for the Expertise and Cunning Action. At this point, Sneak Attack is only an additional 1d6, so it’s not something to focus on, though it is a nice bonus.
- Cunning Action isn’t much use when on a mount, so if combining with Cavalier, maybe just take one level in order to gain Expertise.
- Swashbuckler’s level 3 Fancy Footwork (avoid opportunity attacks after melee attack) is helpful for the Fighter who needs to move around battle.
- Most Rogue archetype features at low levels are relevant out-of-combat. This can give your character versatility in and out of battle.
- Assassin seems to be one of the best Rogue archetypes to multiclass into as a Fighter in terms of combat bonuses.
Arcane Archer + Assassin (4/5 stars)
This build is the ultimate sniper. Hide in the trees above a party of bandits, catch your opponents unaware, and gain incredible “surprise round” bonuses. We recommend taking only 3 levels of Rogue here. See our full build in this article.
Pros:
- At level 3, an Assassin gains the Assassinate feature, giving him advantage on attack rolls when an enemy hasn’t taken a turn yet, plus any hit against a surprised creature is a critical. Combined with Action Surge and Extra Attack, you’ll deal a maximum of 446 (average 333) damage by the end of the first round of combat.
- Curving Shot at level 7 Arcane Archer as a bonus action allows you to redirect a missed arrow at a new target. This is especially pertinent when shooting during a surprise round to ensure you hit something.
- Combine this surprise round with an Arcane Shot to do additional critical damage. Make sure that your Arcane Shot requires an attack roll, or you won’t gain the Assassinate ability.
Cons:
- The “Surprise Round” is a bit complicated and a DM may interpret the Rules as Written (RAW) differently. Discuss this with your DM before building to make sure all of your combinations line up accordingly.
Additional Ideas
- Take the Sharpshooter feat to deal additional damage. If your arrow misses, use Curving Shot to roll again.
Conclusion
Taking a few levels in Rogue or Fighter can benefit a character in and out of battle. With useful low-level features like Expertise, Cunning Action, Action Surge, Second Wind, and Extra Attack, nearly any combination of Rogue and Fighter can be helpful to add versatility and depth.
Want to explore other multiclass combinations? Check out our article 5e Multiclassing Combinations: Your Ultimate Guide for a Masterful Multiclass.
See our other Multiclass articles:
The Hexarcher: Ranger/Warlock/Fighter
Aasimar Paladin/Warlock/Rogue
Monkey Fist: Druid/Monk
Assassin of the Grave: Rogue/Cleric
Master Assassin: Rogue/Fighter
Arcane Assassin Archer: Rogue/Fighter
Ranger Paladin Multiclass Analysis
One thing I’m struck that rarely gets considered in these multiclassing scenarios is how, from a role-playing perspective, the EK makes Assassins actually vastly more likely to work on their key feature… since weapon bond allows you to materialize a weapon in your free hand as a bonus action, suddenly a parley when you are unarmed turns into an assassination and wouldn’t that be about as much surprise as it was possible to imagine?
I can picture it, and I’m inspired! I’ve never heard of anyone using the Eldritch Knight’s weapon bond in this way. I like this a lot. Thank you for pointing it out, David!
Why is battle master tagged as Strength Based when the DC for their maneuvers can be based off STR or DEX?
Hi Chris! You’re correct, a Battle Master can utilize Strength or Dexterity. We’ll update the article to reflect this. Thank you!
I personally find Swashbuckler’s later level features a bit underwhelming, so I think multiclassing them with Battlemaster Fighter is overall better than pure Swashbuckler.
Dueling Fighting style makes perfect sense, and I’m very surprised Extra Attack isn’t a standard on Swashbucklers consider both Valor and Swords Bards get theirs at level 6, so having it is very nice.
With the maneuvers and Action Surge, you can really emulate a lot of classic Swashbuckling action more reliably. Become Zorro in DnD!
Also, the ability to use a shield as a Rogue is always welcomed!
Second Wind is kinda paultry in its healing with only 5-8 levels on Fighter, but it’s still a nice option.
Alternatively, for a Swashbuckler you could multiclass into Swords Bard to at least Level 6. Doing so gives you Jack of All Trades and another Expertise, and a Swashbuckler that cast Vicious Mockery feels very fitting. But also, the spellcasting can be helpful. Cast Tasha”s Hideous Laughter and get free advantage and Sneak Attack on your laughing prone enemy, cast Longstrider on yourself to make your free disengagement from attacking even better, Disguise Self is helpful for just about any Rogue, the list goes on.
The downsides are more apparent with a Swords Bard though, since you’ll be limited on spells and probably don’t want to waste many of them on healing, your party may not like a Bard that can’t heal. But it’s very flavorful and as long as you have a good healer, that should be fine.
I love the Rogue class, but I always lament that they don’t get extra attack like the other fighting classes. Sneak Attack makes up for this, of course, and the utility Rogues get instead (Uncanny Dodge, Evasion, etc) are worthy, but it still stings a bit that they make only one attack. I like your ideas for the Swashbuckler! Tyr knows we could all use a little more Antonio Banderas in our fictional worlds haha.
Any particular reason that Champion Fighter’s level 3 feature isn’t focused on at all? An expanded Critical Hit range is ridiculously good for multiplying Sneak Attack damage. I also don’t see much mention of double Sneak Attacks per round? (Which is possible with Action Surge or Haste as well as Battlemaster maneuvers)
For example, an Arcane Trickster 13+ Champion Fighter 3 with Elven Accuracy is one of the best Crit fisher builds-
(i) On your turn, Bonus Action Hide (or Steady Aim) plus Hasted attack action then Ready an attack with your regular action.
(ii) On your Familiar’s (or an ally’s) turn, trigger your readied attack immediately after it uses the Help action.
Both those attacks then get sneak attack and triple advantage and crit on a 19 or a 20.
And as a bonus, once per short rest you can use Action Surge to do the same as the above, but using Booming Blade in place of both attacks for a huge damage spike!
Hi Maelwys!
Yours is an excellent comment! I’m not usually into the idea of taking three whole levels of Champion Fighter just to expand my crit range by 5%. I know there are players who like it. I find games I play in don’t have me making enough attacks to get critical hits even once per session.
Having said that, I have NEVER heard this idea about using Ready to attack outside of the character’s turn. That’s brilliant! I can’t believe I never considered that, nor has anyone I’ve played with. This makes Action Surge and Haste especially good, as you said, so maybe going three levels of Fighter is just fine. I’ve always liked using double Sneak Attack per round by utilizing the reaction, but this concept was a blindspot for me.
I have articles about Rogues that I want to go update with this tactic of using a double action to Attack and Ready. I’m sure Opal will want to update her article here, too. Thank you for bringing this up!
a Dwarf Fighter 5 (Champion)/ Rouge 15(Scout) with heavy Crossbow. take the crossbow expert and sharpshooter feats. You gain an extra attack, action surge, second wind and 19-20 crit for the fighter, additional the weapon Proficiency for the heavy crossbow and fighting style archery. The scout (Rouge) let’s you act as ranger and rouge. for fun take Medium Armor Master feat and wear half plate with a 3+ dex instead of 2 and no disadvantage on stealth, for an 18 armor class. the Heavy Crossbow and sneak attack will act like an antimaterial rifle sniper, heck with champion’s crit on a 19 or 20 and one shot something scary at the start of a fight
The character I want to run is a Dwarf that acts a long range scout for his kingdom. That will give him and the DM some possible conflict in interest between his party and his King. Some fun Role playing.
That sounds like a fun concept! I don’t know that I’d pick Champion for the occasional crits compared to what other subclasses get, but I can see the fun of crit fishing! I also don’t see heavy crossbows used as much as hand crossbows, so I like that. I’m also curious what draws you to the Scout Rogue for this concept? (I love the Scout, btw) I’m wondering if it would be fun to select the Thief for climbing to advantageous positions, for example. Thanks for the comment and for sharing the concept!
What fighter subclasses would be good with a teithling phantom rogue?
You can take your pick, but I recommend one that doesn’t need to use its bonus action regularly.
Love the YouTube channel. Looking forward to seeing more of your stuff up there!
Right now I am playing out of the abyss. I plan on Multi classing Fighter and Rogue. I started Rogue, I plan to fight at ranged in light armor. I am currently a 3rd lv Phantom Rogue. My goals for this build are to be a ghost so no matter what I want 13 levels of Phantom Rogue, I think the other 7 levels are up for debate but I am leaning towards acquiring Echo Knight levels. I think the two together can make a great combination
I love that idea. I’m playing a Phantom Rogue (lvl 11) in Tomb of Annihilation now. I agree with you on Echo Knight, though I’d also enjoy Battle Master or Psi Knight (Battle Master is better at long range). You can flavor any of them as ghostly assistance, especially the “psychic” effects as “ghostly” effects.
And thank you for the YouTube compliment!