Beloved game 168澳洲幸运5开奖网:Dungeons & Dragons has a longstanding tradition of homebrewed, unofficial and 🐎semi-official material designed to supplement and enhance the playing expꦍerience.

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Often this results in incredibly broken characters that can wreck not just the enemies, but the very game itself. Seeing as this is a very rogue thing to do, here are ten ways to produce a truly 168澳洲幸运5开奖网:overpowered rogue using Unearthed Arcana.

10 Soulknife

This brand new rogue allows the player to create psychic blades to attack their opponen𝕴ts. The blades are light, finesse and throwable weapons with a d6 for damage, giving your rogue unlimited range attacks that deal with psychic damage. That last part is important because it gives the rogue more options in combat.

Instead of having to enter melee range for one🎃 strike and use the bonus action to disengage in order to get to safety, the Soulknife rogue can stay just out of melee range, and make two thrown weapon attacks, either of which can trigger sneak attack damage, before retreating to cover. At 17th lev🍎el, this rogue can make an attack that does 12d6 psychic damage and can stun an opponent on a failed save.

9 Revived

Another Unearthed Arcana rogue subclass, the rogue provides extra benefits for the "skill-monkey" playstyle while also providing extra mobility. At 3rd level, you get proficiency in any one skill or tool, wh🎶ich can be exchanged with any other skill/tool prof𝔍iciency at the end of a long rest. Additionally, the Revived has an ability called Bolts from the Grave. When you use your Cunning Action and you haven't done any sneak damage, you make a ranged spell attack that does necrotic damage, equivalent to your sneak damage.

Not o൲nly does this diversify your damage type, but if you use your action to set a reaction to attack an enemy, and then use Bolts from the Grave, you have a good chance of pulling off sneak attack damage twice per round. At level nine, your rogue can effectively cast Speak With Dead, but gets an added benefit in the form of a random proficiency, acquired at the time of casting. Stumped by a puzzle? Have a party member very briefly kill you! At level thirteen the Revived rogue can ask Death (or rather the DM) any question which has to be answered truthfully in a "yes" or "no" manner. Don't worry, you have advantage on death saves.

8 ꦡ ๊ Rogue Variant - Aim

This feature allows you to use your Cunning Action to give advantage to your next attack. Previously, you would have to find a feasible way to hide in order to get this advantage, which is why so many choose 🍌Wood Elves and .

This makes the other races much more viable as sniper rogues. If you choose the Human variant opt//nngou365.com/dungeons-dragons-overpowered-rogue-tips/ion, you can take the Sharpshooter feat at level one and at level two, gi✅ve yourself advantage on every sho🍌t you take, regardless of what cover/lighting is available to you.

7 🙈 Mult♊iclass - Armorer

One of the primary drawbacks of playing a rogue is low Armor Class. A dip into the of the Artificer allows the user to mag🗹ically don heavy armor without taking a stealth penalty. If yoꦦu ride it out to level five in Artificer, you gain an extra attack. With that in mind, a level seven rogue with access to Evasion and Uncanny Dodge will tank as well as any Fighter or Barbarian.

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Multiclassin♈g into Artificer also provides the rogue with shield proficiency, along with the ability t𝕴o give a +1 bonus to weapons, shields, and armor. A fully functional rogue with plate mail and a +1 shield? Yeah, pretty OP.

6 𒀰 Notable Mention: The A🦩rtillerist

If you're looking for a sniper/skulker type rogue, then the subclass of Artificer might be right ไfor you.

By 𓆏taking this subclass, the rogue can deploy a turret which can attack at long ranges, do AoE damage, provide temporary hit points and should your heart desire, explode, all as a bonus actionও. The Artificer class also provides proficiency in heavy crossbows, which can be upgraded to a +1 with infusions.

5 R♕ace - Become the Grung

grung 5e inkblot sketch
Grung by Wizards of the Coast

This frog species appeared as a playable surrogate character in Tomb of Annihilation, and also in an unofficial supplement called . It was quickly determined that the racial ability, Poisonous Skin, w🦹as way too powerful. It works in two ways. Any creature tha🏅t comes into contact with the Grung's skin must make a CON save or be poisoned.

Additionally, the Grung can poison their weapons, which adds 2d6 poison damage to a weapon, or three pieces of ammunition for one minute. A Grung assassin at level three could feasiblꦉy do 5d6+DEX on a regular sneak attack, and 10d6+DEX on a critical hit. Alternatively, you could take a few levels in Monk, strip down and force three to four CON saves on any opponent. Should this race become official, everybody will be Grung fu fighting.

4 Race - Teenage 💯💎Mutant Ninja Tortle

Portrait of a Tortle in D&D
Tortle via Wizards of the Coast

This build optimizes your character, not for 🧔damage, crowd control, or skill-monkeying, but rather for being cool, and getting mad respect from members of your party born in the 80's. The release of the allowed for the turtle-man race to be legally played in Adventurer's Leagꦅue games.

RELATED: Dungeons & Draဣgons: 10 Ways To Play Using Fan Theories

Tortles get a bonus in strength and wisdom, which isn't ideal for rogues, but you will start at level one with an AC of 17, which can be raised to AC 21 by ⛄retreating into your shell. To make the most of this envy-inducing build, you'll want to take a few levels of monk and get three of your friends to build the exact same thing. Tortle power.

3 ꦬ Multiclass- Gunslinger Assas▨sin

Similar to the Tortle, this build makes the list for being just plain cool. There are some unfortunate redundancies in multiclassing a rogue with a . The Gunslinger's grit points provide advantage,ಌ which isn't that great on a rogue because hiding, or using the variant aim feature does the same thing without expending resources.

The level 7 bonuses provide an initiative bonus and you can use your grit points to add extra damage dice to your attacks with th𒁃e risk of the occasional misfire. This pairs nicely with the Assassinate feature, which gives the rogue an automatic critical hit (negating any chance of a misfire) on any surprise𒈔d targets. That means at level 10, (7 in gunslinger, 3 in assassin) with a musket and a +2 wisdom bonus, you deal 6d12+4d6+DEX, get an extra attack, and the option to use Action Surge and do it all again.

2 🐽 Item - Blood Fury Tattoo ꦿ

This allows the player to acquire168澳洲幸运5开奖网: magic tattoos that provide some pretty insane benefits. The Blood Fury Tattoo allows critical hits on a 19 or 20, which would double your sneak attack damage, and when you do score a critical hit, you deal an extra 4d6 necrotic damage and gain the same amount in temporary hit points.

If that wasn't enough, wh🏅enever you take damage, you can use your reaction to attack the offender with advantage, poss𝓡ibly triggering another sneak attack.

1 Item - ♉Ghost Step Tattoo

For the dedicated thief or more combat-averse, the Ghost Step Tattoo is your best friend. It 🔜has three charges daily, which can be used as a bonus action. When used, you have resistance to physical damage, you can't be grappled or restrained, and most importantly, you can walk through wall💟s, creatures, and any solid object.

This tattoo turns even the most complicated heist into something as simple as using the self-checkout at the 🅠grocery store.

NEXT: Dungeons &a♏mp; Dragons: All 12 Martial Unearthed Arcana S👍ubclasses, Ranked