/5eg/ D&D 5e General

>attack with advantage for sneak attack damage
>move to obstacle
>take free hide action at end of turn
>repeat

This barely requires any thought at all.

Alternatively
>be swashbuckler
>attack with advantage when alone
>attack with advantage when not alone

Alternatively
>be arcane trickster
>use mage hand to gain advantage every turn.

In order for a rogue to not have sneak attacks you practically have to ignore all their class features, and force combat to be in featureless rooms made of perfectly clear glass.

I am very excited for tressym stats. My minotaur could do with a flying cat familiar.

Also, let me add to this:


At level 20, a rogue might actually prefer having advantage over having two attacks sometimes.

Let's say you roll 17, and then 20.
The 17 hits.
Normally, you'd apply your 10d6 sneak attack then.
However, since you have advantage, you take the 20, your sneak attack crits and you do 20d6 sneak attack damage instead along with a 2d8+5.

Otherwise, you'd make two attacks, a 1d8+5 + 10d6, and then you crit on the second doing an extra +2d8.

Of course, the chance of this situation occuring is (19/20)*(1/20) for getting an extra 10d6 which is slim, whereas the rogue with an extra 1d8 every round they get an additional hit probably competes with that.
Even so, you're choosing between an additional tiny chance of getting super sneak attack or an extra 1d8, it's not a big deal.

You designate a creature within 5ft of the hand. THEN you can move it.

You can move the hand every time you do something with it, and while you could normally make it go pick up something, you can't even take the action in the first place if nothing is within 5ft of the hand.
You can easily move the hand into position on another turn since you can use it as a bonus action, there's no way that's useless.

And, as above, sometime advantage is better. And, what if:
a) you move first, visible but high initiative
b) you're not an assassin (you're an arcane trickster)
c) because of the above, you have neither advantage and there are no allies within 5ft of enemies?

Thanks to whoever suggested contacting customer support before when I mentioned that giant chunks of pages had fallen out of my PHB. I preordered it on amazon and got a first print and had no idea the bindings were faulty until the pages just fell out one day when I honestly had barely even used the book, everything else is basically perfect condition.

They just offered to send a replacement with basically no questions asked except my mailing address.

There are not always places to hide.
You do not always succeed your hide check.
Hide action is not free. Hide action takes a bonus through cunning action. If you could use it as a free action and use your cunning action, you could probably dash 60ft to find something to hide behind in almost any situation. But you can't, because hiding is a bonus action.

The swashbuckler is one specific archetype that's sort of a dueller and kiter, the other archetypes can't follow that.

I've already ben mentioning why mage hand - which you only get to get advantage with at level 13 - does not always grant free advantage.

Yeah, bindings on the very first print run were rushed and shitty because they wanted to get like 5 million books on the shelves for day 1 sales and only got PHB to the publishers like 6 weeks before release.

your reasoning that advantage is "Sometimes better" is retarded and doesn't make owl flyby assistance any less not broken.

You're also wrong about Versatile Trickster. The 5 feet restriction just means your hand needs to end within 5 feet of what you're trying to get advantage of.

Moving 30 feet to find an obstacle to hide behind is sufficient in most indoors environments, and really outdoors too. Unless you're fighting on them featureless plains, in which case your DM is really phoning it in.

Failing hide checks is possible, but far less likely with expertise and eventually reliable talent. You may as well say that sometimes other classes miss their extra attacks. Good job captain obvious and irrelevant.

tfw fighter 2/ sorcerer 6

tfw hurling 3 fireballs in a single turn.

Fireball + Empowered Spell
Action Surge
Fireball + Empowered Spell
Fireball + Empowered Spell + quickened Spell

>tfw out of all my 3rd level spell slots and almost all my sorcery points in a single turn.

I just rolled 24d6 and it was dank as fuck though.

You're going to have a hard time convincing anyone that two things that are completely allowed by RAW and RAI from the developers is something that shouldn't be allowed. You've chosen an interesting hill to stand your ground on.