The Unearthed Arcana Charged Rogue feature is an exciting new option for Rogue characters that can make multiclass builds incredibly potent. Let’s dive into the details of why this playtest material has many players eager to create powerful combo characters.
Intro to Charged Rogue UA and Key Benefits
The Charged Rogue feature allows a Rogue to store a charge within their weapon as a bonus action. This charge lasts for 1 minute. On the Rogue’s subsequent turns, if they hit with the charged weapon, they can use their Sneak Attack damage even if they don’t have advantage on the attack roll. This is a major benefit, as Sneak Attack is a key source of damage for Rogues.
Being able to trigger Sneak Attack more reliably without needing advantage is huge. It frees up the Rogue to take more creative actions on their turn, rather than constantly fishing for advantage. The Rogue no longer has to hide as often, rely on allies for Help actions, or find other situational ways to gain advantage.
Having access to Sneak Attack on demand makes multiclassing very attractive. A Rogue dip combined with a spellcaster or martial class becomes extremely potent. The synergy works both ways too, with just a few Rogue levels granting some big benefits.
Spellcaster Multiclass Synergies
For spellcasters like Bards, Sorcerers, and Warlocks, a Rogue dip lets them use Booming Blade or Greenflame Blade to trigger Sneak Attack on top of the spell’s damage. This adds tremendous damage output to their Cantrip while still allowing them to control the battlefield or concentrate on crucial spells.
A Light Cleric 2 / Rogue X build also works very nicely. The Cleric gives heavy armor, warding flare to impose disadvantage on an attack roll, and excellent Light domain spells. With Charged Rogue, the Rogue levels still dish out solid damage via Sneak Attack without needing advantage from warding flare every turn.
Martial Class Multiclass Synergies
For martial classes, Charged Rogue offers great action economy benefits. A Fighter or Paladin can use Charged Rogue to gain a reliable bonus action attack. This takes advantage of Extra Attack while adding sneak attack damage as the cherry on top.
A Paladin/Rogue wielding a 2-handed weapon can smite on their main attack then get a bonus action attack with sneak attack damage. This significantly boosts their nova damage potential when they want to unleash a devastating strike.
A Ranger dipping Rogue can use Charged Rogue to supplement their Concentration spell+attack style very effectively. They don’t need to rely on Hunter’s Mark damage, and can concentrate on powerful control spells instead.
In summary, Charged Rogue UA enables Rogue multiclass builds to realize their full potential. The synergy with spellcasters and martials alike is fantastic. This one simple mechanic unlocks a wealth of strategic opportunities and impactful combinations.
The ability to make a bonus action attack with your Charged Rogue is one of the most straightforward yet impactful benefits of this Unearthed Arcana feature. Landing more attacks directly translates into more damage dealt. Let’s explore the key advantages of having this extra attack option.
Free Bonus Action Attack for More Damage
Rogues normally need to take the Two-Weapon Fighting fighting style or feat to gain a bonus action attack. Charged Rogue bypasses this, providing a bonus action attack simply by charging your weapon. This attack can benefit from your full ability score modifier, unlike the off-hand attack from Two-Weapon Fighting.
Being able to make this bonus action attack without requiring a fighting style or feat is huge. It leaves your fighting style and feat choices wide open rather than being locked into Two-Weapon Fighting.
The bonus action attack also synergizes perfectly with the Rogue’s Sneak Attack. Between your regular action attack and the bonus action attack, you have two chances per turn to land Sneak Attack damage. This really optimizes your damage output each round.
Certain Rogue builds that rely on a one-handed weapon plus empty off-hand like a Swashbuckler also appreciate the bonus action attack. It takes an otherwise wasted bonus action and turns it into another chance to apply Sneak Attack.
For multiclass builds, the bonus action attack works fantastically with the Extra Attack feature. A Fighter dipping Rogue can attack twice with the fighter levels then make a bonus action attack with the Rogue’s Charged Rogue. Three attacks per turn is incredibly strong.
A Paladin charging in with Divine Smite loves being able to slot in a bonus action attack with Sneak Attack on top. This rounds out their damage profile and gives them a way to keep attacking when out of spell slots.
To optimize this bonus action attack, using a one-handed weapon with the Dueling fighting style works quite well. You still get the +2 damage while having a hand free for thieves’ tools, grappling, etc. Combining Charged Rogue with Crossbow Expert is another excellent option for ranged Rogues.
In summary, the value of an on-demand bonus action attack simply can’t be understated. It enables Rogues and Rogue multiclasses to reach their damage potential. Charged Rogue handily delivers this huge damage boost.
One of the biggest barriers to a Rogue’s damage output is the limitation on their Sneak Attack feature. It normally requires advantage on the attack roll or an enemy of the target within 5 feet. Charged Rogue circumvents this, making Sneak Attack much easier and more consistent to trigger. Let’s look at why this is such a game-changer.
Sneak Attack Triggered More Often
With the Charged Rogue UA, you can activate Sneak Attack on any attack with your charged weapon, regardless of advantage or nearby enemies. This makes Sneak Attack absolutely reliable on every single turn.
No longer do you need to jump through hoops to create the right situation for Sneak Attack. No more wasting turns trying to Hide or reposition. You can now use your cunning action or bonus action for something more useful.
Thanks to more frequent Sneak Attack, your damage output becomes very consistent turn to turn. You don’t have battles where the dice result in you barely using your key class feature. Charged Rogue makes you a highly reliable damage dealer in all situations.
Frequent Sneak Attack also further enables Rogue multiclass builds. A major limitation previously was Rogues struggling to activate Sneak Attack consistently when multiclassing. With Charged Rogue, you can dip just a few Rogue levels and still gain the full benefit of your Sneak Attack dice.
Some great examples are a Barbarian/Rogue raging and Charging their weapon for constant Sneak Attack, or a Light Cleric/Rogue using Potent Spellcasting to really amp up inflict wounds and storm sphere damage.
Thanks to the expanded crit range of Champion Fighters, a Fighter/Rogue can Fish for more crit-fueled Sneak Attacks by Charging multiple times in a fight. This takes advantage of the improved crit odds from the Fighter levels.
Overall, the ability to trigger Sneak Attack reliably, frequently, and on your terms is an absolute game-changer. It takes the Rogue damage engine into overdrive. Charged Rogue delivers this big boost to your Sneak Attack uptime.
One of the most powerful aspects of the Charged Rogue UA is how it enables multiclassing with spellcasters. By making Sneak Attack more readily available, a small dip in Rogue becomes extremely attractive for casters. Let’s explore some of these strong spellcaster multiclass combos.
Great for Multiclassing with Spellcasters
For Bards, a 3 level dip into Rogue with Charged Rogue lets them trigger Sneak Attack with Booming Blade or Greenflame Blade. This adds substantial damage on top of their cantrip without using concentration or resources. They can focus on controlling spells while still dealing great weapon damage.
Sorcerers also love this combo. A Sorcerer who Quicken Spell Booming Blades and then Charges to Sneak Attack gets tremendous nova damage. Subtle Spell with Charged Rogue keeps the Sneak Attacks coming even when unable to use somatic components.
Warlocks make great use of Charged Rogue as well. Having Eldritch Blast for range then Charged Rogue for melee satisfies the Warlock fantasy. Hex boosted Sneak Attacks feel very thematic. And Genie Warlocks can further boost the damage with their Proficiency Bonus added once per turn.
For clerics, Light Domain shines with Charged Rogue (pun intended). Their bonus action Warding Flare makes landing Charged Sneak Attacks simple. And Clerics have spells like Bless and Emboldening Bond to further support attack rolls.
The action economy of bonus action Charging combined with leveled spell actions is perfect for these gish builds. The Rogue dip supplements damage without consuming limited spell slots or concentration, allowing more casts of utility and control spells.
Eldritch Knights also work well by Charging a ranged weapon, casting a buff like Haste, then unleashing spells and Sneak Attacks. Arcane Trickster combines nicely too for find familiar advantage generation.
In summary, Charged Rogue enables just a small Rogue splash to grant reliable Sneak Attack damage all while keeping your primary spellcaster capabilities fully intact. It’s a match made in multiclass heaven.
Synergizes Well with Paladins and Rangers
Charged Rogue UA: Why This Feat Makes Multiclasses So Strong?
The Charged Rogue UA feat, featured in the recent release of Unearthed Arcana playtest material by Wizards of the Coast, offers an intriguing damage boost for rogues looking to diversify their combat tactics. At first glance, the feat may not seem all that powerful on its own. But when combined with certain multiclass options like paladin or ranger, the Charged Rogue UA feat really begins to shine.
So what exactly does this feat do? In essence, it allows a rogue to expend one of their Sneak Attack dice to imbue their weapon with extra lightning or thunder damage when they hit. The amount of extra damage equals the number rolled on the Sneak Attack die. This can be done a number of times per day equal to the rogue’s proficiency bonus.
On its own, that’s a decent boost in damage, especially at lower levels when Sneak Attack dice are smaller. But the real power comes from pairing this with divine smite as a paladin multiclass, or with a ranger’s Hunter’s Mark spell. Now those dice explosions become even bigger, making that single attack much more impactful when it lands.
Let’s break down the math on a specific multiclass build to see just how potent this can get. Take a Rogue 5/Paladin 2 character. With Charged Rogue, they can use one Sneak Attack die on each of their two attacks per round to add some extra oomph.
On the first attack, they use divine smite as well. So with a rapier, that’s 1d8 (weapon) + 5d6 (sneak attack) + 1d6 (charged rogue) + 2d8 (2nd level divine smite). And if they crit with that attack, it doubles to a whopping 8d8 + 10d6 + 2d6 damage on a single hit! Not to mention they still have a second regular attack to follow up with.
The synergy works just as well with ranger instead of paladin too. Simply swap out divine smite for Hunter’s Mark in the example above. Combining Charged Rogue with the ranger’s concentration-free extra d6 of damage on every hit makes the damage output incredibly reliable.
What makes this multiclass so strong is the mix of always-on extra damage from the ranger or paladin features combined with the on-demand boost from Charged Rogue. Rogue on its own tends to deal damage inconsistently in spikes. But adding in the steady extra dice from these other classes balances out the variance substantially.
Some other quick tips for making the most of a Charged Rogue multiclass:
– Focus on boosting Dexterity first and foremost to increase hit chance and damage with finesse weapons. Strength can be a secondary priority for armor and two-handed weapons if going paladin.
– Pick up the Two-Weapon Fighting fighting style from ranger or paladin. Charged Rogue works beautifully when dual wielding and landing Sneak Attacks with both weapons.
– For paladins, choose Divine Smite over Improved Divine Smite at 5th level since it works better with Charged Rogue’s on demand boost.
– Ranger’s Colossus Slayer adds even more damage to single attacks, compounding further with Charged Rogue.
– Look for spell, magic item, and other ways to gain advantage. Landing those critical Sneak Attacks is key. Faerie Fire is great.
– Elven Accuracy feat combines beautifully with frequent advantage to land more crits and trigger Charged Rogue more often.
So in summary, the Charged Rogue UA feat offers rogues an excellent way to diversify their playstyle and incorporate more damaging single strikes into their typical skirmishing tactics. While solid on its own, this feat truly shines when combined with paladin or ranger multiclasses. The synergy between their abilities and Charged Rogue’s on demand damage boost is potent. If your table is using the recent UA material, definitely consider Charged Rogue for your next rogue or rogue multiclass character. Just beware, your DM may not appreciate you one-shotting their bosses!
Lets You Concentrate on Spells and Still Attack
Charged Rogue UA: Why This Feat Makes Multiclasses So Strong?
The recently released Charged Rogue UA feat offers an intriguing new option for rogue characters looking to diversify their combat tactics. At first glance, adding some extra lightning or thunder damage to a single attack each round may not seem overly impactful. But when paired with certain multiclass combinations, particularly spellcasters like clerics or druids, the Charged Rogue feat really enables some potent synergies.
By allowing rogues to expend Sneak Attack dice for additional damage, Charged Rogue gives them a way to inject more damage into their attack routine without needing to rely solely on landing Sneak Attack each round. This opens up more flexibility for multiclassing into spellcaster classes that rely heavily on concentration spells.
Normally, splitting focus between weapon attacks and spells can be difficult since concentration limits you to one critical spell at a time. But with Charged Rogue, a multiclassed rogue can put up solid damage with their action while concentrating on a key spell like Bless or Flaming Sphere.
Let’s look at a Rogue 5/Cleric 2 multiclass build to see how this synergy works in action. They can start combat by using their action to cast Spiritual Weapon, granting regular spell attack damage each round without concentration. Follow that up with Bless to buff the party’s hits.
Now in subsequent rounds they can attack with their action, adding a bit extra with Charged Rogue. And since they aren’t relying solely on Sneak Attack for damage, they can use Cunning Action to Dash or Disengage each turn and stay mobile.
Meanwhile, Spiritual Weapon and Bless keep passively contributing damage and support. Adding Rogue levels boosts Sneak Attack and Charged Rogue damage potential down the road. And cleric offers excellent defensive and utility spells like Healing Word, Lesser Restoration, and Revivify.
Some guidelines for making an effective Charged Rogue multiclassed spellcaster:
– Prioritize Wisdom or Charisma depending on class to bolster spell attacks and saves. Dexterity is still key for weapon accuracy.
– Concentrate on buffs, debuffs, and non-concentration spells to maximize action economy.
– Spirit Guardians combines perfectly with hit and run tactics.
– Look for cleric domains like Tempest that add damage to weapon strikes.
– Druid offers great non-concentration summoning spells to flank with.
– Metamagic from sorcerer is useful for extending key spells. Subtle Spell works well with stealthy rogues.
– Warlock invocations like Devil’s Sight open up new combat styles.
Overall, the Charged Rogue UA feat offers an excellent way for a multiclassed rogue to diversify their gameplay. It allows them to utilize key concentration spells or ongoing effects while still dishing out solid damage on their turn. The synergy with cleric, druid, and other spellcasters is potent, letting you concentrate on controlling the battlefield while your rogue handles attacking. If your Dungeon Master allows UA material, give Charged Rogue serious consideration for any multiclassed rogue. It opens up whole new avenues of play not typically possible before. Just be ready to outshine your single-classed allies!
Works with Reach Weapons for More Safety
Charged Rogue UA: Why This Feat Makes Multiclasses So Strong?
The Charged Rogue UA feat in the recent Unearthed Arcana release offers rogues an intriguing new option for adding a bit more oomph to their attack routine. While the damage boost itself from expending Sneak Attack dice is decent, this feat really shines when you consider specific weapon and gameplay synergies it enables. One such combo that deserves a closer look is pairing Charged Rogue with reach weapons like glaives, halberds, and whips.
Adding those extra feet of distance between you and the enemy just makes so much sense for a rogue. It really complements the hit and run, opportunistic attack style that defines the class. Being able to move in, deliver an electrified smack from ten feet away, and then slip back out of harm’s reach is precisely the kind of tactical play rogues excel at.
Charging up a whip or halberd attack with your Sneak Attack dice through the Charged Rogue feat makes those reach strikes really sing. Unlike normal Sneak Attacks which require adjacency to the target, you’re able to deliver punishing blows from relative safety.
Combining this feat with Polearm Master offers even more opportunity to exercise precise control over the battlefield. The bonus action attack granted after a reach attack allows you to dart in for a lightning quick strike, then immediately back out of melee range. Rogue as a class already rewards thoughtful positioning, and Charged Rogue with reach weapons takes that to the next level.
Some additional tips for making the most of a reach-focused, Charged Rogue character:
– Bugbear’s long limbed racial trait increases reach by 5 feet, stacking with your weapon.
– Look for spells or magic items that increase reach, like Enlarge or a Lance of Lethargy.
– Take Mobile feat to really punish enemies after you hit them within reach and evade safely.
– Swashbuckler rogue compliments reach attacks, allowing you to escape melee range without provoking opportunity attacks after you strike.
– Consider Battlemaster fighter for maneuvers like Lunging Strike to extend your attack range even further.
– Look for advantageous terrain like cliffs, elaborate tilework, or tree branches to attack from.
In summary, if you want to play a rogue who controls the battlefield through superior positioning and punish enemies from the perfect distance, look no further than the Charged Rogue UA feat. Combining it with reach weapons enables dynamic new tactics while staying evasive. Your DM may just disallow reach altogether after you turn the Tables on a few combats though, so use this technique responsibly!
Frees Up Actions for Cunning Action, Spells, Etc.
Charged Rogue UA: Why This Feat Makes Multiclasses So Strong?
The recently released Charged Rogue UA feat offers rogues an intriguing new option to augment their damage output in combat. At first glance, the ability to expend Sneak Attack dice to imbue attacks with extra lightning or thunder damage may not seem too impactful. However, the flexibility this provides opens up exciting new action economy opportunities through multiclassing.
Typically, a rogue needs to rely on landing their Sneak Attack damage regularly to remain competitive in DPR (damage per round). This means constantly maneuvering into position and utilizing Cunning Action to enable Sneak Attacks. But Charged Rogue allows selectively splashing extra damage onto individual attacks.
This frees up Cunning Action, letting you instead use it to Dash across the battlefield supporting allies, Disengage to safety, or Hide to enable powerful stealth strikes. It also means you aren’t chained to blindly attacking each round praying for Sneak Attack to land.
Instead, you can utilize your action more tactically based on the situation. Cast buffs or control spells like Bless or Web in tough fights. Use items like Healer’s Kits and Alchemist’s Supplies creatively to assist allies. Employ skill checks like Disarm, Shove, or Grapple against problematic enemies. And when you do strike, make it count with a juiced up Charged Rogue attack.
This feat combos particularly well with spellcaster multiclasses like Cleric, Druid, or Bard that offer excellent non-concentration utility like:
– Healing Word to revive allies from range
– Sanctuary on yourself before scouting or stealing
– Enhance Ability for out of combat challenges
– Lesser Restoration to remove crippling debuffs
– Pass Without Trace or Enhance Ability for infiltration
Some guidelines for an effective Charged Rogue utility character:
– Prioritize Wisdom or Charisma depending on class to maximize spellcasting impact.
– Focus concentration on strong sustained buffs rather than damage over time spells.
– Look for spells that control the battlefield or boost allies rather than just dealing direct damage.
– Ritual Casting feats like Ritual Caster or Magic Initiate open up a wealth of out of combat utility.
– Don’t underestimate creative use of item interactions like ball bearings, acid, alchemist’s fire, etc.
In summary, if you enjoy rogues but want more versatility than simply attacking each round, give the Charged Rogue UA feat a look. Freeing up your action opens up a world of possibilities, enabling far more dynamic gameplay. Just be ready to occasionally outshine the single-classed characters with your Swiss army knife-like adaptability!
Charged Weapon Lasts 1 Minute for Ongoing Value
Hey friend, have you heard about the Charged Weapon feat from Unearthed Arcana? It’s a game changer, especially for multiclass characters. Let me break it down for you.
So Charged Weapon lets you channel arcane energy into a weapon as a bonus action, giving it a +1 bonus to attack and damage rolls for 1 minute. Doesn’t sound too crazy at first glance, right? Just a small boost. But when you consider the action economy and how long the effect lasts, it gets spicy.
See, most class features that give a damage boost are activated as part of the Attack action. Like a Paladin’s Divine Smite or a Rogue’s Sneak Attack. You have to use it right then and there. But Charged Weapon operates independently, so you can beef up your attacks for a whole minute at a time.
This makes it super versatile for multiclass characters. A Fighter/Wizard could activate it before rushing into melee, boosting all of their swings for 10 rounds. Or a Rogue could charge up before sneaking into position for that sweet Sneak Attack. Heck, a Cleric/Sorcerer could buff their weapon, then Quickened Spell a damage cantrip on the same turn. The possibilities are endless!
And don’t forget, attacking is the most common action in the game. So any +1 bonus that lasts for 10 attacks is going to give you great mileage. Some cynics may claim it’s “only a +1” but trust me, those small numerical bumps really add up over time. A 10% increase in damage is nothing to scoff at.
But why is Charged Weapon so good for multiclass characters specifically? Simple: action economy.
Single class characters already have potent options for their Bonus Action every turn. Rogues Dash or Disengage, while Paladins use Lay On Hands. So the opportunity cost of activating Charged Weapon is high for them. They lose flexibility.
But for a multiclass? Their Bonus Action is much more wide open. A Fighter/Wizard doesn’t have any defaults competing with Charged Weapon. So they can fire it up every fight for consistent value. No downside at all!
This feat also scales incredibly well. Unlike single use boosts like Divine Smite, Charged Weapon’s +1 enhancement improves alongside your Proficiency Bonus. By higher levels, a +3 or +4 damage sword that recharges every short rest is insane. It keeps up with the increasing HP and attack power of monsters.
So in summary, Charged Weapon provides a renewable boost to your weapon’s potency for a solid duration. The 1 minute timeframe ensures you’ll get your money’s worth. It occupies the often underused Bonus Action, providing multiclass characters extra value. And it scales smoothly alongside your character level. What’s not to love?
Some DMs may argue this UA feat is unbalanced. But keep in mind, it requires attunement and costs an Ability Score Improvement to acquire. Those are very real costs. And again, it’s just a small numerical change, not a crazy new ability. Many magic weapons confer a larger bonus than +1 anyway.
Plus, it opens up fun new character concepts. An Eldritch Knight with Charged Weapon feels straight out of Final Fantasy or anime. Channeling arcane force through each strike is just badass. This feat brings that fantasy trope to life in a measured, balanced way.
So in closing, don’t sleep on Charged Weapon if you’re playing a multiclass character. Fighters, Rogues, Paladins, and Rangers all benefit immensely from this sustained boost to their weapon. It may not seem incredible at first glance, but in actual play it delivers steady value every single fight. The 1 minute duration ensures you’ll get the most bang for your buck. It’s no exaggeration to say Charged Weapon changes the multiclass math dramatically. Give this feat a spin on your next hybrid character and watch those baddies drop!
Charging Requires Only a Bonus Action
Listen up adventurers, let’s dive into why the Charged Weapon feat is so efficient thanks to its Bonus Action cost. This low opportunity cost is what really enables its power for multiclass builds.
Most class features that augment your attacks or damage, like a Paladin’s Divine Smite or a Rogue’s Sneak Attack, are part of the Attack action itself. You have to use them right then and there, or the effect is lost. But Charged Weapon bucks that trend.
By activating Charged Weapon as a Bonus Action, separately from your Attack, it provides more flexibility in when you beef up your strikes. You’re not locked into boosting just one hit, but rather all of them for the next minute. That’s up to 10 empowered attacks in a row! Now that’s some serious bang for your buck.
This free timing also enables more combo potential. A Cleric/Sorcerer could activate Charged Weapon, then use Quickened Spell metamagic to also cast a damage cantrip like Fire Bolt on their turn. Doubly dangerous!
For single class martial characters, the Bonus Action cost is a tougher sell. Rogues and Paladins already have good options competing for their Bonus Action every turn, like Cunning Action or Lay on Hands. There’s a real trade-off.
But for a Fighter/Wizard or Rogue/Cleric? Their Bonus Action is much more wide open, with fewer defaults demanding their attention. Charged Weapon slides smoothly into that vacancy, juicing up their attacks at no real opportunity cost.
In fact, classes like Ranger and Eldritch Knight actively appreciate more Bonus Action options to fill out their turns. Charged Weapon answers that call, fitting perfectly into their mix of weapon strikes and spellcasting.
And heck, for a dual wielding Fighter, Charged Weapon essentially replicates the Two-Weapon Fighting style, but affects both weapons rather than just the off-hand. That’s just quality action economy.
While the +1 bonus may seem small at first glance, remember that attacking is the most common action in D&D combat by far. Any consistent boost applied to that go-to move deserves respect. A 10% bump to your damage roll every swing is gravy.
So in summary, by requiring just a Bonus Action, Charged Weapon provides added flexibility and combo potential. This efficiency is especially impactful for multiclass characters without major Bonus Action costs. Charging up your blade feels like the natural culmination of a magical battle master or arcane trickster. Don’t underestimate the humble Bonus Action, it’s the secret sauce that elevates this UA feat to excellence.
Multiple Charged Weapons for Different Situations
Greetings adventurers! Today let’s explore why the ability to charge multiple weapons with the Charged Weapon feat is so versatile and powerful.
Unlike similar damage boosting features that are tied to a class or single weapon, Charged Weapon’s magic can be infused into any simple or martial melee weapon. This opens up a ton of tactical options.
A Strength fighter could keep a greatsword enhanced for big single strikes, and a longsword charged up for TWF. An archer might charge their backup rapier just in case enemies close into melee. A Rogue could boost their dagger for sneak attacking, and their shortswords for dual wielding. You get the idea.
Being able to prepare different weapons for different scenarios is great action economy. Switching between two charged weapons mid-combat let’s you adapt to changing battlefield conditions. All without losing your damage boost for even a single turn.
In addition, Charged Weapon allows attuning up to three weapons at once. For a martial heavy party, that likely means the fighter, barbarian, and paladin could all benefit from the feat simultaneously. Three powerhouses crushing foes with enhanced weapons is a scary thought!
This attunement enables characters to pass charged weapons to allies as needed also. A fighter could charge up the party’s thief’s dagger before he sneaks away for some backstabbing. Or the cleric could loan her warhammer to the barbarian before wading into the heart of combat herself.
With sufficient prep time, an entire adventuring party could have charged weapons ready for an epic dungeon run or boss fight. Now that’s cooperation and action economy done right!
Having a charged weapon waiting in the wings also helps mitigate disarming and anti-magic fields. If you enter an antimagic bubble, no problem, just swap to your backup blade pre-charged outside it. Redundancy is key for dealing with unforeseen situations.
The flexibility goes even further when you factor in magic weapons. A flame tongue sword and a frost brand could be enhanced simultaneously to maximize your elemental damage options.
And heck, don’t forget about silvered or adamantine weapons either. Keeping those charged up provides insurance against situations that call for their unique properties. Options are power!
At the end of the day, the versatility of charging multiple weapons gives you solutions for any adversary or tactical scenario. Like any good adventurer knows, proper planning prevents poor performance. With Charged Weapon, you can plan for any battle and always swing with a little extra oomph!
More Flexibility in Combat Compared to Two-Weapon Fighting
Greetings fellow adventurers! Let’s discuss why Charged Weapon provides more flexibility in combat compared to the Two-Weapon Fighting style.
At first glance, these features seem similar – both allow you to add a bonus to a secondary weapon’s damage rolls. But the action economy differences set them apart.
With Two-Weapon Fighting, you can only add your ability modifier to your off-hand attack, and only if you take the Attack action and attack with your main weapon. So there are conditions, and the damage only applies to a single strike.
But Charged Weapon operates independently as a Bonus Action. This gives you more control over when and how often to use it. You can charge up both weapons, then freely choose which to attack with each turn – no main hand required!
Charged Weapon also lasts a full minute, rather than a single attack. This enables switching between weapons fluidly as combat conditions change. An Archer could swap from bow to charged sword without missing a beat. The bonus damage applies regardless of which weapon strikes.
In addition, Charged Weapon stacks with Two-Weapon Fighting. So dual wielders can benefit from both features simultaneously and really max out their output. Charge your sword and axe up, then go ham!
Let’s consider a Fighter for example. With Charged Weapon, they could activate it before closing into melee, buffing both weapons equally. Then once engaged in close combat, freely choose whether to use TWF style or big single strikes turn to turn.
Without breaking their rhythm, they can fluidly switch from dual wielding for more attacks, to two-handing their maul for a crushing single blow. It’s about keeping options open, not locking yourself into any one approach.
Rogues also appreciate this flexibility while maneuvering into Sneak Attack position. They can charge ahead of time, then Sneak Attack with either blade. And should conditions change, Cunning Action lets them freely reposition while maintaining the bonus damage.
So in summary, Charged Weapon provides dynamic flexibility turn to turn, rather than being limited to a single attack. Combining it with Two-Weapon Fighting results in maximum damage output and adaptability. Against ever-changing battlefield threats, options are key!
Still Get Full Extra Attack Feature Benefits
Greetings fellow adventurers! Today let’s discuss how the Charged Weapon feat synergizes with the Extra Attack class feature for big damage potential.
A common concern is that Charged Weapon may disincentivize Extra Attacks, since it only enhances one attack per turn. But thankfully, that is not the case at all.
Activating Charged Weapon is a Bonus Action, separate from your regular Attack action. This means it has no impact on the number of strikes you make through Extra Attack. You still get all your normal swings!
What Charged Weapon does is take one of those multiple attacks and give it an extra oomph. You make all your attacks as normal, the charg
Customize Your Charged Rogue Build for Maximum Impact
Greetings fellow roguish types! Let’s delve into how to optimize a Charged Weapon Rogue multiclass build for serious damage dealing.
One of the beauties of Charged Weapon is its versatility – it can be tailored to boost any melee attack strategy. But for Rogues specifically, these choices stand out:
- Start with 3-5 levels of Rogue for Sneak Attack and Cunning Action. Then multiclass into a spellcasting class like Bard, Sorcerer or Warlock. This gives mobility and magic to enable Sneak Attacks.
- Max Dexterity first for better accuracy on your one Sneak Attack strike each turn. Charged Weapon enhances that single big hit.
- Use a Finesse weapon like a rapier so Sneak Attack applies. Keep it charged for bonuses to your once-per-turn sneak smack.
- activate Charged Weapon each fight before sneaking into position. This tactics charges your blade preemptively so your Sneak Attack can benefit.
- For even more damage, pair Charged Weapon with the Booming Blade cantrip. The bonus action activation leaves your action free for the cantrip’s melee attack.
Following this framework, here are some fun and potent multiclass combinations:
- Rogue/Sorcerer: Use Quickened Spell to also cast Booming Blade on your turn. Empower the cantrip to really maximize your singular strike.
- Rogue/Bard: Take the Mobile feat and use Bardic Inspiration to boost movement and accuracy on your Charged Sneak Attack.
- Rogue/Warlock: Grab the Thirsting Blade invocation to make a second attack after your Sneak Attack. More chances to use your Charged Weapon.
These mixes blend magic, mobility, and subterfuge to perfectly complement the hard-hitting Charged Sneak Attacks. Play tactical hit-and-run while dishing huge single strike damage. Your foes will melt away before they even have a chance to react!
So in summary, a Rogue’s Sneak Attack pairs perfectly with keeping just one weapon constantly Charged. Carefully craft your multiclass and combat tactics to enable those juicy once-per-turn Sneak Attacks. Your enemies will learn to fear the flashy finesse of a Charged Rogue!
Conclusion on Why Charged Rogue UA is So Strong
After reviewing all the nuances, it’s clear why Charged Weapon can take an already potent Rogue multiclass and push it over the top. Let’s recap the key points:
- Lasting a full minute, Charged Weapon enables Sneak Attack boosting for multiple turns, not just one strike.
- As a Bonus Action, it conserves Rogue’s action economy compared to other damage features.
- Frees up Rogue’s concentration since it’s not a spell, allowing other buffs.
- Scales damage smoothly without expending limited resources like spell slots.
- Keeps Rogue’s mobility options open with Cunning Action still available.
- Combines seamlessly with Booming Blade’s burst damage for insane nova potential.
In short, Charged Weapon tackles the typical Rogue weaknesses head on. It delivers reliable, scaling, resource-free damage boosts every single turn for an entire combat. All without tampering with Cunning Action mobility and Bonus Action economy.
This combos perfectly with Rogue’s one deadly Sneak Attack each round. A Finesse rapier Charged for even just +3 damage substantially magnifies those massive once-per-turn Sneak Attack crits.
Add in Booming Blade scaling, mobility from Cunning Action, and spellcasting utility from multiclassing, and you have an extremely potent package. The Charged Rogue smoothly dispatches foes that might otherwise overwhelm solo Rogues at higher levels.
While the +1 to +3 damage bonus may seem small at first glance, remember that this applies to every weapon strike over a full minute. This amounts to massive damage over the course of an entire combat or dungeon delve.
For any Rogue, but especially melee focused variants, Charged Weapon is an easy recommendation. It tackles numerous shortcomings of the Rogue class elegantly, and at very low opportunity cost. If you’re building a Rogue multiclass character, this feat turbocharges their effectiveness to exciting new heights. Charge up and let the sneak attacking commence!