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Thanks to Baldur's Gate 3's new Swashbuckler subclass, it no longer sucks to be a pure Rogue

By Dr. Elara Vance | January 01, 0001

I love being a sneaky, thiefy guy in an RPG, but Rogues have always been in a really weird spot in Baldur's Gate 3. Thief and Assassin are two of the strongest three or four-level multiclass components in the e19 game, but there's basically been no reason to stick with them beyond that.

Thief's extra bonus action and Assassin's surprise round perks are transformative, but they don't get much worth writing home about at higher levels. While Sneak Attack precipitously increases in power throughout the game, Rogues are just fundamentally hampered by being weapon damage-based characters that don't receive . A full 12-level Rogue is always weaker than a multiclass Bard/Rogue, Fighter/Rogue, or Ranger/Rogue, and you really feel stifled not being able to attack as many times per round.

Going the distance with Rogue for a full 12 levels also means Sneak Attack can come alive in a way it just doesn't with a quick dip: 6d6 extra damage sbfplay per round for a 12-level Swash as opposed to 2d6 on a three-level jaunt. Swashbucklers' Rakish Sneak Attack also lets them land them with no set-up⁠—less important with the plentiful sources of advantage in the late game, but a real boon in Act 1.

Swashbucklers' Charisma focus⁠—it determines the saving throw difficulty on their Dirty Tricks⁠—also lends them to taking one multiclass dip in particular, the . This would still keep the Rogue center stage and grant access to the full gamut of their abilities and 6d6 Sneak Attack. A Swashbuckler 11 / Hexblade 1 just makes sense, consolidating weapon accuracy and damage under Charisma, and it also grants access to the OP cantrip.

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