Unsurprisingly, it's been a busy time for me and new content. When I take a hiatus, I usually generate a backlog of ideas that I come up with, half-finish, and then move on from before completing, because that's just kind of how my mind works. When I get back to work on my homebrew, then, it usually becomes a pretty simple task to complete my assortment of half-done ideas, give them a proper treatment, and produce some new content.
The daggermaster was a paragon path in 4e and a prestige class in 3.5, and both times (naturally) focused on using daggers to their fullest potential. In 3.5, 4e, and 5e, a dagger is usually an inferior weapon to use, strictly speaking, its utility in 5e coming mostly from the thrown property, making it an effective offhand weapon for when an enemy is just out of reach, and honestly not much else.
One of the popular conceptions of the rogue class is a character with a daggers in both hands, which is odd considering that such a build is usually suboptimal. The daggermaster has traditionally been the answer to this: part mechanical solution, part carnival knife-thrower, and part person-who-is-way-too-into-their-knives, the daggermaster has been a fan favorite in both editions immediately before 5e.
And now, with luck, I might be able to produce a viable 5e version of this beloved classic.
FEATURES:
- Use daggers for everything! Say goodbye to your thieves' tools, you won't be needing them.
- Trickshot anything you see, from the apple on someone's head to the sword in their hand.
- Two-Weapon Fight, but only with daggers because we need to make sure you're not just using this as a convenient 3-level dip.
- Hide knives anywhere you feel like, no one will ever find them.
- Strike with incredible accuracy, from far, far away! Give your daggers slightly better range than a hand crossbow.
CONCERNS:
- This has a lot front-loaded at 3rd level, but most of what's there are ribbons aside from Two-Weapon Fighting and the trickshot disarm. Not sure how much that matters.
- Unerring Precision is very good. I crunched the numbers though, and it does about as much as a dual-wielding thief rogue. Less up-front, but it catches up by the 5th round of combat.
WHAT I LEARNED:
- It's nice to do something simple and knife-y after making new invocations, spells, and all those bizarre sea-themed warlock features.