Originally Posted by
Reevh
I mean I disagree entirely. I played a Wood Elf 9 Arcane Trickster Rogue/2 Hexblade Warlock the other day, and it was too powerful if anything.
You get 4 level 1 spell slots, 2 level 2 spell slots, and 2 more level 1 slots that refresh on a short rest. If you go 3 warlock, that goes up to 2 level 2 spell slots that refresh on short rest.
At level 4 I took Elven Accuracy, and at 8 I took Mobile. I was lucky enough to roll a 17 at the start, which means by level 4 I had a 20 dex, but this would work fine with a 15 base dex, as well.
I had a movement of 45, baseline, and could double dash to put that as high as 135 when needed.
I had Armor of Shadows, so that my AC was 13+DEX+2 (due to wielding a shield), for a total of 20. I could then cast Shield when needed, to bring that up to a 25 AC. When I didn't want to expend spell slots, I could use Uncanny Dodge to reduce damage. Evasion adds another level of defensibility to the character, as well as absorb elements and mirror image.
For offense, if you're in dim light, you can use Shadow Blade, and get advantage on every attack, boosted by elven accuracy. This gives you a 14.3% crit rate. If using Booming Blade, that means you can do 4d8+DEX+5d6 damage, or 8d8+DEX+10d6 damage on a (pretty common) crit. Then if you're up against a boss, you can use Hexblade's Curse to up your crit rate to 27.1%, and add your proficiency bonus to your attack. Once you've hit the enemy, if it isn't already dead, you can dance back out of range without provoking an opportunity attack, thanks to the Mobile feat. If the enemy follows you, they take the follow up Booming Blade damage.
If you're not in dim light and you have a tolerant DM, you can use Find Familiar to summon an owl to give yourself advantage on your attack every round, for only slightly less damage than above.
As a bonus, you've got your bonus action free, since you aren't dual wielding. This means you can use your cunning action almost every turn if you want without sacrificing damage. You're also still a rogue, so you have all the great skills, you've got expertise in 4 skills, and magical ambush. You also have another invocation as a warlock that I'd typically use on Devil's Sight, which lets you see in darkness, even magical darkness, as if it were bright light for 120 feet, perfect for a scouting stealthing rogue. Add to that various utility spells like minor illusion, silent image, etc. and you've got a powerhouse in defense, offense, and support.
At level 12, take another level in warlock if you like for a pact. I recommend Chain or Tome, but Blade works too if you decide to climb the Warlock tree far enough to get extra attack, but let's face it, all your damage is really in one attack anyway, so you may as well keep going rogue to boost your sneak attack damage, give yourself reliable talent, wisdom saves, and more ASIs. Plus, at rogue 13, you can give yourself advantage with a bonus action, so even if your familiar dies and you're fighting in bright light, you're covered.
It's a super strong build. Very powergamey, so in my opinion better for one shots than campaigns (unless your table is cool with powergaming), but I can't recommend it enough.