4es martial power has this strength rogue build which seems built for the bugbear, and also somewhere theres a feat that lets a drow fight with a crossbow and a melee weapon at no penalty, and these are pretty killer dnd guys but hard to reproduce in 5e...
im trying to convert these dudes from a document where they are
halfbaked 4e pcs to be 5e monsters… because thats probably more useful…
when i was making these i wanted to make two dudes who would fight well together, a two dudes...
both have, leather and no shield, is AC15. they each have maybe like... 50 hit points? they are each level 7 dudes so maybe like a CR5 encounter if you fight them together. whatever that is.
both fight in melee and with a crossbow in one hand and a melee weapon in the other.
TWINZEL, a bugbear rogue...
dex 16 (+3)
int 16
str 16
cha 13 (+1)
con 10 (+0)
wis 8 (-1)
skills: stealth +9, thieves tools +6, intimidate +4, deception +3, insight +3
initiative: +3.
TWINZEL fights with a light crossbow (+5,d8+3) in one hand and an oversize mace (+5, d10+5) in the other. after attacking, he can shift 3 spaces and hide as a free action, even on a miss. he grants opportunity attacks when he attacks with the crossbow in melee (as usual) - DANGDELON does not. TWINZEL and DANGDELON each know the secret crossbow art that lets you reload a crossbow with one hand, and as a free action.
SNEAK ATTACK: +3d8 damage to one target he hits per round, that he can sneak attack. (5e monsters can't sneak attack when they have disadvantage to hit, and they need to either have advantage to hit or have an ally in 5 feet of the target, in order to sneak attack. TWINZEL often attacks from hidden, and DANGDELON is often within 5ft of enemies, so TWINZEL will likely be able to sneak attack on any given round. If attacking with the mace, he can sneak attack two targets per round.)
SURPRISE ATTACK: (bugbear) a further +2d6 damage if you surprise a creature in the first round of combat.
MACE: +5 to hit. reach 10ft. d10+5 damage, and the target is RATTLED (has -2 to hit). after attacking, he can shift 3 spaces and hide as a free action, even on a miss.
MULTIATTACK: if TWINZEL has two targets he can sneak attack with his mace, then he can use the mace to make one attack on each target, RATTLING both targets and sneak attacking both if he hits them. after attacking, he can shift 3 spaces and hide as a free action.
DIRE OPPORTUNITY: (using the reaction) when you hit with an opportunity attack with the mace against a RATTLED target, knock the target prone. and it is RATTLED again.
BAT ASIDE: 1/short rest, make a mace attack against one target. on a hit, the target takes 3d10+3 damage. slide the target up to 5 squares to be adjacent to one of its allies. that target and all its adjacent allies are knocked prone and RATTLED. after attacking, TWINZEL can shift 3 spaces and hide as a free action, even on a miss.
CROSSBOW: +5 to hit. 30/120 feet. d8+3 damage plus 3d8 sneak attack damage. after attacking, he can shift 3 spaces and hide as a free action, even on a miss.
BLINDING CROSSBOW BARRAGE: 1/short rest, hits each enemy target in a 15ft cube adjacent to TWINZEL. each target makes a dex save (dc14) - if they fail the save they take 2d8+3 damage and are blinded, if they succeed they take half damage and are not blinded. after attacking, he can shift 3 spaces and hide as a free action, even on a miss.
BRUTAL CUNNING: TWINZEL had advantage on deception and insight checks.
and DANGDELON, a drow barbarian/ranger...
str 16 (+3)
dex 16
cha 14 (+2)
con 14
wis 10 (+0)
int 10
skills: stealth +6, athletics +6, acrobatics +6, persuasion +5, intimidation +5, survival +3
initiative: +7.
DANGDELON fights in one of two modes:
two picks: with a war pick (+6,d6+3) in each hand.
crossbow and pick: with a hand crossbow (+6,d6+3) and war pick (+6,d6+3). (this is his normal style.)
and he can swap between these modes as a free action.
RAMPAGE: when DANGDELON crits on or reduces an enemy to 0 with with an attack, he can shift 3 spaces and make a melee attack as a free action. and each enemy standing within 20 feet of DANGDELON is UNSETTLED (attack rolls against that target's AC are granted a bonus +2 to hit) until the end of DANGDELON's next turn. Each target can be UNSETTLED more than once, and they stack.
and he also gets the ranger's sneak attack...
HUNTER'S QUARRY: (using the bonus action) mark the closest enemy as your hunters quarry.. deal +2d6 damage on one attack on this target, once/round. DANGDELON has advantage on survival rolls to track his quarry, and wisdom checks to learn about his quarry.
PICK: +6 to hit, d6+3 damage. DANGDELON's pick attacks crit on a 19. and any target he hits with a war pick, is UNSETTLED: attack rolls against that target's AC are given a bonus +2 to hit until the end of DANGDELON's next turn. Each target can be UNSETTLED more than once, and they stack.
CROSSBOW: +6 to hit, d6+3. DANGDELON never grants opportunity attacks when attacking with a crossbow, and can reload the crossbow one-handed and as a free action.
MULTIATTACK: DANGDELON makes two attacks, either 2 pick attacks or 2 crossbow attacks, or one of each.
RAPID SHOT: make a crossbow attack against each creature in or adjacent to a given square that the weapon can reach. these attacks all take -2 to hit.
CRUCIAL ADVICE: 3/short rest (as a reaction) DANGDELON grants a creature within short range, other than himself, advantage on a skill check that uses a skill he is trained in.
and he has the drow stuff:
drow spells: dancing lights as a cantrip. faerie fire 1/long rest. darkness 1/long rest. he'd use faerie fire on or before the first round of a combat, and darkness when he wants to escape.
Superior Darkvision: Your darkvision has a range of 120 feet, instead of 60.
Sunlight Sensitivity: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.