A gnome wizard and halfling rogue. dimension door + sneak attacks all day long. Let me explain why I think this is my dream team.
Rogue first
Just hit up a nice high dex rogue, go Assassin archetype. Go for items that push that sneak attack damage high and maybe hit up something like the dagger of venom.
Dagger of Venom
You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an Attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become Poisoned for 1 minute. The Dagger can’t be used this way again until the next dawn.
Cloak of Displacement for some survivability. Maybe also invest in the Shadowfell Brand Tattoo, to up the overall package.
Shadow Essence. You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks.
Shadowy Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can’t be used again until the next sunset.
Now, the rogue needs to always pump up damage, where the next character is there to improvement the movement logistics and have the “oh shucks” buttons.
Build a wizard
You will need to focus in certain spells. Like Dimension door, Invisibility. If your school of focus is conjuration, you can of course get the “Benign Transposition” as a great utility ability.
Benign Transposition
Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.
You can then with dimension door, teleport with a willing subject and thus get your rogue into a great position, flank the enemy and they will have guaranteed sneak attack the next round.
Cantrips
Okay, so let’s get some to either dissuade enemies for attacking, like Sword Burst. Maybe Lightning Lure, but this works best with a enemy fleeing or another weak enemy. Mind Sliver is a great one, cause it has an INT-save. Not many characters can have high INT saves.
Lvl 1 Spells.
Maybe have the lvl 1 spells, shield or mage armour as backups for that scenario. Same as the rogue, get the Cloak of Displacement for some survivability. Ice Knife is also a lovely little damage point if you feel like it.
Lvl 2 Spells.
Misty step is going to be a great option. Mobility / survivability. Web can add some battle-field control. Keep a target from fleeing too far or keeping barbarian at bay.
Lvl 3 Spells.
I think we are only using one here. The massively awesome Thunder Step. You can move a fair distance, do damage and also bring an ally with you. Win Win Win.
Thunder Step
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity.
Lvl 4 Spells.
We have 3 Dimension doors for this level.
Lvl 4 Spells.
We can possible add 2 more Dimension doors in here, or…
Far Step is a possibility, if you have lost your rogue, but it could separate you too far. Might add Conjure Elemental in here, to help with damage output or the lovely sounding Steel Wind Strike.
Steel Wind Strike
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Races to be used
Okay. I am here definitely leaning towards the smaller races. You can have more places to hide, to help the rogue. You can also both hide, dimension door, helping you to loose your foes, but also forcing a opposing player or DM to investigate the “last place seen”, taking a action and movement action from a enemy player, monster or NPC.
Rogue
Halfling first up.
It increases dex and has the lucky feature. Def important to make sure those sneak attacks land.
Naturally Stealthy
You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Goblin time
Also starting with Dex. You have fury of the small for extra damage. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Also some Dark vision.
Kenku kuku
More Dex! You can use mimicry to try and confuse enemies, luring them in or cancelling searches.
Wizard
Gnomish intelligence.
We start with an INT boost. Darkvision helps you engage in different circumstances. To survive a bit more, we have Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Maybe goblin
We can also add the goblin in here to also get Nimble Escape. The Dex will push up AC and Dex saves.
Whoop there it is.
So that is my dream damage 2 person team. Especially vs players.
