Tuesday, October 11, 2016

Archer Build (Fighter, Ranger and Rogue builds 5e)

This post will be split into three short builds and will address 3 powerful Archer builds:

Each build is based around the ability to negate the drawbacks of ranged weaponry, while also increasing damage dealt. As we can see in an earlier post about two-handed damage, attack bonuses largely increase the average damage of two-handed damage and Archery attacks (mainly because of the Sharpshooter feat).

Also, with ranged weapon attacks, positioning matters quite a bit. So each build will have some decent mobility to evade melee combat.


Fighter (Battlemaster)


Core abilities: Archery fighting style, Maneuvers, Extra attacks and Ability score improvements

Melee Evasion: Negate the disadvantage with Feinting attack, or use Evasive footwork

Increased attack bonuses: Take Archery fighting style, use Precision attack on important attacks

Increased Damage: Take Dexterity increase as often as possible, increase ability score improvements also allow for more feats

Ranger (Hunter)


Core abilities: Archery fighting style, Horde Breaker/Volley, Escape the horde/Uncanny Dodge

Melee Evasion: Escape the horde gives enemies disadvantage, so you can exit melee easily

Increased attack bonuses: Take Archery fighting style

Increased Damage: Horde breaker vastly increases damage potential, along with spells like Hunter's Mark, Hail of thorns, Cordon of Arrows, Lightning Arrow, and Conjure Volley

Rogue (Assassin or Arcane Trickster)


Core abilities: Sneak attack, Stealth, Cunning Action, Uncanny Dodge/Elusive

Melee Evasion: Disengage as a bonus action with your Cunning Action.

Increased attack bonuses: You can gain advantage more often by using stealth and sneaking/hiding whenever possible.

Increased Damage: You naturally scale damage quite well as long as you pick your targets properly with sneak attack

Powerful Additions to each of these builds:

Melee Evasion
-Halfling race is a surprisingly good choice for an archer build, halfling nimbleness will help you get in potentially sticky situations, naturally stealthy can let you hide more often (lightfoot subrace), and lucky is always a good trait to have. Plus an extra +2 bonus to Dexterity. To a lesser degree, woodelfs allow you to hide more often in a more natural setting (like jungle or foggy terrain)
- Fighter: An alternative to evasive footwork could be using a pushing attack or maneuvering attack (with a unarmed attack) to hit a creature and move it or yourself away , this is generally a more risky move unless the enemy does a lot of damage and you don't want to risk an attack of opportunity
- Rogue (arcane trickster): spells like invisibility or misty step can be useful to get out of melee combat
- Fighter/Ranger: Mobile feat; this feat allows you to make an unarmed attack at close range and then leave an enemies reach to get another attack, because of extra attack (level 5+)
- Crossbow Expert; this feat allows you to use crossbows without worrying about the loading quality, negates the disadvantage of enemies within 5 feet - an excellent pick for any archer build

Increased attack bonuses
- Taking the feat Magic initiate will allow you to gain a couple cantrips and a 1st level spell. Taking bless is a good option here, increasing your attack power and two allies.
- Rogue (arcane trickster): True strike is excellent, and any spell that gives you advantage, like invisibility
- Skulker; this feat increases your ability to hide and land attacks with advantage, this is particularly good for rogue who relies on stealth more than other builds.

Increased Damage
- Sharpshooter feat; this is an obvious choice to increase your ability to shoot targets behind cover and gives increased damage roll at the expense of your attack roll, taking the human variant and getting this early is a great pick especially if your going fighter for the +2 to ranged attack rolls.
- Rogue (Assassin): The alert feat gives you a better chance of going before other enemies, giving you a better chance to get advantage on an attack (and sneak attack).

Have any comments or additions that make a powerful Archer build? Please share them!

8 comments:

  1. Emphasis on Crossbow Expert and Sharpshooter feats, recommend V.Human. Discuss possible multiclass builds taking from 2 or all 3 classes, noting the benefits of taking each one further

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  2. Ranger with horde breaker, multiclass cleric life 1, feats: sharpshooter and crossbow xpert. Handcrossbow with Bless for accuracy, tons of attacks(4 @ lvl 6), good berry unused spell slots before bed for healing between shortrests tomorrow.

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  3. With unearthed arcana there are some nasty combos. V.human sharpshooter. Fighter 3 for archery fighting style, action surge, and arcane archer. Choose the penetrating shot arrow which allows for an attack roll against each creature in a line (and hence +10 sharpshooter + dex damage to each creature!). Then go Ranger X (Hunter > Colossus Slayer for the extra d8 damage though other option work well also). For your ranger fighting style (lvl 2) grab close quarters fighting from the underdark unearthed arcana for another +1 to hit and ability to shoot at melee range without disadvantage and without wasting a feat on crossbow master. Boost Dex with ASI, hope for a magic bow/arrow and you'll soon find yourself more than capable of sharpshooting every shot and pumping out serious damage with your multiple attacks and your various arcane arrows/spells. Best for a campagain with significant play in the Level 8+ since that's where it really comes online with multi shot.

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    1. Hi Miller,

      Thank you for posting about this! Unearthed Arcana has some pretty cool stuff indeed! :D I especially like the penetrating shot arrow.

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  4. I don't think savage attacker effects sneak attack. Savage Attacker says: "Once per turn when you roll damage for a melee weapon attack, 'you can reroll the weapon’s damage dice' and use either total." Sneak attack only says its "extra damage." Is there some errata somewhere they says otherwise?

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    1. Hi Kokusho!

      Thank you for pointing this out. As confirmed with Jeremy Crawford, savage attack only applies to weapon damage, not additional dice added to damage. Thanks!

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    2. No prob! may need an update to Two-weapon fighting or Two-handed fighting, which is better? as well then :)

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  5. hmmm.... i built a fighter archer Halfling 1st guy for 5e high dex only 16 +3 att/dmg. w/ archer style +2 att so +5 +1lv so each roll has only 1d20+1 but lv 1. w/ sharp shooter feat -5 att/ +10 dmg. 1d8+3+10 = 14-21 per shot.

    Dip into rouge add 1d6 dmg if you are hidden or someone is threatening target. Now you have total 1 + 1d6 or 15-27 per shot at lv 2. If you reach lv 3 rouge go assassin and every thing is at disadvantage and u get the d6 pretty much every shot.

    but I'm lv 5 fighter so lv 6 ill pick rouge for my multiclass and keep lving it for the increased d6 at higher lvs.

    At lv 3 fighter get the tactic and 4x you can add d8 dmg per short rest ( one of the tactics gives you this). So total 1 and 2 +d8 or (4x) 16-35 dmg. Plus action surge giving 1 extra attack per short rest. but i messed up went champion :(

    Also note breast plate does not hinder stealth rolls. Only rouges can disengage or hide as a bonus action. Very important as an archer to stay at range. and halflings can hide behind any one or thing taller than them (3ft).

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