
#STICK RANGER SNIPER BUILD PLUS#
Then Ranger (Gloomstalker) 3 gives you another 1d8 plus additional hide-ability and initiative.

Ranger 2 gets you Hunter's Mark, which is better than having Rogue 5 and 6, unless your bonus action is spoken for (but it probably isn't unless you've taken Crossbow Expert by then: if they're surprised you're hidden already, so you don't need to hide again and if they're not surprised and you're not hidden, you get advantage anyway as long as you beat them in initiative). Ranger 1 is a dead level, which is rough, so you'd definitely rather have Rogue 5. But either way.Īfter that, let's compare Gloomstalker vs additional rogue levels. The CON saves from fighter aren't that critical since you're not making concentration saves, and action surge is worth more once you have some feat support behind it. You get your key ASIs a lot sooner that way (4, 8 and 10, instead of 7, 9 and 10), get your assassin identity online as soon as possible, and get an extra skill proficiency, which is nice. It sounds like Fenris-77 and I agree about the first 10 levels being Assassin 4 / Fighter 6, though I might rather go Rogue 4 right off the bat, then take fighter levels after that. Wood elf would probably be my choice of race for the darkvision, access to elven accuracy, and mask of the wild, which I think probably outweighs the extra feat on balance, unless you are planning on Gloomstalker relatively early and planning for Skulker at some point, which make most of the wood elf's racial abilities redundant. Though even then, you really don't want to miss, so if using sharpshooter, the +2 to hit from archery style is valuable also even with advantage. I'm assuming FrogReaver was still optimizing that 1st attack, rather than the first turn, when he said you didn't need fighter. Yeah, you definitely need action surge if you're building a first round ranged nova character. replace instances of F5 above with F6 - you want that ASI I think there's more to building a cool assassin than just stacking as many dice into the surprise round as possible, although that part is also fun. The sneak attack pool is great when things go your way and you get to nova stuff, but the extra attacks from the fighter or ranger will help in all those other situations where you don't get to carefully organize a surprise round. It's a cool build, and I like the flex you get from a little bit of spellcasting (hunters mark and disguise self esp). I wouldn't go any higher than 5 in Ranger though. Ranger 5 gets you the extra attack and the gloomstalker 1st round bonus/ambush goodies (and some spells). I'd be more tempted to just replace the F5 with Ranger 5 than to dip both. The Ranger 3 dip for gloomstalker isn't bad, but it comes at an ASI cost.

I'd probably continue in rogue after 8 either way to keep stacking sneak attack.

If you really want to prioritize your sneak attack pool then you could also just continue on in rogue. F2 - R3 - F3 is probably how I'd build the first 8 levels for an assassin. I'd probably start F2 for the save proficiencies and surge, then go R3 for Assassin, and then move on from there. Maybe not 6 levels worth to start, but synergizing action surge and multiple attacks is pretty key to a lot of assassin builds. Or you could take the ranger levels earlier, delaying crossbow expert and using hunter's mark as a substitute until you get it.įighter is definitely needed IMO. So at level 14 you're up to five feats/ASIs if variant human: alert, crossbow expert, sharpshooter, +4 DEX. And at that point, another level of ranger gives you another ASI. Then three levels of Ranger for Gloomstalker goodies (additional initiative bonus, plus yet another attack with extra damage in the first round), and a nice feature to help you surprise creatures relying on darkvision. So I'd probably aim for Fighter 6 / Assassin 4 at level 10. And crossbow expert coupled with extra attack and action surge gives you six shots on that key first turn. If you are on board with having your damage spread out over multiple attacks, then you want Fighter 5 for action surge and extra attack, probably going battlemaster so you can layer on some additional dice (even with advantage, you'll likely need precision attack not infrequently if using sharpshooter, and you may want something like menacing attack in case you don't manage to finish the job in your first turn, so the creature can't approach you maybe trip attack to use on your last attack if you have melee allies who will be able to go between you and the target).Īlert is essential for an assassin, since you have to beat the target in initiative.
