Fighter - Battle Master (Disarm, Distract, Trip) Variant Human: Crossbow Expert (using a heavy crossbow)ħ. So I'm just curious how people generally build (martial) Snipers in 5e (I specify because the best sniper in the game is Warlock 2/Sorcerer 18, with Eldritch Spear, Distant Metamagic, and Spell Sniper). ![]() Focus on setting up and executing that one critical strike. Roughly a Dex>Wis>Con=Str=Cha>Int ability score distribution. Expertise in Stealth, Perception, Athletics and Acrobatics. Also, if you can plan your escape route to involve difficult terrain (alleys full of boxes/crates are traditional for that "70's cop show car chase" feel), this Feat helps immensely.Ĥ) Mage Slayer - Disadvantage on Concentration checks when you shoot someone? Yes please!ĥ) Magic Initiate - Cantrips: Minor Illusion (provide your own concealment), True Strike (actually useful to someone setting up a stealth-shot and not engaged in combat), 1st level spell: (your choice of:) Disguise Self, Feather Fall, Jump or Longstrider.ħ) Skulker - Only need light obscurement to hide, don't reveal yourself when you botch the shot and are still a crack shot at "magic hour", when everyone else is struggling to see in the dim light of dusk/dawn. Getting to Fighter 11 quickly is important too for the third attack, and after that it can be hard to convince yourself to multiclass into Rogue or Ranger.Ĩ) Martial Adept (better if your Archetype has sup dice but not native maneuvers, like Scout or Monster Hunter)I prefer (in alphabetical order) Ģ) Athlete - Standing up from prone quickly and shorter run-ups is essential for going from "ideal sniping position" to "across the next rooftop" in a hurry.ģ) Mobile - See above about getting out of dodge in a hurry. That's already 8 ASIs, which is the max for a human Fighter! Archers are a very feat hungry breed. It's easy to list a bunch of ASIs/Feats an archer wants or needs because they have a couple specific ones of their own and also tend to want the strong general ones:Ĩ) Martial Adept (better if your Archetype has sup dice but not native maneuvers, like Scout or Monster Hunter) Single classing in whatever class is giving you your superiority dice is actually pretty good for archers, if only because the dice will eventually get bigger and make you more accurate as a result (most of the time as an archer your superiority dice are basically Sharpshooter fuel.) Fighter in particular is really good because these sorts of builds tend to be hard up for feats and because Action Surge is Action Surge. I built this (and am pretty set on playing it) but I'm curious to see how it stacks up against people who're experience at making ranged characters. I'm also seeing sniper as all of the above. The groups I play in prefer magic and melee, so ranged weapons go mainly ignored. ![]() I'm mainly curious because I have really seen a sniper built in 5e yet. I'm using the build posted above (yes, the stats are rolled). Must the build be entirely non-magical?I'm not actually asking for build I can use. Some other things you might want to clarify Most theory-building is best done with Standard Array or Point-Buy, but if you want a build that uses those stats, you might want to mention it. ![]() Something else/any or all of the above?Īs demonstrated by earlier posters than myself, there's several different approaches, but without knowing what you're looking for, specifically, you're going to get a very wide variety of answers here.Īlso, those stats (I assume rolled) are godlike you've a lot of wiggle room to cram extra Feats in, instead of ASI's. ![]() It does depend on what you want out of being a "sniper". :) also half prof initiative + alert with 20 AGI nets you 13 initiative which goes amazingly with assassinate pretty much making it 100% that you will attack with advantage first round of combat which in turn goes nicely with champion 19-20 crits when you do not get surprise auto crits. Skills: Perception, Sleigh of hand, Stealth, Atlethics, Survival, Insight(when taking ranger), Investigation(when taking rogue)ġ-8 Champion fighter: Archery style, Crossbow expert, +2 AGI, +2AGI, half prof to initiative.ĩ-11 Spell less hunter ranger: Superiority die, Horde breaker, defensive style, Insight skill.ġ2-16 Assassin rogue: 3d6 Sneak attack, expertise stealth and perception, alert, cunning action, Investigation skill.ġ7-20 Champion fighter: 3rd attack, Observant feat, Mariner fighting style.ģ-4 attacks, good at skills, can burst like crazy with action surge + spending precision die when taking -5/+10, 19 AC with studded leather due to 20 AGI and defense and mariner.
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