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[5e] Fighter/Warlock Arcane Archer Concept
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<blockquote data-quote="the_move" data-source="post: 6830609" data-attributes="member: 6804624"><p>To me an Arcane Archer would look like that...10 lvl EK, then switch to lore bard.</p><p></p><p>Variant Human (Sharp Shooter feat)</p><p>Str 9</p><p>Dex 16</p><p>Con 12</p><p>Int 10</p><p>Wis 10</p><p>Cha 16</p><p>Urchin or Criminal Background won't be a bad pick. Get Thieve's tools. </p><p>Archery Fighting Style for +2 to hit. Use a bow.</p><p>While being EK only obtain utility cantrips and abjuration spells, or spells, which do not rely on your Int modifier. Shield, Absorb Elements...even Protection from Evil and Good might come in handy. These boost your survivability. Darkvision spell at lvl 8 is recommended, since being human has it's drawbacks (in the dark).</p><p></p><p>During your career as an EK you'll obtain 3 ASIs/feats (lvl 4/6/8) so boost your Dex to 20 and CHA to 18, Second Wind (d10+10/rest), 1 Action Surge/rest, Weapon Bond, an extra attack (less useful past lvl 10), War Magic (important), Indomitable 1/long rest, and Eldritch Strike (most important).</p><p></p><p>Lore Bard at lvl 11 grants you 4 additional skills (1 at 11th lvl, 3 more at 13th lvl). You can now use a bonus action attack (War Magic) before applying Vicious Mockery (disadvantage on Wis checka via Eldritch Strike). This should be your standard combo, when not burning spell slots. </p><p></p><p>Since Eldritch Strike can last until the end of your next turn you are able to combine it with stronger spells, too. Bard provides lots of control spells, which you should go for. Dissonant Whispers (!!!), Hold Person, Blindness/Deafness, Phantasmal Force, Confusion, Hold Monster (very late though)...to name just a few. You have proficiency in Con saves, so concentration won't be that much of an issue. You also have 2 more ASI/feats to come by, if you want to acquire advantage on your concentration checks (War Caster) or Crossbow Mastery if you'll find yourself up close and personal more often than you like, and/or Lucky.</p><p></p><p>You gain Ritual Casting, Jack of all Trades (Initiative Boost), Song of Rest (d6/8), Bardic Inspiration/Cutting Words (d6/8/10), Expertise (13th and 20th lvl), Font of Inspiration, (Additional) Magical Secrets (16th and 20th), Countercharm.</p><p></p><p>Your final amount of spell slots compare to a lvl 13 full caster. Your bard spells will be lvl 5 max in addition to your EK/wizard spells of lvl 2 max. </p><p></p><p>If you continue your career past lvl 20, Swift Quiver (Magical Secrets) might be a nice one, since you can apply Eldritch Strike up to two times with just a bonus action. Earlier on you can use Haste. Both spells grant you the ability to apply Eldritch Strike and cast a non-cantrip spell during the very same turn. Same with your Action Surge.</p></blockquote><p></p>
[QUOTE="the_move, post: 6830609, member: 6804624"] To me an Arcane Archer would look like that...10 lvl EK, then switch to lore bard. Variant Human (Sharp Shooter feat) Str 9 Dex 16 Con 12 Int 10 Wis 10 Cha 16 Urchin or Criminal Background won't be a bad pick. Get Thieve's tools. Archery Fighting Style for +2 to hit. Use a bow. While being EK only obtain utility cantrips and abjuration spells, or spells, which do not rely on your Int modifier. Shield, Absorb Elements...even Protection from Evil and Good might come in handy. These boost your survivability. Darkvision spell at lvl 8 is recommended, since being human has it's drawbacks (in the dark). During your career as an EK you'll obtain 3 ASIs/feats (lvl 4/6/8) so boost your Dex to 20 and CHA to 18, Second Wind (d10+10/rest), 1 Action Surge/rest, Weapon Bond, an extra attack (less useful past lvl 10), War Magic (important), Indomitable 1/long rest, and Eldritch Strike (most important). Lore Bard at lvl 11 grants you 4 additional skills (1 at 11th lvl, 3 more at 13th lvl). You can now use a bonus action attack (War Magic) before applying Vicious Mockery (disadvantage on Wis checka via Eldritch Strike). This should be your standard combo, when not burning spell slots. Since Eldritch Strike can last until the end of your next turn you are able to combine it with stronger spells, too. Bard provides lots of control spells, which you should go for. Dissonant Whispers (!!!), Hold Person, Blindness/Deafness, Phantasmal Force, Confusion, Hold Monster (very late though)...to name just a few. You have proficiency in Con saves, so concentration won't be that much of an issue. You also have 2 more ASI/feats to come by, if you want to acquire advantage on your concentration checks (War Caster) or Crossbow Mastery if you'll find yourself up close and personal more often than you like, and/or Lucky. You gain Ritual Casting, Jack of all Trades (Initiative Boost), Song of Rest (d6/8), Bardic Inspiration/Cutting Words (d6/8/10), Expertise (13th and 20th lvl), Font of Inspiration, (Additional) Magical Secrets (16th and 20th), Countercharm. Your final amount of spell slots compare to a lvl 13 full caster. Your bard spells will be lvl 5 max in addition to your EK/wizard spells of lvl 2 max. If you continue your career past lvl 20, Swift Quiver (Magical Secrets) might be a nice one, since you can apply Eldritch Strike up to two times with just a bonus action. Earlier on you can use Haste. Both spells grant you the ability to apply Eldritch Strike and cast a non-cantrip spell during the very same turn. Same with your Action Surge. [/QUOTE]
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