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Thoughts on feat for an archer
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6793084" data-attributes="member: 6787650"><p>I really enjoy Mobile, but from a DPR optimization standpoint, Crossbow Expert is the obvious choice. The bonus action attack from Crossbow Expert would give you three attacks now instead of at level 11. Only d6 damage but that doesn't matter much. It would also let you use heavy crossbows for d10 instead of d8 at long range.</p><p></p><p>But, I also don't like the Crossbow Expert tactic. Supposedly it is RAI, at least according to Jeremy Crawford, but it runs contrary to the plain reading of the PHB (in my opinion), which make it sound like a dual-wielding thing (e.g. sword and crossbow), and trusting dev tweets above the plain reading of the text always smells like an exploit to me.</p><p></p><p>So, if I were in your shoes, I'd probably pick something which gives breath over depth. My three obvious candidates are:</p><p></p><p>1.) Ritual Magic: either Cleric for Augury/Divination/Commune/Meld Into Stone, or Wizard for Find Familiar/Phantom Steed/Leomund's Tiny Hut/Unseen Servant. Depending on who else is in your party, and how often the party splits, this can give you entirely new capabilities. Also, Phantom Steed's 200' of movement per round is pretty sweet for an archer.</p><p></p><p>2.) Healer: stretch party resources without requiring spell slots, and lets you patch yourself up when needed, or revive the bard if he is down.</p><p></p><p>3.) Defensive Duelist: use your high Dex to tank in melee when you want to.</p><p></p><p>Runner-up:</p><p></p><p>4.) Mounted Combatant: be a Mongol horse archer.</p><p></p><p>Note that Mounted Combatant and Ritual Magic (wizard) both give you, in their own ways, the benefit you were looking for from Mobile: you can Disengage for free and then fire off some arrows. Note further that all three of my top picks have one thing in common: they make you more self-sufficient and more capable of solo adventures. That's my bias.</p><p></p><p>Anyway, overall I recommend Ritual Magic (wizard), provided that your DM will give you the chance to actually learn some ritual magic spells by copying from someone appropriate.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6793084, member: 6787650"] I really enjoy Mobile, but from a DPR optimization standpoint, Crossbow Expert is the obvious choice. The bonus action attack from Crossbow Expert would give you three attacks now instead of at level 11. Only d6 damage but that doesn't matter much. It would also let you use heavy crossbows for d10 instead of d8 at long range. But, I also don't like the Crossbow Expert tactic. Supposedly it is RAI, at least according to Jeremy Crawford, but it runs contrary to the plain reading of the PHB (in my opinion), which make it sound like a dual-wielding thing (e.g. sword and crossbow), and trusting dev tweets above the plain reading of the text always smells like an exploit to me. So, if I were in your shoes, I'd probably pick something which gives breath over depth. My three obvious candidates are: 1.) Ritual Magic: either Cleric for Augury/Divination/Commune/Meld Into Stone, or Wizard for Find Familiar/Phantom Steed/Leomund's Tiny Hut/Unseen Servant. Depending on who else is in your party, and how often the party splits, this can give you entirely new capabilities. Also, Phantom Steed's 200' of movement per round is pretty sweet for an archer. 2.) Healer: stretch party resources without requiring spell slots, and lets you patch yourself up when needed, or revive the bard if he is down. 3.) Defensive Duelist: use your high Dex to tank in melee when you want to. Runner-up: 4.) Mounted Combatant: be a Mongol horse archer. Note that Mounted Combatant and Ritual Magic (wizard) both give you, in their own ways, the benefit you were looking for from Mobile: you can Disengage for free and then fire off some arrows. Note further that all three of my top picks have one thing in common: they make you more self-sufficient and more capable of solo adventures. That's my bias. Anyway, overall I recommend Ritual Magic (wizard), provided that your DM will give you the chance to actually learn some ritual magic spells by copying from someone appropriate. [/QUOTE]
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