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*Dungeons & Dragons
Archer Build progression: Assassin or Arcane Trickster?
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<blockquote data-quote="PSusac" data-source="post: 7055940" data-attributes="member: 6702387"><p>Greetings o wise and sagely nerds!</p><p></p><p>I'm working on an archer build who I created to be more of a bag of tricks who does good damage, than as a DPS monster. The party has a bard, but no rogue, this character will eventually be the party rogue. That said, I DO want to do good burst damage, but at what cost?</p><p></p><p><strong>PHB ONLY</strong> - the DM's ruling, so no UA or other books.</p><p></p><p><strong>FEATS/ASI are in bold</strong></p><p></p><p>Here is the build so far:</p><p></p><p>Variant Human, STR 10, DEX 16, CON 14, INT 8, WIS 14, CHA 12</p><p>Background: Criminal.</p><p></p><p>1. Fighter 1 – Archery Style, Second Wind <strong>Crossbow Expert</strong></p><p>2. Fighter 2 – Action Surge</p><p>3. Fighter 3 – Combat Superiority – 3 Maneuvers, 4 Superiority dice, +1 Artisan Tools</p><p>4. Fighter 4 – <strong>+2 DEX</strong></p><p>5. Fighter 5 – Extra attack</p><p>6. Fighter 6 – <strong>Sharpshooter</strong></p><p>7. Rogue 1 – 1d6 sneak attack, expertise, thieves’ cant</p><p>8. Rogue 2 – Cunning action (dash, disengage, hide)</p><p>9. Rogue 3 – 2d6, Assassinate or spells</p><p>10. Rogue 4 - <strong>+2 DEX</strong></p><p>11. Fighter 7 – Know your enemy, +2 Maneuvers, +1 S-Die</p><p>12. Fighter 8 – <strong>Magic Initiate (Dancing Lights, Minor Illusion, Silent Image)</strong></p><p>13. Fighter 9 – Indomitable 1</p><p>14. Fighter 10 – S-dice = d10’s, +2 Maneuvers</p><p>15. Fighter 11 – Extra attack (2)</p><p>16. Fighter 12 - <strong>Alertness</strong></p><p>17. Fighter 13 – Indomitable 2</p><p>18. Fighter 14 – <strong>FEAT</strong></p><p>19. Fighter 15 – Relentless, + 2 Maneuvers, +1 S-die</p><p></p><p></p><p>Attack routine will basically consist of hand crossbow for the extra attack per round due to crossbow expert. I might use heavy crossbow, if I plan to do a lot of shoot-move-hide tricks when I apply my cunning action to hiding.</p><p></p><p>So here is the dilemma:</p><p></p><p>If I take Assassin, I'll be better at burst damage on surprise rounds. We are starting out behind enemy lines, so this seems like it will be a regular occurrence.</p><p></p><p>On the other hand, if I take Arcane Trickster, I will gain the silent image spell that I can use for cover twice a day or an owl familiar that I can use to give myself advantage on one attack per round. Of course if I go this rout, I will be trading out Magic Initiate with something else.</p><p></p><p>What do you guys think? Should I focus on occasional nukes, or regular weird mo-jo?</p><p></p><p>Thanks for your replies.</p></blockquote><p></p>
[QUOTE="PSusac, post: 7055940, member: 6702387"] Greetings o wise and sagely nerds! I'm working on an archer build who I created to be more of a bag of tricks who does good damage, than as a DPS monster. The party has a bard, but no rogue, this character will eventually be the party rogue. That said, I DO want to do good burst damage, but at what cost? [B]PHB ONLY[/B] - the DM's ruling, so no UA or other books. [B]FEATS/ASI are in bold[/B] Here is the build so far: Variant Human, STR 10, DEX 16, CON 14, INT 8, WIS 14, CHA 12 Background: Criminal. 1. Fighter 1 – Archery Style, Second Wind [B]Crossbow Expert[/B] 2. Fighter 2 – Action Surge 3. Fighter 3 – Combat Superiority – 3 Maneuvers, 4 Superiority dice, +1 Artisan Tools 4. Fighter 4 – [B]+2 DEX[/B] 5. Fighter 5 – Extra attack 6. Fighter 6 – [B]Sharpshooter[/B] 7. Rogue 1 – 1d6 sneak attack, expertise, thieves’ cant 8. Rogue 2 – Cunning action (dash, disengage, hide) 9. Rogue 3 – 2d6, Assassinate or spells 10. Rogue 4 - [B]+2 DEX[/B] 11. Fighter 7 – Know your enemy, +2 Maneuvers, +1 S-Die 12. Fighter 8 – [B]Magic Initiate (Dancing Lights, Minor Illusion, Silent Image)[/B] 13. Fighter 9 – Indomitable 1 14. Fighter 10 – S-dice = d10’s, +2 Maneuvers 15. Fighter 11 – Extra attack (2) 16. Fighter 12 - [B]Alertness[/B] 17. Fighter 13 – Indomitable 2 18. Fighter 14 – [B]FEAT[/B] 19. Fighter 15 – Relentless, + 2 Maneuvers, +1 S-die Attack routine will basically consist of hand crossbow for the extra attack per round due to crossbow expert. I might use heavy crossbow, if I plan to do a lot of shoot-move-hide tricks when I apply my cunning action to hiding. So here is the dilemma: If I take Assassin, I'll be better at burst damage on surprise rounds. We are starting out behind enemy lines, so this seems like it will be a regular occurrence. On the other hand, if I take Arcane Trickster, I will gain the silent image spell that I can use for cover twice a day or an owl familiar that I can use to give myself advantage on one attack per round. Of course if I go this rout, I will be trading out Magic Initiate with something else. What do you guys think? Should I focus on occasional nukes, or regular weird mo-jo? Thanks for your replies. [/QUOTE]
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