D&D (2024) Can A Spell Caster Out Damage A Martial Consistently "Archer"?

Zardnaar

Legend
Previously the answer seemed to be no at least without CME abuse at higher level. However the martial builds generally use TWF or a heavy weapon. With the nerf to 5.0 sharpshooter what happens if we look at ranged options? Archer here means ranged attacks, spell, crossbow, throwing weapons whatever. Damage is lower.

Assumptions.

1. Build must be playable from level 1 or 3.

2. No higher level theorycraft builds using
CME. We already know CME can theoretically do it at high level. It's also white room ((if you've seen it in play mention it). CME is 15' range concentration required.

3. Sustained damage not nova. 4 combats of 4 rounds (5 of 3 also works).

4. Single target. AoE are to situational/DM dependent to crunch numbers. A good contender can have access to them as icing on the cake so worth mentioning but not making any assumptions on how often and how many one can hit with them.

5. Various spellcasters can probably do it level 11-13×. Can it be done earlier? If so when? A foresight empowered CME level 17 wizard isn't really required.

6. 1 short rest. You can use 2 in context of "if you get 2 short rests this changes it to xyz". Only 1 is guaranteed though.

7. Assume 65% hit rate. You can use higher numbers as long as your build can
consistently provide the improved hit chance. Not having an ally cast bless, bard dice etc. Build is self contained.

Obvious Contenders IMHO. Suggest more if I've missed any.

Battlemaster fighter using a bow and heavy weapon master feat.

Ranger build not sure which one.

Sorcerer using fae touched for hex at level 4 and scorching ray with Innate Sorcery. Can transmute scorching ray to not fire.

Warlock. EB, hex, invocations. Fiendpact can also use scorching ray+hex. Can a sorlock work now?

If it can be done when?
 

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Dartzerker

Beserker Barbarian 9/battlemaster 3/rogue 8
Archery style, throwing darts with Str.

Advantage, +2 to hit = 93.75% hit chance
+precision attack = not going to miss.
(1D4+5+3)*2 = 21
+3d6+4d6 = 24.5
= 45.5

Also, you can push 15', knock prone (Dex save), and bonus action dashing away with +10 speed, be immune to charm and fear, evasion, uncanny dodge works with rage, expetise and reliable talent.

Maybe not the highest damage, but possibly the highest accuracy.
 

Didn't think of that.

11 is probably a key one. 3rd attack, lvl6 spells. 3rd spell slot for warlocks. If it can be done its there.
Dartzerker level 11

Beserker 5/fighter 1/rogue 5

(1D4+5+3)*2 = 21
+2d6+3d6 = 24.5
= 38.5

Plus something for the rogue subclass.
 

Dartzerker level 11

Beserker 5/fighter 1/rogue 5

(1D4+5+3)*2 = 21
+2d6+3d6 = 24.5
= 38.5

Plus something for the rogue subclass.

OK.

Sorcerer (base)
Hex+Sorcerous burst
+2 cha
Round1 hex+Sorcererous Burst
Round 2-4 hex+ Scorching ray
65% hit rate and 1, 85% 2-4.

Round 1 11 @65%.
Round 2-4 (scorching ray+hex average 12 rounds @85%) 40.8x3+11/4=33.35

Barbarian wins but doesn't include exploding Sorcererous Burst. Dragon Sorcerer can get it to 38.35 firebolt instead 39.35

1/4 rounds they can do hex+Scorching ray bit 12 rounds they're out of level 2 spell slots but could use sorcerery points for an additional 5th level slot. That adds another 3 points of damage on average.

So 41.35 (excluding exploding Sorcerous Burst) or 42.35 firebolt.

Uses all of your level 2+ spells and 7/15 Sorcery points.

Dragon Sorcerer putting pretty much everything into it. Real game probably Barbarian. One or two levels earlier probably couldn't do it but AoE could tip balance. It's in the ballpark I suppose?

Level 6 spell slot alone is adding enough to drag the number up. That's being replaced by a cantrip or at best 5th level slot for another 7 Sorcery points. Cantrips also lose a dice.
 
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Basic Fighter.

3d10+15 * .75 = 23.625
+23.625 * 2 action surges / 12 rounds = 3.9375
= 27.5625

+ subclass

Real game probably Barbarian
Well I didn't add in the rogue subclass.
Go with Assassin to be easy
4 * 5 / 12 + 38.5 = 40.166

And the barb has lots of mobility and defense.

Edit: they should also be a halfling to really reduce the chance of missing.
 
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Basic Fighter.

3d10+15 * .75 = 23.625
+23.625 * 2 action surges / 12 rounds = 3.9375
= 27.5625

+ subclass


Well I didn't add in the rogue subclass.
Go with Assassin to be easy
4 * 5 / 12 + 38.5 = 40.166

And the barb has lots of mobility and defense.

Edit: they should also be a halfling to really reduce the chance of missing.

Halfling would be good for the sorcerer as well. Elf/elven accuracy may be a hit cheesy.
 
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