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D&D (2024) Ranged Builds Thread

Did your theorycrafting consider a Thief rogue consistently getting off-turn sneak attacks using a Fast Hands True Strike (either from scrolls or an Enspelled weapon)? I know the former is a little controversial on this board but there seems to be relatively widespread internet consensus that it works RAW.

With a Vex weapon (shortbow) you would rarely need to use your bonus action for Steady Aim. Even more rarely if you can take Elven Accuracy.
No, but if your DM allows it then go for it. My assumption is generally that he will not, either because the DM doesn't believe it's RAW or because the DM thinks it's stupid that it is RAW or because he has his own magic item crafting system that doesn't allow that, etc.

If it's allowed (especially the enspelled weapon version) I'm not sure any Ranged character comes close in damage from fairly early levels.
 

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If you want to do damage I don't think web is worth it. Not attacking on the turn you cast it,
That's what quicken is for.

But it really depends on the party. If you web creature and your Beserker run in to attack, that doesn't help.

If you have a heavy crossbow battlemaster, then web is an lot more appealing.
 

This thread is to post cool 2024 D&D Ranged Builds. I probably won't post my own till level 20 but feel free to do yours that way.

Holy Crossbowman

Essentially you are a Paladin/Rogue that uses a Heavy Crossbow and focuses on Dexterity and Charisma.
Ultimately this makes you a high damage dealing ranged character, that can operate just as effectively in melee, along with tremendous accuracy, tactical flexibility and mobility.

You use Sacred Weapon and Archery Style for super high accuracy.
You use Cunning Action (dash) primarily for mobility, great for avoiding enemies or repositioning your Aura of Protection for allies or to heal them with Lay on Hands.
Steady Aim helps to land Sneak Attack before enemies reach melee range with the party.
You take the Crossbow Expertise feat to use a Heavy Crossbow and the Push Mastery.
  • Enemy next to you gets pushed 10 to 20 feet back and then you move back 30ft in hopes they cannot move 50ft without the dash action next turn.
  • The same thing can happen if an enemy is engaged with an ally.
  • You can slow an enemies advance toward the party so they don't all reach the party at the same time.
  • You can push enemies back into damage zones.
Smite Spells typically require a melee or unarmed strike. This is found in the Casting Time line of them. As such your primary option is

And ultimately Cunning Strike adds even more mobility, prone and disadvantage options.
  • Particularly useful is to Poison enemies for disadvantage on their attacks, especially ones too large for forced movement.
It's also highly recommended to go Arcane Trickster as your Rogue subclass for more spells and slots, though certainly not required.
*Note all the options talked about here come online by level 11.

For ideas beyond level 11, it's mostly going to be around Arcane Trickster Spells and feats (though you won't have high int so pick mostly buff spells). Higher level you might want to pick up Great Weapon Master. At some point mutliclassing into Fighter for Action Surge and Battlemaster Manuevers might make sense as well.

Also Starting Point Buy would look something like 13/15/12/8/8/15 -> 13/17/12/8/8/16 after background modifiers of +2 Dex and +1 Cha. IMO, the entertainer background looks the most promising as a book option and inspiring your allies also fits the characters theme well, but if your DM let's you mix and match then other options might be better.
I'm doing this but using a whip for my smites. Keeps the distance and it has the slow property and can sneak attack. Useful for when people get close. Swap to a hand crossbow.
 

I'm doing this but using a whip for my smites. Keeps the distance and it has the slow property and can sneak attack. Useful for when people get close. Swap to a hand crossbow.
Yea. It's got me to thinking about how nice a Halbred would be on this kind of Paladin. Lower DPR that Maul but things like wrathful smite with reach seem really nice. Not really for the ranged build thread though, but I think there's alot of unexplored potential for me there. Take your second mastery in a weapon with push mastery for when they get on top of you.

Probably better at that point as vengance, but still, seems really fun.
 


Ok. I thought you were using both push and slow, I think from where you said you "slow their advance", I see I took that out of context.
Ah. I see how that could happen.

I don't know why it is less mobile, I would think it is more mobile because if you are splitting levels early cunning action and Withdraw come on earlier. 6 levels of Paladin with extra attack is between 3d6-6d6 less damage on your sneak attack as compared to Truestrike, you don't make that up with the extra attack. You do get push times 2 if you hit twice, but this is countered by you are getting cunning action and trip later.
I don't really fully agree here on the mobility part, because the point previously was that you can't get heavy crossbow push mastery and mobility on the Paladin 2 / Rogue. It's either one or the other. When you claimed you could by dipping Paladin, that's when I brought up the Mobility issues.

Regardless though, I think Single class Rogue is moving up on my list. I still hate that he has to give up damage for his control options and that the best way to play him is to miss out on push mastery (though assassin can ignore the 0 speed property of steady aim at level 9, so there's something there).

But he's one of the best out of combat classes due to expertise + reliable talent both coming online early now.

Also the other thing is it takes a long time to get into it and there are a lot of levels you will be behind the general power curve I think. With Truestrike you are better than a straight Rogue in terms of damage every level except 3-4.
The more I think about it the less clear it is that it's clearly better. Yes the damage number is better, but your giving up some nice stuff for that. At some point you are losing out on some combination of AC, Initiative, Save DC's for Cunning Strikes Poison/Trip, Range and Cover ignoring from Sharpshooter, and/or a feat. I'm confident that your DPR number will be higher. I'm not confident that you've actually made the better archer, especially if you decide to multiclass to fix the AC issue.


Agree. With 2024 rules on a straight Rogue Truestrike is pretty much a must if you optimize past level 4, which makes the Elf the strongest if you are not going with MAgic Initiate.
I thought that initially, but I'm no longer sold that it's the best way.
 

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