Archer " Balik One Turn - One Kill" (5e Optimized Character Build)

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Concept[edit]

Every Arrow counts. One turn and the dungeon boss falls.

The construction of this character is based on doing the most damage without using a spell.

Additionally we will add some spells, a magic weapon and some feats to build a lethal character in their attacks, only being lv 7 multiclass (Ranger/Figther).

Want to play a high damage archer? Well then this is the build for you!

Race and Ability Scores[edit]

Race: Human Variant is the best way to get this build to come to lethal.

  • Feats - Sharpshooter, Poisoner
  • Skills - Perception, Acrobatics, stealth, Survival, Animal Handling are essential. look for a good background

Ability Scores:

  • Point buy: Str 8, Dex 16, Con 16, Int 10, Wis 14, Cha 8 (after racial bonuses)
  • Standard Array: Str 8, Dex 15, Con 15, Int 10, Wis 14, Cha 8

Class and Leveling[edit]

We start with Ranger (gloomstalker) and later change to Fighter (Action Surge)

  • Level 1: Ranger, Basic (Favored Enemy, Natural Explorer) + Sharpshooter Feat (Human Variant): -5 Accuracy, +10 damage.
  • Level 2: Ranger, Archery Fighting Style: You gain a +2 bonus to attack. Reduce Shapshooter Penalty.
  • Level 3: Ranger, Gloom Stalker (Dread Ambusher +1d8, Umbral Sight)
  • Level 4: Ranger, Poisoner Feat +2d8 poison
  • Level 5: Ranger, Extra Attack
  • Level 6: Fighter, Fighting Defense Style: While you are wearing armor, you gain a +1 bonus to AC, Second Wind
  • Level 7: Fighter, Action Surge


Sharpshooter: You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.


Dread Ambusher:

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.


Umbral Sight:

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.


Poisoner::

You can prepare and deliver deadly poisons, granting you the following benefits:

When you make a damage roll that deals poison damage, it ignores resistance to poison damage. You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action. You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.


Second Wind::

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.


Action Surge:

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Damage[edit]

The main consideration is that the second level ability of the Fighter is to attack 4 times with a single action. we will build level by level the damage we can do.

Note: in Level 2 we can use Zephyr Strike to gain advantage in the first turn, combined with Hunter`s Mark before the initiative, to guarantee an excellent chance to hit

  • DA: Dread Ambusher
  • HM: Hunter`s Mark Spell
  • Po: Poison
  • Prof: Proficiency Bonus
  • Atk : Attack
  • Dex : Dexterity


  • Level 1

Attack Roll:1d20 + 3Dex + 2 Prof = 6 min / 15 Average

Damage:1d8(Bow) +3 (dex) = 4 min / 7 Average


  • Level 2

Attack Roll:1d20 + 3(Dex) + 2(Prof) + 2Atk (Archery) = 8 min / 17 Average

Damage:1d8(Bow) + 3(Dex) + 1d6(HM) = 5 min / 10 Average


  • Level 3

Attack Roll:1d20 + 3(Dex) + 2(Prof) + 2Atk (Archery) = 8 min / 17 Average

Damage:1d8(Bow) +3(Dex) + 1d6(HM) = 5 min / 10 Average + Dread Ambusher:1d8(Bow) +3(Dex) + 1d6 (HM) + 1d8 (DA)= 6 min / 14 Average -----> Only First Turn

  • Total: 11 min / 24 Average


  • Level 4 CD:14 vs Poison

Attack Roll:1d20 + 3(Dex) + 2(Prof) + 2Atk (Archery) = 8 min / 17 Average

Damage:1d8(Bow) +3(Dex) + 1d6(HM) + 2d8(Poison) = 7 min / 18 Average + Dread Ambusher:1d8(Bow) +3(Dex) + 1d6 (HM) + 2d8(Poison) + 1d8 (DA)= 8 min / 22 Average -----> Only First Turn

  • Total: 13 min / 32 Average


  • Level 5 - Level 6 +1CA

Attack Roll:1d20 + 3(Dex) + 3(Prof) + 2Atk (Archery) = 9 min / 18 Average

Damage:1d8(Bow) +3(Dex) + 1d6(HM) + 2d8(Poison) = 7 min / 18 Average + Extra Attack:1d8(Bow) +3(Dex) + 1d6(HM) + 2d8(Poison) = 7 min / 18 Average + Dread Ambusher:1d8(Bow) +3(Dex) + 1d6 (HM) + 2d8(Poison) + 1d8 (DA)= 8 min / 22 Average -----> Only First Turn

  • Total: 22 min / 58 Average
  • Total without Poison: 16 min / 34 Average


  • Level 7 Action Surge - Explosive Damage in one Firts Turn

Attack Roll:1d20 + 3(Dex) + 3(Prof) + 2Atk (Archery) = 9 min / 18 Average

Damage:1d8(Bow) +3(Dex) + 1d6(HM) + 2d8(Poison) = 7 min / 18 Average + Extra Attack:1d8(Bow) +3(Dex) + 1d6(HM) + 2d8(Poison) = 7 min / 18 Average + Action Surge:1d8(Bow) +3(Dex) + 1d6(HM) + 2d8(Poison) = 7 min / 18 Average + Action Surge:1d8(Bow) +3(Dex) + 1d6(HM) + 2d8(Poison) = 7 min / 18 Average + Dread Ambusher:1d8(Bow) +3(Dex) + 1d6 (HM) + 2d8(Poison) + 1d8 (DA)= 8 min / 22 Average -----> Only First Turn

  • Total: 36 min / 94 Average
  • Total without Poison: 21 min / 54 Average


  • Normal Damage Level 5- Level 7

Damage:1d8(Bow) +3(Dex) + 1d6(HM) + 2d8(Poison) = 7 min / 18 Average + Extra Attack:1d8(Bow) +3(Dex) + 1d6(HM) + 2d8(Poison) = 7 min / 18 Average

  • Total: 14 min / 36 Average
  • Total without Poison: 10 min / 20 Average


Conclusion: If we use Zephyr Strike to gain advantage in the first turn + Sharpshooter The Grim Reaper is coming for you!

  • Total: 86 min / 144 Average
  • Total without Poison: 71 min / 104 Average


Note: I recommend you continue with levels of: + 3 Levels Rogue, Assassin + 9 levels Fighter, Battle Master (Precision Attack, Trip Attack, Menacing Attack) + Extra Attack (Lv11)



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