Multiclassed Hand Turret (5e Optimized Character Build)

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Summary[edit]

Wanting to optimize damage output for single target Hand Crossbow offense, but mono-classing not doing it for you? This may help you out some.

Ability Scores[edit]

Dexterity needs to be your primary score for sure. You can't go full DPR with low DEX. Well, you could, but we are optimizing here. Constitution and Wisdom should also be up there, as those 2 stats will also be important for skills and general survivability. Your dump stats should be Strength and Charisma. Neither will be handy to you as you will be able to melee range shoot them with no issue, and Charisma isn't used in much combat unless you are casting Bard, Sorcerer, Paladin, or Warlock, which we won't be. Intelligence try to keep somewhat decent for those pesky mages you may run into.

Race and Background[edit]

Human is a must. Take the Variant and choose Stealth skill training, the Crossbow Expert Feat, and for Ability Scores, go with +1 DEX and +1 to either CON or WIS, whichever would give a modifier increase (if both or neither will give an increase to modifier, put it in whichever of those two you prefer.

For Background, I personally say go with Folk Hero. As long as you don't piss them off or threaten them, most common NPCs will let you crash on the couch for free, as well as avoid unnecessary trouble with the law. You also get proficiency in animal handling and survival. Two very useful skills with some combat uses if you can think them up and the DM allows. It also gives you training in land vehicles (driver got killed during getaway? take the reigns yourself!), and more importantly, artisan's tools of choice. Go for Tinker's Tools. They aren't described in the PHB more than with the Rock Gnome's feature, but what these can be used for is some interesting things. You can repair gear, make little devices, or modify and improve things, particularly those with mechanisms in their design. DM allowing (they may require a Gnome's assistance or teaching if they want it to be earned), you could modify your hand crossbow to be Repeating (ignores the Ammunition property preventing Dual-Wielding from being a viable choice, since even though you can multi-attack, a hand must be free to use the ammunition.)

Starting Class (Level 1)[edit]

Choose Fighter. D10 starting hit die is great. Not to mention it generally lets you use any weapons or armor. Choose the Archery Fighting Style. +2 Accuracy means with a DEX of 16 or 17 hits for +7 at level 1, and Crossbow Expert gives you 2 attacks right out of the gate. For skills, Insight and Perception have helped me survive a LOT of encounters, though Athletics or Acrobatics may be handy in certain situations.

Equipment[edit]

To be honest, I was lazy and just took the general gear from Class and Background, and swapped things around until I came out with this:

Weapons: Hand Crossbow (3 Cases: 60 Bolts), Rapier (even though you can shoot in melee, a 1d8 is better than a 1d6 damage-wise), Scimitar (when the foe is resistant to piercing, use this in melee. Special bolts can also provide other damage types but melee is a bit limited for DEX)

Armor: Studded Leather, Shield

Other: Explorer's Pack/Dungeoneer's Pack, Tinker's Tools, Iron Pot (or 2GP), Shovel (or 2GP), An extra set of Common Clothes (or 5SP), and 5GP

Magical Gear[edit]

If your DM lets you start with a rare (+1) or Uncommon (just the effect) magic item, go for a +1 Hand Crossbow of Warning (DMG Weapon of Warning), and eventually hunt down a +3 variant. What it does is prevents you and nearby allies being surprised while conscious, wakes you from natural sleep if combat begins, adds advantage to initiative, and lets you know when hostile NPCs are nearby (within full Dash distance). Another good item (at least until you get Unarmored Defense if dipping into Barbarian or Monk) is Glamoured Studded Leather Armor. Gives a +1 bonus to AC and lets you command word pass as regular clothing so you are never without it, even when you shouldn't be wearing armor. Lastly, the Quiver of Ehlonna is an amazing item and it is only Uncommon rarity. Basically it allows you to carry an armory on you at all times.

Leveling Up[edit]

Level 1: Fighter - Archery Fighting Style, Second Wind

Level 2: Fighter - Action Surge

Level 3: Fighter - Battlemaster Archetype - Precision Attack, Trip Attack, Parry, Smith/Woodcarving Tools Training

Level 4: Fighter - Sharpshooter Feat

Level 5: Fighter - Extra Attack

Level 6: Rogue - Expertise: Stealth and Perception, Sneak Attack, Thieves Cant, Thieves Tools Training, Sleight of Hand Training

Level 7: Rogue - Cunning Action

Level 8: Fighter - Alert Feat

Level 9: Rogue - Assassin Archetype - Training in Disguise Kit and Poisoner's Kit, Assassinate, 2d6 Sneak Attack

Level 10: Fighter - Know Your Enemy, Menacing Attack, Disarming Attack, Superiority Dice 5d8s

Level 11: Ranger - Favored Enemy Celestials (Can speak Celestial, one of the rarest languages, though learning Abyssal, Deep Speech, or Primordial can be useful as well, depending on campaign), Natural Explorer (Wherever you think the campaign will primarily feature)

Level 12: Ranger - Defense Fighting Style, Spellcasting (Hunter's Mark, Cure Wounds)

Level 13: Ranger - Hail of Thorns, Primevil Awareness, Hunter Archetype, Colossus Slayer

Level 14: Fighter - Lucky Feat

Level 15: Ranger - Mobile Feat

Level 16: Rogue - +2 Dexterity (CON or WIS if maxed)

Level 17: Fighter - Indomitable

Level 18: Fighter - Battlemaster Superiority 5d10s, Feinting Attack, Maneuvering Attack

Level 19: Fighter - Extra Attack 2

Level 20: Fighter - +2 Dexterity (CON or WIS if maxed)

Another option to take, rather than getting Ranger to 4 (whih offers an Ability Score Improvement only), you can dip 1 level into either Barbarian (if CON is better than WIS), Monk (if WIS is higher than CON), or Cleric of the Life (healing), Light (Faerie Fire gives advantage on those you can't outspeed in initiative if it works), or Tempest (Thunderous Rebukes are handy, and I've not seen much that resists it) for more utility. If you choose any of these 3 alternatives, get it before you take level 1 of Ranger, as those will be more useful than what Ranger would give, and just slide Ranger down to where it is a level back from its location above (Ranger 1 would be at 12, Ranger 2 at 13, and Ranger 3 at 16)

End notes[edit]

Right off the bat, this build is great for a combat oriented campaign. Not so great for the social situations however, so adjust as necessary for that if you wish. 2 attacks at +7 each at level 1 with no downside other than keeping bolts handy is damn good. At level 4, you can drop the bonus to attack for 13+roll damage which with 2 hits, not much that early survives. Next level it will be 3 hits of +2 and 13+roll, making combat even easier. At 6, your first hit will basically knock anything out that's weak, and really punish bigger foes if an ally is next to them. Pack tactics are nasty. Level 8 will almost guarantee you go first with another +5 initiative, and immune to surprise enemy assassins. Level 9 will double Sneak attack damage, and give almost constant advantage. Level 11 won't give you much unless you dip, at which point level 12 won't instead. Level 14 will give you three chances to reroll on the unlikely chance you somehow get into a bind. 15 will either give you Mobile(hit and run without provoking opportunity and +10 move) if you didn't dip into a 4th class, or The powerful +1d8 to enemies not at full health if you did(not dipping gets it at 13). 16 will give either Mobile for those who dipped, or an Ability Score Increase if you already got Mobile. The last major thing is at Level 19, where you get a second Extra Attack feature, which most classes don't even get.

Basically, with this build, against a surprised wounded enemy at the beginning of your turn going first, you can get a +7 to hit per hit, with 4 hits, with a total of 14+1d8+4d6+14+2d6+14+2d6+14+2d6 damage, at minimum, before they even get to move. And that is not including any bonuses you may have added on top of that from other abilities, such as Cleric, Ranger, or Battlemaster abilities. If you didn't dip, those 14s become 15s. with a +8 to hit.

Damage Calculator, for dipping 1 level into a 4th class, that reads out to 124 maximum, 67 minimum (if you roll all 1s for damage, Lady Luck hates you with a vengeance), and average is 96. On the first round before they can even do anything. THAT is terrifying. And the fact that you can keep it going and even improve it by actually USING your ability to do things other than attack (like Action Surge, Battlmaster Superiority Dice, Hunter's Mark, or other spells/abilities) makes you a deadly force of turning the enemies into pincushions.

Made by Evan Farshadow. For a character sheet level 1 to give you a general idea how to start, try my own setup at: https://dochub.com/sicksadworld1113/53RgXx/twc-dnd-5e-character-sheet-v1-3?dt=f0dict3gf5cavadp


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