Talk:Ultimate Archer: Sharpshooter+Crossbow Expert (5e Optimized Character Build)
User 2600:1700:dc60:9440:e964:21b4:a2c9:58f2 Results[edit]
1st report[edit]
Your average damage output is absolutely devastating, even at lower levels; once you hit Fighter 5, you can do a total of 1d6 + 13 damage = an average of 16 damage per attack. That's 48 damage per turn, 80 damage once between short rests, and that doesn't even include superiority dice.
At Fighter 7, the absolute maximum damage you can achieve without any external buffs is 210 damage, with the additional effects of leaving the target disarmed, frightened of you, and pushed 45 feet away - though that assumes you crit every shot, get maximum damage on all the dice rolls, and the target fails every save on the effects. The chances of that happening are just about 0.00000000000000000000011422048% (Ten hextillionths of a percent). Still, just the thought of having the capability of doing over 200 damage at level 7 is terrifying. To put that in perspective, that's taking down a Beholder in a span of 6 seconds.
Fun fact: If you go pure fighter, and you somehow get level 20, a +3 hand crossbow, and +3 ammunition, your attack roll is +14, doing 1d6 + 21 damage on a sharpshot. You might as well have an aimbot - you automatically hit anything with AC 14 or lower unless you roll a 1 on the attack roll, and you can avoid that with the Lucky feat. Someone with full plate only has a 25% chance of dodging, and you can avoid that with Precision attack. Oh, and you have 3 extra attacks, 2 action surges, and 6 superiority dice.
That's... terrifying.
May your enemies rest in pieces. Go out there and slaughter.
2nd report after more testing[edit]
I've hit level 10, and I'm currently at Fighter 8, Cleric 1, and - surprisingly - Rogue 1.
Rogue gives you several perks, including proficiency in thieves tools and expertise. Shove the expertise into Perception and Stealth; I now have a Passive Perception of 21 and a Stealth mod of +13. If you can have someone cast Haste on you, try comboing Guiding Bolt along with your attack. You now have advantage, and sneak attack damage if you hit. If you sharpshot, then between the guiding bolt, attack, and bonus action attack, if you hit all of them then you do a grand total of 7d6 + 30 damage on a single turn. Throw in combat maneuvers to add additional d8s to the damage, and if you crit then you got double the dice. Yahtzee.
Plus you can finally pick locks since not many other people go rogue.
More results![edit]
I'm honestly surprised so many people have liked my build! At level 3, when you pick Battlemaster, you gain proficiency in Artisan's Tools. Take that and get Tinker's tools, and ask your DM if you can tip your bolts with small glass vials full of liquids. My DM let me attach one vial of poison, at the cost of halving the range. See what your DM allows! Also, thanks to Sharpshooter, your long range is your max range; get a longbow so you can do artillery strikes from 600 feet away! Even if a creature can dash at 60 feet per round, you get 10 free attacks. See if you can get some tipped arrows too - I have acid, alchemist's fire, holy water... it's great.