The criteria for this ranking are as follows:ġ – options rated 1 are abysmal. I will be using a 6-point rating system, ranking each option a number out of 6. This means a frontloaded class with worse features later on will likely be judged less favourably than it would if you only went for the early features. I will be assuming that Ranger levels are the core of your build, and you are not just dipping into the class for a few levels. ![]() You could slap Favored Enemy and the Sun Soul monk’s features on a Chronurgy wizard and it wouldn’t get any weaker. This should be common knowledge, but to reiterate this basic fact that often gets forgotten on the Internet – bad features don’t make a subclass bad, lack of good ones does. Expanded spell lists will be valued highly, though not as highly as in the Warlock class guide series. Rangers are simultaneously martials and half-casters, which means they care about features that buff their weapon usage, as well as ones that let them cast better spells. In this article, I shall go over and rate each of the currently available Ranger subclasses, including the previewed Drake Warden. The base class is a solid chassis in itself, and the Ranger Conclave options improve on it quite well, with a few notable exceptions. ![]() ![]() However, the steady increase in damage from Sneak Attack dice increases benefits of the multiclassed version more at lower levels, and it has far more utility outside of combat.Rangers have a pretty good number of solid subclasses. The single-classed ranged Fighter will out-damage the multiclassed variant at level 20, when they gain a third Extra Attack, averaging 92.5 to 107.5 damage with their five attacks per round in total, without needing to rely on Sneak Attack, as well as unmatched spike damage from the rounds the character makes nine attacks per round by using Action Surge to take a second Attack Action. The pure Fighter hand crossbow specialist will receive additional feats, which could allow for Resilience, for proficiency in Wisdom saving throws, or Alertness for a bonus to Initiative. More Rogue levels also provide more skill-related benefits, such as the Rogue 11 feature Reliable Talent.Ĭonversely, the same build could be accomplished as a single-classed Fighter, although even a single Rogue level significantly increases the character’s utility outside of combat. Considering the large gaps between levels where the Fighter gains an additional attack, this might give the edge to the Rogue 15/Fighter 5 split. For games where other D&D party members routinely engage the enemy in melee, thus allowing consistent Sneak Attack for the ranged Rogue, the steady increase in damage over time from Sneak Attack could provide more immediate benefit. Sneak attack damage can only be delivered once per turn, so the Rogue 9/Fighter 11 split provides superior damage on average, in the end, as well as more Superiority Dice to aid with Precision Attack for accuracy. The character’s later feats should go to Lucky and Toughness. Unlike Strength, there is no official item in 5e D&D to replace a character’s Dexterity score, so natural increases are required (though a Manual of Quickness of Action could further increase Dexterity in high-magic games). Once these key feats have been obtained, the next two class levels that afford the choice between feats and ability score increases should go into ability scores to increase Dexterity to 20. ![]() The combination of Crossbow Expert and Sharpshooter makes hand crossbows a powerful weapon choice and extends their effective range to 120 feet without disadvantage - more than adequate for the vast majority of D&D battles. D&D designer Jeremy Crawford’s Sage Advice column clarifies that a character needs to have a hand crossbow in one hand and nothing in their off hand in order to made additional attacks through the bonus action attack afforded by Crossbow Expert or the Extra Attacks feature of the Fighter class.Īt class level 4, the next feat should be Sharpshooter, which allows the character to ignore most cover penalties, fire at long range without disadvantage, and offers the option to take a -5 penalty to hit in exchange for +10 to damage. The starting bonus feet from Variant Human should be Crossbow Expert, offering a bonus action attack option and eliminating both the disadvantage ranged characters normally suffer while engaged at melee range, as well as the limitations of the “loading” property on crossbow weapons.
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