Ultimate Arcane Archer Build - Dungeons and Dragons 5e
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- Опубликовано: 20 авг 2024
- Welcome to a Dungeons and Dragons 5e Arcane Archer Guide! Two things I have always loved in D&D, is Arcane Archers and Bards. I put this guide together for a character I built for an upcoming home game. It pulls from Bard, Fighter, and Rogue to achieve an incredible amount of damage and consistency, while still being able to help your fellow D&D players.
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barbarian for rage +2 damage on each attack?
Rage damage only applies to melee attacks that use Strength. Good thought though.
Taking20 can you do this build but with a half elf
Taking your first level in fighter would give you proficiency in con saves, which means you'll net an extra feat by the end, and the archery fighting style more is potent at lower levels, statistically. You also get the longbow from level 1 and +2 hp, both of which are also more potent at low levels.
What do you think about going warlock archfey for the moon bow that has a better divine smite ability as the first couple of levels
I lolled a bit when you took no stringed instruments for the Bard who ends up an Archer.....HEH XD
A bow is technically a single stringed instrument.
Dokramuh death is the only note it plaus
@@kjronning1 Be cool if the DM lets it double as a berimbau
ruclips.net/video/ed4OFgn6PDM/видео.html
for technique: ruclips.net/video/Jm5sTIHluVU/видео.html
edit: Dang, _that_ actually makes this a cool enough concept to make me a little interested in playing such a character lol
@@bsmith6784 You, my good sir, are a GENIUS!
I'm still a bard I play the one string bow death note
I'll use this character, but as a villain. My players will probably hate me after the campaign...
What have I done?
;-)
MathSTF Love it. As a DM I don’t build PCs, but I could totally use these theory crafting builds to develop an awesome villain! :)
Why? Honestly a Lv 20 Valor Bard is probably better or a 18/2 Valor Bard Fighter if you really want Action Surge. If you want to force your PCs into a scenario where the villian will 100% surprise them (to get Assassin crits), your better off just having the villian have two assassin lieutenants to nova the healer/caster and then serve as a distraction for your boss. A Boss that does huge damage turn 1 and mediocre damage/spellcasting later at lv 20 is nothing special, unless you homebrew that you die at 0 hp instead of going unconscious.
MathSTF I like that idea. Make the character like this, alongside other/maxed builds of other jobs.
Keep them in your pocket as another party of adventurers. Maybe sprinkle their lore in as "The other guys who saved the world a few years back," If the players go a little too far down the murder hobo path that they look like the villains, have a party of highly min/maxed characters steam roll them. Give them warning with lesser bounty hunters of course...
An assassin hired to kill our famous party? A lacky for a lich who is sent to do his most important dirty work? The leader of the enemy army's special forces group? So many good, dangerous options here.
You can choose to use the arcane shot ONCE you know if it hits unless it doesn't need an attack roll
I turned this build into a superb D&D 5e AL character named Andar Ellarion! However, I took 2 levels of rogue to begin with, then bard, and Sharpshooter as my racial feat. Andar had to wait a couple more levels for Magical Secrets, but was a more useful party member during the long grind up to awesomeness. His bardic skills helped him to be the party's rogue quite often, even with only 2 actual levels of it. And he also used his flair for magical performance to be the diplomat and mouthpiece of most parties.
Andar used his cunning actions to hide and disengage as needed. This allowed him to attack with advantage half the time, and evade close attackers (making very few concentration checks, if ever). Pretty much hiding behind anything large enough as often as possible. Greater invisibility was also lot of fun, allowing him to attack with advantage all the time!
At 12th level, Andar caught up to the suggested build and became a brutal damage machine! Even AL players used to seeing sharpshooting archers were astounded at the sheer reaver damage this build unleashed turn after turn.
And by the way, Andar had flavor too! He played a unique harp-lute (similar to a small guitar) and cast his own light show using prestidigitation. He was also a smart-talking murder-hobo who always forged ahead courageously and appeared at just the right moment from out of nowhere to turn the tide of a battle!
Andar has been a great character to play! Thanks for a great build!
When he said variant human, i thought i knew what he meant, until he didn't say sharpshooter. Why would an archer want or need warcaster or resistance? You are a long range combatant. You are supposed to be the hardest one to hit because you are so far away.
you're an archer, better youre an arcane archer, you have the best range of any class thats not 600ft EB warlocks, why are you getting hit ever, absolutely agree with you
Being in the backline doesn't necessarily make you less vulnerable to AOE spells like fireballs or breath weapons. Resilient/war caster are staple feats for any backline spellcaster because of how important concentration spells are for your action economy. The reason why sharpshooter isn't a strong choice early on is because the -5 to hit makes your DPR unreliable unless you can be constantly generating advantage on your attacks.
@@mattdespard6576 i rarely use the +10 damage part of the feat. For me that is an afterthought used when i know the enemy's ac is low. Ignoring 3/4 cover is important, and shooting from 600 feet away without disadvantage is amazing.
@@danielknapp159 Then you must play very different D&D compared to most players and DMs. Shooting from 300+ feet almost never happens in non-homebrew campaigns and most DMs don't even use 3/4 cover, just half and full. The +10 to damage is very relevant once CLs hit double digits because player to-hit modifiers outstrip enemy AC, and is relevant early as well if you can generate advantage. Saying the extra damage is an afterthought is ridiculous.
@@mattdespard6576 true, range rarely gets further than 150, but the way i play my rangers are as cowards who want to be as far from danger as they can get while still helping. Being able to hit from outside most spell ranges is very appealing for me. As for the damage bonus, i simply tend to forget about it or i don't want to risk missing. If the enemy ac is 15 or higher, i tend to avoid it. I like being able to hit with a natural 2.
So I rolled my build and ended up with a 17 dex then took a feat that gave me +1 dex . I then took the 2 points and added them to dex so I started with a 20 dex at level 1. Everything went up hill from there cool build love it.
Um Actually it would be a 19 my mistake Variant says +1 to a different stats but thanks.
These Ultimate builds you do are always some of the best out there. The level by level breakdown is basically far and away better than anyone else doing this.
Nice Hawkeye artwork thumbnail, I don't know the artist who did it personally but I hope you made the attempt to give credit. They did an entire Avengers series in that style and I really appreciate how they approached the medieval fantasy concept.
So glad this came back up today! I got the notification for your original video, got stoked because I love the arcane archer subclass, and then got the black screen of doom. Looking forward to seeing what you've come up with!
DOOOOOOOM!
One of my favourite hearthstone cards!
It's fine, but I honestly bawk at level 20 builds. So what if you're attacking 6 times and doing 90 static damage in single round. Yes, that sounds incredible, but at level 20 you could be casting WISH! I've never known a campaign actually go much past level 15, so I plan all my builds with the rule that the concept must be happily playable by level 4, fully realised by level 8, and make no plans past level 12... I presume level 12 is your last level, and every level past 12 is a bonus.
This makes every character I play fun for the majority of the game, not just slogging though levels, waiting to reach the point where the build works. Now sure, this archer is a good build on paper but he needs to be level 10+ to start excelling. That's too late.
It falls behind slightly for two levels, in damage only. A level 10 bard excels all on its own. At level 6 your damage is equal to a fighter barring action surge, and your utility with spells is incredibly useful. I like this build. Of course, I might go a different route for a pure archer, but this has a cool factor that a pure fighter/pure ranger doesn't have.
wish is awesome but you don't seem to be considering that a build like this is doing six attacks and crazy damage EVERY ROUND. it's that consistency he talked about. you can't wish yourself extra wish uses, unfortunately.
TornadoCreator I agree wholeheartedly with this whole comment. Unless you're starting the campaign from a high level, this build would be very dry to play for the majority of the sessions. That's partly due to Taking20's emphasis on consistency, with choices like taking ASI's over fun feats for the early levels. To actually play this character would consist of sitting in the backlines popping off 1-2 low damage shots per turn, supplemented only by the occasional thrill of healing a downed ally so that they can get back up and continue to outshine you.
That's why I love the High Ellf tanking bladesinger: at level 5 (or 6?) It has all the tools needed to wreak havoc and it can go for extra versatility after that or to focus on the concept of the build and become a ridiculously effective tanking machine that also deals a good amount of damage without ever needing to get out of the front lines, providing tactical advantage to the party, while still able to play another role and cover the party.
@@TheRABIDdude BUT you're a bard! So besides combat you have excellent roleplay tools and tons of noncombat roles such as being the face. Not everything is about the fights (being good at combat is definitely a plus though) also wish has a decently high chance to never work again so it's not the best spell out there.
Ok, I saw Blood Hunter in the class options and I felt my heart skip a beat
I’m making a character concept “MachineGun Myron” Firing as many crossbow bolts as possible. That means i’d want extra attack, action surge, swift quiver, haste and if possible Ranger Volley/break the Horde
But getting Haste requires level 10 and volley requires level 11 :(
Xavier Cxdfc You could do it with magic items or a friend,
I would never have thought Bard could be such an effective archer! Oh, by the way, With Arcane Archer, you can declare your arcane shots after you hit, actually, not before. You only get 2 per short rest, though, so it's a good thing that's in there! One of the things they changed from the first version in Unearthed Arcana.
Considering most games peter out around 10-12, is this a fun build til then? Seems a bit underwhelming in low levels compared to pure fighter or ranger archer.
This build is certainly capable in the early game. You still have as much dex, Extra Attack, and spellcasting to throw additional damage. But it is extremely effective in the second half of the game. If you know going in that you're only going to play 8 levels and stop, then there are other builds that don't do as much damage as this one in the second half, but that do more damage than this build in the first half.
I mean honestly if you're going to just play to level 8-9, then it might not even be worth it to multiclass in the first place. Straight fighter would be just fine.
Xanhorn my thoughts exactly, but I think it's mostly a thought experiment. I do the same kind of thing, just playing with synergy and multiclassing. So many incredibly fun characters to be made with multiclassing
Kj Boyce- This needs to be voted so much higher... whats the point in playing for a year plus as a character you don't want to play for a chance of playing a character you do?
@@Taking20 straight fighter with sharpshooter and crossbow expert would do just fine.
D&D Beyond sure looks slick for character creation!
If you pay for the stuff, sure
Kyo Grey Agreed. Which is most folks complaint of course. The free site for character creation got shut down; and now DnD Beyond wants us to pay.
My only complaint about it is the fact that I own the books and I have to buy them again to use it.
same - have the books but would have to buy em again to use it... :/
So happy I wrote my own builder way back... I just had to type up everything. Yeah, why did I do that again?
Arcane arrow specifically says "You decide to use the option when the arrow hits a creature". So you don't burn them on misses.
Casting Swift Quiver takes a bonus action to cast, and it doesn't specify that you get the two extra attacks the same round as you cast it. So even on lvl 10 and up, you'd only have 2 attacks the first round of combat, and then 4 the second round. In comparison, fighters make 3 attacks at lvl 11, and don't depend on 5th level concentration spells.
Swift Quiver being a concentration spell would also make spells like faerie fire, polymorph and heat metal obsolete if you're counting on casting Swift Quiver all the time. To be honest, I've never seen the "bard taking SQ"-approach as a particularly cool (or even fun) approach, and it takes sooo long to get online. But that's just me. :)
I don't think I would read it that way at my table. "On each of your turns until the spell ends", seems pretty clear: the intention being that the first turn you cast the spell is included. I could not find any official word from WotC weighing in on the spell, and no other spell in the game is written like this. Furthermore, it's a concentration spell (like Expeditious Retreat, which is the only spell that even uses similar phrasing). If you had to hold concentration on something that _did not function_ for the first round of its use, why would anyone cast it in the first place?
I do agree generally with the rest however, I don't like the idea of a bard stealing this as a basis for a build, but it sort of highlights a giant problem with Ranger. Ranger (who does use this for their build) gets this power at...
Level 17.
That's completely ridiculous. It comes as most campaigns have already finished and it can't be used if you're a Ranger, especially the way that you rule on it. Why? Rangers use Bonus Actions for tooooons of things already. It's all of their damage. Hunter's Mark? Bonus action. Ensnaring Strike? Bonus action. Hail of Thorns? Bonus Action. Healing Spirit? Bonus Action. I don't think either are very good, but Lightning Arrow and Grasping Vine are both Bonus Actions too. Basically the entirety of Ranger's kit is dependent on Bonus Action spells on hit.
And it doesn't even end there! It's also *concentration*, meaning that you can't cast really any of the good Action spells either. Say goodbye to any of the AC up spells, Silence for mage-stomping, any conjuration spells, or importantly, any 4th level spell except Freedom of Movement.
All of that, for a spell that at your table doesn't even work on the round it is cast? Yeah, no, Rangers have enough problems, you don't have to nerf them even further. This _5th level Ranger spell_ obviously wasn't designed to be that poor.
@@jacobmoretz3243 Yeah, I agree that swift quiver is basically useless for rangers. Seeing as they're already a bit short on great abilities, it almost feels like swift quiver should be a built in ability. Like their version of the fighter's Second Wind. Or the Monks flurry of blows. But then again, ranger longbow shots are a bit more deadly generally than an unarmed attack. :D So maybe letting rangers use their bonus action to make a single shot would be more balanced.
As for the point of it not working the round you cast it, here's my reasoning:
The spell says "On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver."
But you just used your bonus action to cast Swift Quiver. And so you have no bonus action left to get those two attacks.
You could choose to rule it such that the bonus action to cast the spell is also used to make the two attacks, but that would be a house rule in my book. Which, to be fair, is kinda needed with such a bad 5th lvl spell, so I would probably be okay with it. :D
@@andreasservan9545 Monks actually outdamage a Longbow at lvl 17. A longbow does 1d8 piercing, and the Unarmed Strike of a lvl 17 monk is 1d10 magical bludgeoning.
It's just a sad state of affairs how badly they did Rangers. Any class can make a better ranged build.
@@jacobmoretz3243 Yeah, which is why I said "generally". :D But I agree. Most classes are better than rangers in combat.
But it's easy to forget that d&d is so much more than just combat when talking builds like this, and in exploration, tracking and survival, rangers are fantastic. So it more than anything relies on the DM and what kind of challenges they give the party. In the end, it's the DM's responsibility to create a campaign where every player feels like they have a role to play, and moments to shine. I can easily imagine scenarios where even the beast master could be the most valuable member of a party. And as a player, I would hate to have a party of gloom stalkers hunting me and my friends. So yeah, rangers have their place. Just don't expect to be the main damage dealer in combat if you choose to play one. 😄
I like the build, but I prefer a base ranger (maybe a fighter) to build up my damage and archery ability as early as possible, I like to go variant human and just start off with sharpshooter at level 1, and by level 5 or 6 you can be a pretty potent archer. I prefer that route because it is rare (for me at least) to play in a game where the PCs even get to level 10, let alone levels 15-20! If I was in a game that started at level 10 or was guaranteed somehow to get to those higher levels, I would strongly consider going with a build like this one...
This. Thats one of the things that I dislike about builds that rely on getting to the higher levels because you rarely get that high in games. I think its a unique build for a valor bard up to level 10 on it's own. But even still, it's still looking to a level that will likely be your endgame, or a few levels from.
darkenx20 Amen! Lots of campaigns rarely last to level 5, let alone level 10. I much prefer a straight class for this reason. And if you’re playing from level 1 with a special build, you might be suffering through suboptimal levels for a year or more until everything comes together at higher levels. (If you ever get there.) I really feel that these theory crafting builds are just that: theory. Rarely are these practical for a real game. But it sure is fun to see what you could do!
As an arcane archer I think EK fighter plus two levels in either ranger or wizard. Wizard for extra 4th level slot spell book and 2nd level class feature. Ranger for hunters mark, with 3 attacks a turn it is great.
I made a great acrane archer using straight EK fighter. (with a single level in barbarian just for the unarmored defense.) I ended up having a fighter with a base 20 ac with haste and shield who could attack 4 times a round and could give myself a -5 on attack to deal 10 extra damage on each hit. so in all, that a functional ac of 27 with 5 attacks each round.
@@ArawnNox exactly, and even if the game goes all the way to 20, who wants to spend several real life YEARS waiting for their build to be fully realized. I'm really only interested in builds that hit their signature style by level 3 or 5th at the latest.
Haven't watched the video yet. My take on ultimate archer is use a race with darkvision, starting with one level in Rogue for the skills & expertise going to stealth and perception. Then go for level 4 Gloom Stalker ranger. Follow that by getting to level 4 rogue assassin. The synergy between Assassinate, Dread Ambusher and Umbral Sight is utterly devastating. For giggles, then go for six levels of fighter Arcane Archer, then top it all off with six more levels in rogue to bump the sneak attack. It's a viable character throughout that just keeps on getting better and better abilities to one shot kill their targets.
Good build man. He’d have a heck of a story to tell on how he became a Valor Bard/Arcane Archer/Assassin Rogue.
I love build videos. Truthfully when I do it I never go past tier 2. The vast majority of my D&D game play (as a DM and as a player) live in tier 1 and 2.
Just a note with swift quiver, you DO NOT get 4 attacks on first turn, you get to use your action to cast the spell and then bonus action to shoot twice, you do not get to use extra attack when casting a spell. Just to clarify for others.
Oh my god, Bard is the class of my heart, and Arcane Archer is one of my fav subclass, and you just mix them up! Amazing! Just wondering about how useful Haste will be at the end of the day, since the build focus is use Swift Quiver and maintain concentration, so you can fire a lot of arrows
Getting swift quiver at level 10 is a boss move! Normally only available to Rangers, and not until level 17. Definitely the signature element of this build.
I've been reading the comments and see a lot of things in the lines of or "Endrich Knight with Rogue is way better than this!" or "You should have gone warlock and this other class for optimal!" or even "If you want to be an archer go Battlemaster!"
I think most people failed to realize the dimensions of the class in the guide. Sure there are ways to be a better pure archer, there are also other ways to be an arcane archer that might grant you more damaging spells or battlefield control. But the Bard in this build makes you a half-support half-archer and adds things that Eldrich Knight or Warlock would never have, like the Restoration spells. If you are playing in a party without a cleric or druid like I am, it comes in handy to be able to dip into those.
This is a solid build, guys. Might not be the best for your table if a lot of the things in it are already covered by other classes. But it's a great option indeed. Maybe the word "ultimate" in the title is making you think that Cody believes this is the ABSOLUTE BEST way to play an arcane archer, but I think it's much more for selling the video. If you've played RPGs for a while you know nothing is really "ultimate" in this game.
This build still doesn't make sense because swift quiver/ haste will take up concentration, so you cant use concentration spells in combat, and having to lose your 2 swift quiver attacks to cast a spell like healing word is a huge waste of resources. If you are going to build a half support/ half damage, make sure the 2 parts don't interfere with each other.
My group has used a very simple addition to make the Arcane Archer more fun: You're Arcane Shot feature can be used as many times as your intelligence modifier, per short rest.
You only get your arcane shot twice per short or long rest. Last line of the abiliy.
Yeah, though you do get to declare your arcane shots when you hit, rather than before like he says in the video.
And you can only use one of thoes charges per turn.
The 2 uses per rest makes this class seem weak :\
Tanner bananer69 Without multiclassing, they end up being able to deal more bonus damage than a battlemaster at 20th, and they're still a fighter, so at 20th they still get 8 attacks in a single round twice a short rest.
@@Queenside_Rook they only get that if they go pure fighter to the quad attack, so that ruins most multiclassing unless its a minor dip
I just finished watching the original video! And I was going to write an entire book in the comment section. glad you remade it, lol
Beat you to it! ;-) #ThatsWhatHappensWhenYouFilmVideosTooFast
That's why we like ya, Cody!
To me, that's the mark of a quality content creater. Kudis, Taking20!
Briansgate what was the issue?
@Alan Brockhaus Well, 'someone' (looks at Cody) thought it was just fine to have 5 levels of rogue and gain 18d6 sneak attack damage every round..... >.> lol
I absolutely love this build! It fills the need I've had of building a ranged character as I always play a melee character! Thank you for an awesome video!
Any chance of having some fun with the new Circle of Spores Druid from the Ravnica book?
just fyi, for the arcane shots, you choose to use them on hit, not before. you will never waste the shots. They are like paladin smites. See if you hit, then choose to use it. "you decide to use this option when the arrow hits the creature, unless the option doesn't include an attack roll"
This build seems so shiny at first but then I realize its dependent on a 5th level spell(2 spell slots @10th) to increase its damage, and arcane archer shots that are are subpar that happen only 2xs per short rest. I might give it a try because what I find with Eldritch Ftr archers is the lack of spells... Seems archers have a crutch somewhere.
I know a very strong Archer if you want damage :
Start wood Elf
4 level of rogue (assassin + ASI --> Elven accuracy)
4 level of gloom stalker ranger --> Sharpshooter
12 level of whaterveryouwantfighter
Battlemaster for insane first turn or samurai to keep having avantage and keep critical each turn
Gameplay : With 20 in Dex and 18 in wisdom, you'll have +9 initiative and avantage on it.
Ranger also give advantage on each attack if you start first, so each of your 3 attack is a critical hit. Gloom Stalker ranger give an extra attack on the first turn, so first dmg should be like this : (oh you should hit with the 3 dice of elven accuracy)
8d8 (4 attack) + 4d6 (sneak attack) + 60 (sharpshooter and +5 dex)
Here come the lolz : YOU HAVE ACTION SURGE AND YOU CAN MARK THE MONSTER !
Total raw dice = 16d8 + 4d6 (sneak attack) + 8d6 (Hunter mark) + 120
--> average damage : 264 turn one
You can be samurai to do that every turn and every encounter with fighting spirit, but if you are battlemaster and want to break of the score =)
Lv12 battlemaster 5d8 for attack so 10d8 with critical
+ 10d8 dmg --> average = +80
You just dealt 340+ dmg in the first turn of the fight, you just killed TWO LICH before the fight start.
If you have purple worm poison (12d6 per arrow) it become totally absurd.
96d6 with 8 hit, average dmg 384...
384+340 = 724, it's MORE than even the average health of the TARRASAQUE
It's not even close to the bursting damage potential of UA twilight druid.
Hey Cody! Please make more character build videos or update these older ones with the newer content! I look forward to all your content. Keep it up! This build is one of my favorites.
You can substitute the fighter lvls for rune knight and get the 2d6 plus 1d6 with giants might if I remember correctly, and there’s other benefits, and it’s each turn as opposed to casting 2 times.
Excellent video. You nailed almost every point on one of my favourite builds and explained everything well.
Really like the build! I will also say I do just really enjoy your content, thank you!
That said, I personally would tweak this build ever so slightly though. Two things stand out:
1) I think that Half-Elf beats Variant human rather handily. Stats at the start are Str 8, Dex 16, Con 14, Int 10, Wis 12, Cha 16 with the standard array (I don't know that I would change it with point buy in any case). You lose Resilient (Con) in exchange for a flat +3 to Con (all other stats same), plus you get an extra skill *and* darkvision. I just don't see variant human in the same class at all.
2) I'd say Counterspell is probably the top tier choice for your other spell. I get that Haste is really good, but as an Archer you probably a) aren't casting a lot of spells other than Swift Quiver and heals and b) don't really use your reaction very often and c) are only commonly threatened by enemy archers and spells.
Gloom stalker ranger, arcane archer fighter, hex blade warlock. The ultimate archer build with invocations, the best cantrip in the game, magic arrows, and the lot of things gloom stalker gives you
Necromancer Wizard (6) Lore Bard (14) - raises tons of orc zombies and dancing skeletons. Call the class the Ouija Bard, the zombies the Orc-hestra, and the skeletons necrodancers
1 thing I think about now since this build is 2 years old. With Explorer's Guide to Wildmount out I would probably go for the echo knight dip instead of the Arcane Archer dip personally.
@taking20 am i missing something? Xanathars Guide was out at the time of this video. Gloomstalker ranger's Dread Ambusher combined with the Alert feat and Assassin's Assassinate grants a huge initiative bonus allowing for auto crit of MANY of the attacks in the first round of combat. Swift Quiver is already a ranger spell, and ranger 5 grants extra attack. You still get action surge and arcane archer w 4 levels of fighter, can still get sharpshooter and adequate ASIs. Not to mention Stalkers Flurry at Ranger 11 lets you turn a missed arrow into a hit. Why would Bard be more beneficial than Gloom Stalker?
I like where you are going but what would your level breakdowns be?
My ultimate Arcane Archer Build:
Human (Feat: Alert)
Ability score focus: Dexterity, Constitution, and Charisma (15s and 8s)
3 levels in Rogue for Assassinate and 2d6 Sneak Attack
3 levels in Warlock for Hex (19-20 crit and other stuff), Improved Pact Weapon (+1 enhancement bonus, can include Longbow form), and Eldritch Smite (just like a regular smite, only with a knockdown)
The rest in Sorceror for spell levels, Distant Spell (double spell range and give Touch spells a range), and Subtle Spell (discard Verbal and Somatic components).
Then decide whether you want Spell Sniper or Sharpshooter depending on what you want to blast somebody really hard from really far away with.
Any other ASIs should go into the relevant stat for whichever form of sniping you chose.
I know that not all tables would allow this, but I'm currently playing a Kenku Archer, and the plan is Revised Ranger(Deep Stalker) 8, Fighter(Battle Master) 4, Rogue(Assassin) 8.
I took sharpshooter at level 4 and am very effective at range(I'm currently Level 4).
Both build videos were great. I'd like to see a Way of the Shadow Monk. Having done a Way of the Open Hand Monk once, I haven't had a good opportunity to do a Ninja, and I feel like a bit of Rogue in there or maybe a bit of Barbarian could be epic.
The one problem I see with this, is that bards don't get bows, only hand xbows and light xbows, which have the loading property. So, you need to drop v-human and take half-elf to pick up the extra +2 char, and elf weapon training, or you need to MC fighter sooner rather than later, or else forgo your bonus attacks.
I thought this was going to be a guide on how to build an Arcane Archer, the fighter subclass. I'm disappointed.
Well, it's not untrue, cuz the build DOES take Arcane Archer... it's just not the exact focus.
thats the whole point. That the 5e "arcane archer" is so far off the mark, the mark of what arcane archer was and should be, that this build is infinitely better at "arcane archering" than that archetype
the thing about this build over the archetype is that you play the worst class in game (In my opinion) to lvl 10 then have to slog your way to the 13/14 to be any good... sorry but if i'm going to create an arcane archer- just doing Fighter/Ranger build is similar and stronger in the long run because you get your dmg faster and are = in usability not to mention you can take dmg WAY more effectively than relaying on saves and hiding in the back
@@nephleim3748 Have to agree with this, most campaigns I see go to level 15 and in the video he says "at level 14 is when this gets fun", so I get the fun bit with like 2 or 3 levels at most to use it? Even If you do one till level 20, it's still only 6 levels of fun.
I would have to play it to really criticize or praise it but "I want to build a magic archer", *take 10 levels of a mage* doesn't seem to work.
Personally, I would have went with 1 level in each first, to at least establish the class and take sharpshooter at the first feat, just so you go the entire campaign not having to worry about cover and basically having unlimited range. Then rogue for that cheeky sneak attack, then start with the 10 levels of bard for the magic
This makes sense to take Valor or Swords bard to get extra attack at 6 then sticking with bard so you can get Swift Quiver at 10. I was considering Lore bard bard to 6 and switching over to fighter but your right i would probably get behind the group. I was thinking of taking battle master fighter so I could get precision attack combined with sharpshooter and hand crossbow expert. I will continue to compare the fighter subclasses.
Start with fighter for two levels no matter what, you get the profs and the fighting style, and action surge.
I don't think it's worth the trade off of waiting to get Extra Attack at level 8 IMO
Taking20 1st level fighter frees up your 1st level vhuman feat as you'll have con save proficiency. I think having archery style and sharpshooter for 10 levels is worth delaying the other stuff 1 level.
Whorobi I agree with your assessment. The way it was explained in the video you will be a subpar archer for half of your game. If it’s going to be called an Arcane Archer and doesn’t come “online” until level 18 it’s a pretty shitty build outside of a level 18 one shot.
I did a similar build. I used a Drow and took 15 levels in fighter with arcane archer and 5 levels in rogue with arcane trickster
Heat Metal is insane as a low level spell. Lots of Big Bad Evil Guys like to wear metal armor, and it takes several minutes to take off the armor. So you are literally cooking them inside their armor. I run it on my Healing Bard build. Just because as a healing/support bard, eliminating the Big Bad early helps out the party the most.
Action Surge gives you both an action and a bonus action, so it is +4 attacks when your swift quivered.
Given that the big concentration spell only comes around at level 10, perhaps going for a creation Sharpshooter for the option to stack damage against big easy targets early, and the archery flavor early, and get the concentration boosting feat later (8th, so you still have it before 10th?).
Definitely could go that route.
For that last feat, why not pick Piercer, since arrows do piercing... it would let you reroll a damage dice and add damage die when critting.
I think focusing on Swift Quiver just does this a disservice. Haste, with your already extra attacks, will give you the same 2 extra shots, won't require you to use your main Action to attack (freeing it up if necessary), and it will free up your bonus action for Healing Words, inspirations, or other things. Plus, it's a 3rd level spell, instead of 5th, and comes with a few extra bonuses on top of it (extra movement, and a little extra AC). Honestly, I love Swift Quiver for bards, but if you're trying to go for an Archer, and not just a bard that uses archery, this serves you better. Plus, since it's just a 3rd level spell, you can free yourself up from needing to be a 10th level bard, and play around with other caster types (My mind goes to Arcane Archer dipping into either a Transmuter or War Wizard.)
"Ultimate Arcane Archer Build"
"So... you're a Bard."
Playing a Valor Bard archer, but taking it all the way to 20 or whenever the campaign is over. Taking Swift Quiver and Counterspell for shenanigans with 1st set of magical secrets, and Haste and Find Greater Steed at 14th. This way I can fly on my glorious Pegasus while raining down arrows, spells, or heals as needed and being safe from melee combatants. Should work nicely alongside the wizard and barbarian teammates.
Swift quiver is good, but personally I think having 3 attacks as standard is better than making two extra attacks as a bonus twice a day. I'd go for a Warforged skirmisher (great unarmoured AC, +2 dex, 35 ft movement) Arcane Archer 12, Lore Bard 8. This nets us three attacks per turn and some extra arcane shot options. I went for Lore Bard as it gets us magical secrets at sixth level, which can be flame arrows and lightning arrow, which scream Arcane Archer. I'd start with Fighter to get con save proficiency and probably go to fifth or sixth before switching to bard until sixth level, at which point I'd take fighter the rest of the way with the other two bard levels at nineteenth and twentieth. Other than that, I'd probably stay pretty similar to what you did, ending up less focused on stealth and with a more directly offensive spell list.
that makes sense if your party is weak on the melee and tank side. but if you can start on the ranged magic support. why not try bard first. there are some great arguments to that as well.
My game doesn’t allow multiclassing but I’ve found 100% arcane archer is still pretty good fun with all the feats I can grab too.
Just classes from the PHB -
Ranger (Hunter w/ Horde Breaker) 3, Rogue (Assassin) 5, Fighter (Battle Master) 12
Feats: XBow Xpert, Sharpshooter
A major crux of this build is the Assassin's auto-crit feature on Surprise Rounds. Use that!
3 shots per action, and with Horde Breaker and auto-crits, they double. Action Surge doubles it again, to 6/12.
Average auto-crit damage with a Heavy Crossbow and Sharpshooter is 2d10+15 = 26.
You also get 5d10s in Superiority dice, which also double on Crits.
Additionally, 3d6 Sneak Attack, also doubling on Crits
Hunter's Mark as a bonus action, so as long as you initiate each shot into the group from the same enemy, that's effectively another 12d6.
So, Lich surrounded by slobbering Zombies shamble into the room. You target every shot at the Lich for:
2d10+15 = 26... x6 shots
+18d6
+10d10
Avg. 274 damage
PLUS you get an average of 156 "splash damage" on the people standing around him, from the Horde Breaker shots.
Superiority Dice count for 55 damage, and Mark is another 42, so even if you're on purely repeatable damage, you have 177dam going down range on that opening volley, plus the 156 "splash".
I've also got a Half-Orc Rogue/Paladin/Sorcerer/Fighter theory-build that can, on average, one-turn anything smaller than the Tarrasque (and actually kill the tarrasque with slightly above-average rolls)
You may want to consider finding a way to get find familiar so that you can get advantage on targets your melee characters in the party aren’t attacking then you could really take advantage of that sneak attack
One idea I have is to throw in a few levels of warlock hex blade patron. With a warlock you can add your charisma mod to your attack and damage plus you can put hex blade curse on the enemy to deal bonus damage equal to your proficiency. Go with improved blade invocation so you can use ranged weapons and a free invocation of your choice.
This way you can keep dex at 13-14 and just max cha so you will fulfill the role of a bard and a ranger.
Havent done the arcane archer. But i love the hunter ranger. With sharpshooter my to hit is 1d20+8 and my damage woth collossus slayer and hunters mark is 1d10+1d8+1d6+16
I'm only a couple minutes in so I don't know if you manage to get around it, but without Warcaster you can't perform the somatic portion of any spell while holding anything other than a hand crossbow (since all other ranged weapons have the two handed property). Resilient might give you better rolls overall by improving a stat and gaining proficiency in saves involving that stat, but Warcaster is what lets you cast spells when you're hands are full of gear
I’m currently playing a samurai fighter with elven accuracy and sharpshooter. I popped an action surge last session and got 80 points of damage off at level 7.
Just made an arcane archer myself and went a totally different route. Firstly 1 level of sorcerer Wild Mage is OP. You get 4 cantrips that are essential to my build. Plus tides of Chaos and Wild Magic Surge are super fun.
True strike, the most useless cantrip in the game is suddenly invaluable combined with Sharpshooter and elven accuracy. Basically I forgo my action one round and next round I have advantage on an attack plus I reroll the lower roll. Meaning that I can Arcane shot and -5 to hit +10 to damage with triple advantage.
Mold Earth means that if I have time to prepare I can often create half or 3/4 cover and create difficult terrain towards myself.
Shocking Grasp means that if they have metal armor I can get almost guaranteed lightning damage and a disengage from a single target free as thy cant get an attack of opportunity if I hit.
Lastly Mending means that most recovered arrows can be repaired until level 8 with Conjure arrows. Still, mending is useful otherwise/
the 2 first level spells are a bonus Jump and Fog Cloud to allow you to escape or find high ground. We then take seeking arrow, grasping arrow, piercing arrow, or bursting arrow. Int is a dump stat and a waste of time trying to up DCs on arrows we only get a few of per day. Instead get seeking arrow for a guaranteed hit on an invisible or full cover creature, bursting and piercing for AOE damage and grasping arrow for the chance to force a creature boss to waste an action on a strength check or take damage moving.
take 13 Cha and 16 DEX using Int as a dump stat. I went half-elf to ensure I got elven accuracy plus the Haunted One. Giving me 7 skills and 4 languages. Making a perfect scout. Sure throw in some rogue if you want for Cunning action, tactician, and sneak attack, plus thieves tools and a bonus skill. But trust me, Int is a waste of stats unless you want to go 1 level Wizard and grab a CC spell like Thunderwave or Grease minus Mending cantrip. But no Tides of chaos or Random fun Wild surge table? Are you even having fun?!
3 levels Gloomstalker Ranger, 6 levels Shadow Monk, 11 levels Assassin Rogue. Race: Drow; Feats: Sharp Shooter, Elven Accuracy, and either Skulker or Alert; Spells: Alarm, Hunter's Mark, Longstrider; Shadow Arts: Darkness, Darkvision, PASS WITHOUT TRACE (with gloomstalkers ability to be invisible in shadows, egh!), or silence.
AC 19, Initiative +14, +13 to hit, 26 passive perception (with expertise in perception & stealth (+17)), 45 movement (with rogues ability Cunning Action, she can reach 135; unless it's the first turn in battle, which goes to a total of 165 because of Dread Ambusher).
I’m currently using a Bugbear Fighter (Champion) 5. While I don’t get to cast spells, I can mix it up in melee (Str 16, natural reach plus Glaive) or use my Longbow and I Critical on a 19-20. I will have 20 Dex at 6th, Sharpshooter at 8th and if we get that far, Great Weapon Master at 10th.
It’s simple but effective. That said, casting spells and being able to hit twice is, by optimization standards, a superior build. The other 10 levels is icing on the cake.
I feel inspired by your bardic archer. My version would probably start at fighter 1 for con saves and Sharpshooter + Archery from the beginning, then go 19 levels of bard/ College of Swords. You get more out of Swords than Valor, and taking 19 levels let's you get all the high end magic including that final dip into Magical Secrets. I like this idea a lot and look forward to trying it out. Thanks!
Was about to dump the video for its D&D Beyond support, when I noticed it was 4 years old :)
A straight fighter will do the same amount of attacks per round but they also have a free bonus action, more health and better defenses from indomitable. The only damage that this build has that the fighter doesn't is the 2d6 sneak attack, which is minuscule.
there is a lot more this build can do besides the raw damage output of a pure fighter 😉
If you start off as a Fighter, you'd have Con saving prof already - might be arguably better than Resilient Con, means you can take War Caster to double down or Sharpshooter right off the bat
Very interesting. I just created a character loosely based on this, but went for a more trixter like eldarin elf instead with a diffrent bard college and somwhat diffrent spells (for flavor).
So, this is my first time commenting on your channel. I have a slight, but hugely impactful tweak, but I need to gush first. Lol
I've been watching you since I started playing about a year and a half ago and you've been enormously influential in my learning process for playing and one day DMing. Fanboying over now, onto the tweak.
I'm not sure where to fit it in, but all you need is a class that will allow access to swift quiver, 20 cha, hex/hunters mark, and 3 levels of bladelock with the thirsting blade invoc. This way, by the time you can get swift quiver, your damage should be over 300 a turn if assassin is proccing, provided you can use hexblades curse and hex/hunters mark before you initiate combat. Which you should to get assassin. Here is how the damage looks. 5(cha mod)+4(prof mod hexblade)+10(sharpshooter)+4(bow)+3(hex/HM)+2(bracers)+3(bow)x2(crit)x6. This is excluding arcane archers because that's were I figured it could vary. But the total comes out to 360± depending on your rolls. If you can maintain that and keep Arcane Archer its about 400±.
But, that's my contribution. Warlock often gets overlooked because it's sorely in need of some reworking in terms of being a caster class, but hexblade has many useful applications.
You don't have to declare when you fire the arrow, you declare when the arrow hits a creature, per DnD Beyond: You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll.
I somehow missed that this was an Arcane Archer ultimate build, thought it was just an Ultimate Archer build haha.
If you don't want to use the Arcane Archer, I 110% recommend a Battlemaster for Manuveurs. The ability to, after making a shot, give yourself a +1d8 to hit increases your consistency so so much, and synergizes perfectly with Sharpshooter.
I love that the best ranger is a bard.
Good idea, my real beef with the build is the time it takes to come to fruition. It takes about 10 levels until you get to the decent archery part and even higher until it's core is complete. It's good but takes a long time, which considering most campaigns end shortly after lvl 10 is a big bummer for me.
I would much prefer a more ready build. Like start as a Fighter up to level 6, going down the Battle Master path. Battle Master is front loaded giving you a lot of options right on the start, and level 6 bumps your DEX to 20 earlier or lets you get Sharpshooter. If you are human get both! Also early Fighting Style.
From then on I'd say MC into War Cleric. War Clerics get great support spells, to keep enemies at bay, support yourself and allies and also a great feature allowing you attack as a Bonus Action Wisdom times per day. Also later gives you Guided Strike which is a huge boost to your accuracy with Sharpshooter.
This, while having less attacks has much more damage due to it's higher accuracy. With sharpshooter the problem is the -5 to hit. However this build can use Precision Strike from battle master 4 times per short rest adding a d8 to an attack roll, easy access to the Bless spell adding a d4 to all attacks, Guided Strike to add a massive +10 essentially ensuring the hit with +10 damage. The Bonus Action attack + Action Surge with all benefits to hit makes you really able to land those Sharpshooter shots on even high AC enemies like dragons.
Later you can get 5 levels in Rogue, getting sneak attack, assassination and uncanny dodge, or keep going cleric to get some massive spell support, but the core build is complete by level 8 with a couple of Cleric levels and a top tier archer all the way until there, although I'd suggest at least 6 levels for double Guided Strikes.
Step 1: Maximize "Extra attack" features (probably around 3 attacks/round)
Step 2: Get access to 'haste' spell, however you can
Step 3: Action surges, boi.
Result: If the character has extra attack twice, and can thusly attack 3 times each time they take the attack action, then:
-For every round you have haste active, you're pumping out 6 attacks. Add in the 'two extra arrows' thing if you have room, and boom.
-Each time you action surge, that gives you essentially another round to act in. This means that using the attack action again will in fact trigger your extra attacks, so that's now 12-14 attacks in one round.
Beautiful
ShadowKingc5 haste specifics it only allowes you to make one weapon attack.
I went more fighter heavy as an Eladrin (DMG) on my build and took Bladesinger to have synergy with my arcane arrows. Arcane Archer 11 / Bladesinger 9 with Magic initiate (for faerie fire), Elven Accuracy, Sharpshooter and Warcaster. I can be deadly in melee while singing with 2 rapiers or as an archer. The extra attack as an always on I felt was better than concentration on swift Quiver because I can just use Haste to get the same total attack output while getting other benefits of Haste or concentration on other spells like Hold Person/Monster, Dominate Person, Melf's Minute Meteors, Fire Arrows, or Greater Invis. No sneak attack but I'm doing more than "enough" damage with a ton of versatility since I'm not just focusing on swift quiver. Its a fun and thematic class, its not MAD since its just Dex./Int. with con as a bonus.
Battlemaster Fighter to 6 rogue to 3 take assassin then take ranger to level 3 take gloomstalker then take fighter rest of the way
Pick variant human pick sharpshooter then at next feat take crossbow expert and run 2 hand crossbows
By level 9 if you go first and land all attacks with sharpshooter you average around 120 damage on opening round of combat
I would consider taking hail of thorns when gaining magical secrets. Casting it at higher levels stack the damage output and deal damage to creature 5 feet from the target.
Nice AA build. :) I've made a few different ones also using bard as the core class and had great results. Bard 17 (college of swords)*1 + Ranger 3 (Burghal Explorer)*2 // Bard 15 warlock 5 (Eldritch smite)*3 // Bard 17 rogue 3*4. *1: Impressive how college of swords features does not require exclusively melee weapons but actually just weapon attacks. *2 Pretty damn cool to apply even more effects on your arrows but class is not legal in AL(Xanathar's Lost Notes). *3 Eldritch smite can be applied on any weapon attack... It could be paladin 2 with a permissive DM that allows you to ranged smite with paladin, but as warlock it is legal. :) *4: actually these 3 last levels could be wizard 2(elven-bladesinger) for even higher AC :) +1 Fighter to get archery. :)
Ah... Ofc that getting those archery spells from ranger class is mandatory :)
Very Adremble from you to rework all what you did. That is dedication right there.
but here is my build
17 Warlock Fiend/Pact of the blade: API: 4 Dex 8 Dex 12
Sharpshooter 16 Char, Invocations: Eldritch Smite,Improved
pact weapon, Devils Sight, Thirsting Blade, LifeDrinker, 1
extra Treat your self... I sudgest if UA allowed to take the
one that give another Char fire damage per attack.
3 Fighter Battle master:Archery Fighting Style Disarming
attacks, Menceing Attacks
Tactic. Long Bow +3 Arrows+3 Bracers of archery
1 bonus action Hex Using mystic Arcanum. "Well technically
you cant because it has to be the 6`th level spell you chose
but see if the DM allows it"
2 Take the Attack action and Eldritch Smite with sharp
shooter and Maneuvers
1d8 (bow) + 1d6 (hex) + 6d8 (Smite) + 1d8 (Disarm shield) +
5 (Dex) + 10 (sharpshooter) + 4 (LifeDrinker) + 2 (Bracers)
+ 3 (Weapon) + 3 (Arrow) = Total 1d6+8d8+27 Avg = 66.5 Lets
say 66.6 For the Fiend :3
Second Attack From Thirsting Blade
Same Damage Total 1d6+8d8+27 Avg = 66.5 Lets say 66.6 For
the Fiend :3
Action Surge
Again 66.6
Again 66.6 But this time we will use a lovely trick or level
14 fiend called Hurl Through Hell to deal additional 10d10
for an avg of 55 damage "not that 55 looks like 66 :D"
SO total damage now in a single round no Buffs before hands
= 66.5 * 4 + 55 = 321 Damage .... + 16 Fire damage if we use
UA invocation. and max damage is 504
So yeah .... that is the NUKE of ALL NUKES !!!!
if you have other kinders friends they will cast Enlarge and
Haste on you too :D
If you want to be more redicualas 14 Warlock 2 Paladin Great
weapon 4 fighter and Stack a smite on top a smite XD
If you were to use College of Whispers instead, you could drop one attack and add 5d6 psychic damage at lvl 10 to one of the arrows. Not sure if that would be better, personally I like psychic because not many monsters are resistant to it as they are just raw damage
You would be stuck with a short bow, but I'm not sure if the damage would be affected too much since you're going for more of an "arcane" aspect
Half-Elf
Rakdos Cultist Background
12th Level Hexblade Warlock
4th Level Battle Master Fighter
4th Level Swashbuckler Rogue
Crossbow Expert Feat
Sharpshooter Feat
Elven Accuracy +1 Charisma Feat
Pact of the Blade
Improved Pact Weapon Invocation
Eldritch Smite Invocation
Thirsting Blade Invocation
Lifedrinker Invocation
At 5th Level you can make 4 Attacks per round using a Hand Crossbow and pre casting Haste on yourself.
What about using Brute as your fighter archetype? Get an extra D4 with every hit and you get in lots of hits.
Just letting you know, the arcane shots from AA are applied after you've hit the target.
You dont have to announce using the arcane shot before rolling. Rules say you decide whether to use arcane shot or not AFTER you roll the dice (bar some exceptions).
I really like this, especially starting valor bard. IMO the main flaw of this build is that includes the arcane archer subclass. An infinitely better option would be Battlemaster so you can throw Precision Strike onto your sharpshooter shots, almost completely negating the penalty to hit and adding some bonus damage. Heck, Warlock would be better, because you would get the incredible Armor of Agathys spell for survivability and Eldritch Smite twice per short rest which outdamages the arcane archer shots and INSTANTLY grounds dragons and the like with no saving throw, and you can't waste it! Maybe you even take Hexblade so you can Hexblades Curse a big bad guy and get that 19-20 crit range
The problem with warlock is no fighting style
"You Decide to USE the Option WHEN the arrow HITS a Creature,...." So my good GM you can use this arcane shot feature on ONLY HITS not risking it on misses, which makes sense cause it would be a stupid ability otherwise. (rather go more rogue or other solid forums of straight damage.)
I do not like Bards, Sam I am. But this is indeed a legit build
The description of Arcane Shot specifically says, "You decide to use the option when the arrow hits a creature, unless the option doesn't involve an attack roll." Unless that is worded horribly wrong, what you said about being able to miss an attack with this ability applied(using up 1 of your 2 total for the day) is incorrect. In fact, your verbal statement in the video is exactly opposite of what this says in the text. I have always called my Arcane Shot at the time of hit before. Is this a rule that you enforce in your games? I think a good many would like to know your response to this inconsistency with the information you have shown us. Thank you in advance for replying to this question.
I really like this build overall. Makes me want to reroll my Arcane Archer Fighter now.
P.S. Thanks for all the great videos. I have learned a lot and look forward to more.
With such a high amount of attacks i need to go halfling. Others may disagree, but as gifted as i am with the dice i have to gett that halfling luck. I'd also take the last asi for that meele archery talent. That whay i'd be even harder to mobb down.
You wont be able to shoot 6 arrows because both the action surge and swift quiver expend your bonus action. So basically all action surge does is gives you 2 more shots w/o expending a spell slot.
Action surge does not use a bonus action to activate.
Taking20 oh well shoot I always read it wrong. The key word is "on top of". Ive been DMing a fighter archer in one of my games and have been telling him wrong. Thanks for bringing that to my attention!!
Wait, those 3 variant human abilities are ALL on 1 character? I always thought those 3 were each 1 choice, with 2 objectively bad choices if you wanted a not as good character.
Tbh I would swap resilient with sharpshooter. Ya your con is lower until lvl 14 but you don't have anything super important to concentrate on until lvl 10. Plus you are in the back. That extra damage while leveling would be better imo
I have one small issue, the arcane archers' abilities only work on magical arrows so you would need a large pool of magic ammo, and swift quiver only produces non-magic arrows, I like the build but small issue I saw
I'd like to shout out Hex and Bestow Curse as viable options for spell selection for nuking a single target (the former requiring magical secrets). You can stack them if you use a 5th lvl or higher slot for bestow curse.
An extra 1d6 necrotic and 1d8 necrotic is no joke.
An argument could be made for not using hex since it's concentration and swift quiver and haste exist. Bestow Curse, however, is too versatile to ignore imo.
Otherwise, this is VERY similar to a build I ran not long ago. Valor bard 11, Rogue 1, then more bard for spellcasting focusing and because levels started coming more slowly. Lol
One little thing action surge does. not let attack more than once.Only extra attack lets you attack again...You can only make an movement base action....
That is completely utterly wrong
Than learn dummy.
I feel like you could service this as a Half-Elf quite famously. Kinda thematic being an archer bard and partially an elf, and the bard/fighter is the kind of mix and match the human side is big on. Plus, you'll get some good ability increases in all the right places, as well an extra skill. And you'll have darkvision, magical sleep immunity, resistance to charm, and speaking elvish for free. And you only really lose Con save proficiency. Which isnt awful, really.