Our dm had a moderately punishing system (more than raw) for shooting your friends, but my guy had a really bonus. I had advantage, and the monster had low ac. Only a nat 1 would hit him. Lo and behold a double natural 1. A good bard died that day
As a dm. I just gave out a Treant bow companion to the archer. Basically, a +1 bow thats a sentient Treant in a bonsai pot that grows its own arrows and 2 large apples a day. Bow gains power based on player leveling up, basically every 4 levels player gains bow gains in power.
@@7Celestron I actually made this up 20yrs ago and never used it. Then after 4th addition came out i stopped playing. Started playing 5th 2 months ago and came across notebook and trusty pen with all my ideas. I just had to use the Treat bonsai bow.
The enemy archer reaches for another arrow, and halfway through she realises her quiver is empty, seeing this you loose 3 arrows at her. In a flash she catches one,two, three in one smooth action. Get fucked nerrdddd
Kobold Kensei Komander monk with blowgun and whip and sharpshooter is my next character. Pack tactics for advantage. At level 6 I will shoot 2 magic Kensei needles doing d6+d4+13 each. Plus Ki points for monk goodness.
And even if they do get close to you, you have martial arts and stunning strike to fall back on (as well as a good melee weapon, since Kensei allows multiple weapon proficiencies anyways) Hell you can snipe and kite as standard, but every now and then rush in and do a combo to try to stun an opponent, then step of the wind and rush back out of range. It’s actually really good.
Hah I was actually looking to see if anyone mentioned Kensai yet. As long as you know the campaign isn't going super high level, I imagine their damage will be pretty competitive and you'll have monk bullshit to boot!
the ranger is litteraly Aragorn. a Warrior who live in the nature and know how to fight specifique creature, how use the terrain to win and how survive in the wild. So you can forget the bow and go for a battle-axe/shield
"some people who want to play an archer think they're steered towards ranger or rogue" Me making my first character: I want to be an archer but I want them to be a fighter because my backstory is as a rank-and-file soldier not some spec ops wilderness dude. Everyone in the party during gameplay: tHe RaNgEr
This video helped me land on doing a Tabaxi Gloomstalker Ranger(3 lvl) multiclassed into Scout Rouge (14 lvl) while also taking the Alert, Sharpshooter, and Skulker Feats
Same. Issues I have with that class. 1- I don’t know how it was in last editions but I feel like it should’ve been a ranger subclass. 2- you can’t use crossbows. 3- not enough arcane abilities.
it really needed more uses rather than just a subclass that only get t use thier features only twice in a fight and then deflate like a balloon for the rest of the day without a short rest.
and also I would make the arcane archer work with any weapon tbh . the fighter was always about being the most versatile front liner so yeah making the arcane shots work with range is totally doable
... wait, there is something important to clarify here. Was the elven feat once a turn, or you can duplicate all your attacks after using the Kiai? (At least you will do it twice, with the feat and the samurai trait, in higher levels. But if it can be used with the action surge its waaay more powerful.) I love the Samurai Archer too, but didnt think about using a elf untill now.
Goading Attack for Battlemaster archers is amazing. Position yourself well and your enemy will have disadvantage on attacks targeting creatures other than you. And you're pretty far away. I myself have used this to great effect with my Lizardfolk fighter, and it saved the asses of my party time and time again.
Menacing attack is even more powerful in my mind as the saving throw is the same as Goading attack, but the target can't get closer to you and has disadvantage on ALL attacks AND saving throws as long as you are within sight. Which means, the target is basically pined in place or has to move away from you and even though he has ranged attacks, you are as well subject to the disadvantage the ennemy has and not just your allies.
@@simonelgbeili4630 And then you come upon creatures that are immune to fear, in which case, you have a really good back up. My lizardfolk fighter has both, but I did take goading first. I will only use goading strike to target creatures that are in melee with my allies. I won't use it on a ranged creature, I have sharpshooter + precision strike for that.
In terms of Fighter Archetypes, I found that the Samurai's Fighting Spirit helps a lot, especially combined with Sharpshooter. At lvl 5 I was able to do 4 Sharpshooter attacks all with advantage, which easily took a large chunk out of the boss. The temp HP also helped with the fireball it threw at me right as it was its turn.
Considering repeating shot and that they're good with crossbows, I'd say WotC intends for artificers to be a strong contender for archer builds going forward. So they definitely should get more consideration! 👍
15:04 something worth noting about longbow proficiency is that high elves and wood elves get it automatically. I built a wood elf rogue (scout) for a one shot I played in recently, and the longbow proficiency, extra movement speed, +2 to Dex, and Mask of the Wild ability (allows you to hide when lightly obscured by natural phenomena) all came in handy.
I’ve seen a lot of mentions of the kensai, but where’s the warlock? The improved pact weapons can let you just summon a bow out of nowhere, and get some awesome effects from other invocations. Plus, you know, warlock spells
ConfusedTurtle You can also pick up invocations for extra attacks. Extra base damage to attacks, and get access to the only smite in the game that doesn’t require a melee attack.
Hexblade Archer Lock with Devil's Sight + Darkness is one of the highest damage builds in the system. Very much cheese but a SAD build that does so much damage is just nuts.
Im currently playing a Hexbow warlock. He's a half elf variant and my drow magic pairs nicely with the Elven accuracy feat. Just waiting to get eldrich smite invocation for some really heavy hitting.
We recently started a high level campaign beginning at 10th level . I chose a Wood Elf with 5 levels of Gloom Stalker Ranger and 5 levels of Assassin Rogue . After the first round of the first combat the Half Orc Barbarian said " how the hell did you do that much damage in one round " . I smiled .After playing this character for 3 months I have to say this is one of the best characters I have ever had . I plan to go to 11 levels of assassin and finish with 3 levels of fighter ( battle master ).
You missed the Hexblade with Improved Pact Weapon and the Kensai Monk, taking a bow as his Kinsai weapon. Both are awesome Archers and add a lot of dimension and playability to the Archer. Hexblade = Archer who cannot be disarmed and can Hex their opponent. Monk = dex based archer who can add extra damage to the hits and is hard to hit with ranged attacks.
Best Hexbalde would be starting Fighter for the proficiencies and Archery, then multiclassing immediately into Hexblade. Really weird this great combo wasn't mentioned. (Just Hexblade alone from the start is good too, though the single level in Fighter is always worth it at any point for Archery ).
I was kind of hoping you would include threat assessment section. one of the jobs of an archer is to remove the biggest threat before anyone could actually hit them but I've come across players that just don't know how to do that.
I think they were focusing more on the classic archetype of a archer, which *specifically* uses bows and arrows, with even crossbows straying away from that. That being said, I totally see your point, and plan on playing an OP gunsmith artificer with my eldritch cannon machine gun
@@Halinspark That's true. Again though, the Archer Archtype lends itself to a certain image, which includes a quiver and plain arrows, with no magic. So I think that's why they didn't mention it
I am playing an artificer gnome and currently using Repeating Shot with a crossbow while hovering above with winged shoes (I am not tanky at all and am spending most of our current battle popping in and out of my rope trick hidey hole trying to help heal/protect our other party members in combat).
@@sunstar8782 That's mostly true, but there are exceptions like the Quincy in BLEACH that use magic bows and arrows that Repeating Shot is perfect at capturing.
I had a lot of fun with my arcane archer build. Start High Elf with 2 levels of Rogue to get all the proficiencies from it (including thieves tools and stealth) as well as sneak attack, then take at least 5 levels of fighter to get the Archery fighting style, Arcane Archer archetype, Second Wind, and Extra Attack, along with the Elven Accuracy feat (sharpshooter comes later). Take the third level in Rogue to get Master of Tactics (allows you to use Help as a bonus action to grant your allies advantage on top of your massive damage output). Then just max out Fighter levels. This build grants out of combat utility as a scout and fills the Rogue’s more typical roles combined with huge damage output thanks to extra attacks and sneak attack and has a lot of in combat utility by granting advantage to allies as well as having the versatility of the arcane shots, doing things such as blinding the target, banishing them for a turn, or seeking out an enemy who ran away and hid. Overall very fun would highly recommend.
One of my best characters start 1 level of Fighter and (later take 2nd level) and then hexblade warlock invocation to use longbow. So fun being able to use CHA to shoot your bow plus at level 5 i had a plus 10 to hit. (4cha+3prof+2fighting style+1 invocation) Plus it is Magic!
Ranger (like the Bard) is very campaign dependant. I would talk to your DM beforehand, to make sure, that you spend some time in the wilderness. Otherwise you will often feel a bit useless. I would also ask him, to nerf goodberry, so that it consumes its component. Otherwise survival will not be a challenge, but basically a loading screen that teleports you from a to b.
Also, go Gloomstalker :) They are suuuuper awesome. If you want, you can also combine them with the assassin rogue. They are one of the best multiclass combinations in the game. Their features seem tailormade for each other :)
@@aldoushuxley5953 I'm not overly concerned with combat effectiveness, but it is good advice if you want to output a lot of damage at the start of a fight ;)
@@Deniecu yeah, that, and the other features work together well too. You get a lot of skills, so you are always usefull, even outside of combat, are good in combat, get even better sneaking stuff with invisibility in darkness, and get all the false identity fluff from the assassin. Seriously, Assassin 1/ Gloomstalker 5/ Assassin x is by far the most fun character I have ever played. Both thematically, and mechanically
at least for me, i prefer to start with "sharpshooter" feat, and then i wait to decide later in the campaign about what next feat (if any) will work better - 1) skulker, 2) magic initiate, 3) alert, 3) crossbow expert, or 4) straight increase of ability score, usually Dexterity -- depends on the campaign setting and the abilities of the other characters
One of my favorite classes to play as an archer is Paladin, not because it necessarily excels at it, but because it opens some options up that normally go ignored. I particularly look at the Oath of the Ancients, who have the Ensnaring Strike Spell that Rangers have. Standing near more vulnerable allies is also good for an ancients Paladin thanks to that aura against magical damage. Besides, not enough paladins cast their spells. This design saves its spell slots for when their spells are most effective and plays a more supportive role
9:15 - The Hunter ranger has _always_ been a top-tier class. Reynard from High Rollers and Task from The Unexpectables have regularly dished out truly disgusting amounts of damage. In my experience, it's primarily just the Min-Maxers who argue that Rangers are somehow "weak". I once played an "Arcane Archer" by multiclassing Blade Pact Warlock and Battlemaster Fighter. My longbow was also my Arcane Focus from the Improved Pact Weapon invocation, and I fluffed my spells as being magically summoned arrows that I shot from it. I reserved my actual arrows for my Battlemaster maneuvers, and my Eldritch Blast ("Eldritch Arrows") and spells for damage.
The perception of the "weak ranger" doesn't come from min-maxers, but from millions of players finding out that two core features of the class, Favored Enemy and Natural Explorer, are going to be useless 95% of the time. And when they do give a bonus, it is often small or not needed.
@@isaiahboyce3658 Because too many people have no idea what to do with a feature that doesn't have something to with inflicting or avoiding damage in a combat encounter.
I for fun built a Gloom stalker 11 Assassin 9 Tabaxi and play tested it and was absolutely amazed at how devastating it was round 1 but it's also super versatile at making most of terrain and can literally pull a retreat attack action against melee only enemies that let's it kill just about anything that can't catch up
My fiance and I are in a game that started with the Curse of Strahd and has since moved on to other realms. She's a lvl 9 Rogue and just hit lvl 3 GS Ranger. Now she hunts the Undead in their own home ground and they're terrified of her!
Unless your DM is playing the class features wrong, or being super generous, Assassin is just downright terrible. Because until 17th level, you only effectively have one subclass feature that does anything, and that only works once in a blue moon, to actually get those auto crits happen you need to a) the enemies to be surprised (which is not just they haven't noticed you, but have not noticed any of your party and are generally off-guard) which does not happen often, as 90% of the time it is the player characters that get ambushed. And second, even if you do manage to surprise them, you also need to beat their initiative or you still don't get that ability to work.
I think there is an argument for a Samurai/Rogue is a good combination. For sneak attack you need sneak attack, which as a Samurai you can just say "Boop I have it" three times a long rest. Also think Monster Slayer is a good option for Rangers.
Perfect archer: 1 Assassin/ 5 Gloomstalker/ x Assassin Feats: Alert, Sharpshooter, (crossbow expert) most important stats: dex, wis Now, if you take Nature and Herbalism kit proficiency, also make your own weapon, to become even more powerful
btw: I know people hate rogues, but in combination with gloomstalker, you will basically have perma - advantage. Also gives you an easy way to surprise opponents, especially if the rest of the party is at least somewhat stealthy or you assassinate weak targets when exploring the dungeon
@@M0ebius Idk, you get pass without trace with this. So even if not everybody in your party is stealthy, you can still sometimes surprise people. This is mostly a scout. So you can sneak around, and assassinate unsuspecting guards before they can pose a threat etc.
Jonathan Böcker If you REALLY want to optimize this build for nova, Fighter 2 gets you Action Surge to trigger Dread Ambushed twice. Then take Battlemaster for double crit maneuvers dmg and Precision Attack.
I play a hunter ranger and battle master fighter multiclass archer, and the synergy of the two is really potent. The fact that most of the bm manuvers and the hunter's colossus slayer do not even cost a bonus action means I can use those abilities AND a bonus action buff spell in one turn, dealing crazy damage. There's also a lot of versatility in being able to choose from the manuvers and ranger spells.
You forgot warlock! With improved pact weapon you can have a magical bow with a +1 on rolls/damage. With Eldritch smite you can knock down that dragon up to 600feet away. Add darkness and devils sight to see in complete darkness you’ll get your advantage even more so staying hidden in your own casted darkness.
Use a swords bard over valor. Get extra attack at level 6 and the flourishes can be used on range attacks like battle master maneuvers and at level 5 bardic inspiration reset on a short rest. Can also take a 1-3 lvl dip into fighter for fighting style, action surge, and maneuvers. Don’t forget a bard can also pick up the spell catnap for a 15 Minute short rest. Option once a day.
He's actively listening for his cues and at the same time he's subliminally getting the audience to listen by appearing like he genuinely finds what he's saying is interesting. He's also making it seem like an actual conversation than just an info dump.
I've been going with a Brute Fighter lately to try it out. It's a fun UA subclass, especially if you just want a simple character whose whole idea is "I just shoot them." That extra damage on every single attack is going to add up very quickly.
The artificer creates a really interesting question on this subject, which is "what do you consider to be the distinction between an archer and a ranged magic user?" With the artificer having an infusion to remove the amunition requirement for their ranged weapons (forgive me, I don't actually remember off hand what the infusion is called), does the ranged artificer feel more like a mage using a cantrip, or does the need for a ranged weapon, even without the ammunition, make it more like an archer? If the latter, then how does an arcane focus feel on this subject? Or is the difference between a spellcaster and an archer more of an aesthetic roleplay difference? Would you consider a Warlock who focuses on arcane blasts, but roleplays their arcane blasts as a bow and arrow to be a suitable archer build? Is the difference between an archer and a mage mechanical, roleplay, or a combination? For the record, I am not trying to say that any of the above is explicitly correct or incorrect, I'm just curious where people draw the line.
It's all ranged damage at its base, I think physical weapons have more feats for improvement, while cantrips improve mostly by level and class boosts(distant spell, eldritch invocations, cleric lvl 8 bonus, etc.) Spell sniper is the only feat I can currently think of. It basically comes down to what kind of character you want to play and how you color the mechanics... I made an artificer who shot both real bullets and spells through his weapon to make it seem like some sort of like a wild invention. Fire bolt shooting from the muzzle of a pistol that just shot bullets was a concept I had been wanting to play with this class.
Personally I would have zero problems with a player reflavoring Eldritch Blast as a bow and arrow, and I’d consider it an archer. I’d imagine a lot of tables that don’t keep track of arrows.
I absolutely adore playing as a Battlemaster Archer and using "Pushing Attack" to shoot enemys down of walls, cliffs and back in nasty fields. But i struggle with describing why some of my shoots have a knock back of 15f and some don't.
Just say that you use different arrows. Like a pushing arrow has a larger point of contact, and a normal arrow is just super sharp so it passes straight through.
I'm playing an arcane archer and I can confirm that it isn't as good as it sounds. Getting more uses or the arcane shot or more damage increases other than super high level would really help it. we are level 11 right now and still only being able to add 2d6 just isn't powerful enough. It does less damage than cantrips at this point. Also, I think I should be able to charge my shots with elemental damage even if it takes one of my arcane shots.
I hate how underwhelming arcane archers are. Eldritch knights often do arcane archery better which just shouldn't be the case. Their War Magic class feature can be used in addition to the magic weapon spell and called shot. With war magic you could do things like light up your target with dancing lights, chill touch it to make escaping your range harder, true strike for advantage on your called shot with magic weapon on etc.
Also, you can only do Arcane Shots 2 times per short rest, which means that you have to be super strategic about your uses or have your party take a full short rest after every encounter.
I once played a better "Arcane Archer" by multiclassing Blade Pact Warlock and Battlemaster Fighter. I fluffed my Warlock spells as magical energy arrows that I fired from my bow, which was also my arcane focus because of the Improved Pact Weapon invocation.
@@arcticbanana66 that was exactly what I thought. If I finally try a mute warlock with great old one patron, so that I speak to people telepathically all the time and do creepy stuff, such an arcane archer is next in the line :D
you don't have to apply the spell to your arrow until after you see your roll but before the GM declares if it hits or not. the level 7 ability allows you to make all your arrows magical to ignore the non magical resistances. Arcane archer is about the utility not the raw power (if you have sharpshooter then work with it). I agree the lack of how many times they can use magic arrows per short rest is abysmal but it makes for an interesting look at how battles work and how you affect them. sorry if you went arcane archer for the damage potential magic can bring but I do hope you are still having fun!
The limited uses of Arcane Archery(AA) is likely because of the potential damage two of the shots are able to achieve. Grasping arrow can do up to 20d6 slashing & 2d6 poison damage to a single target, while Bursting arrow does +2d6 force damage to the target and everyone within 10ft, which is up to 50d6 force damage if all squares are filled up and no save. Oh and Jeremy C. has mentioned that it was an oversight for AA not listing cross bows as an option.
AN option I thought of for Rogue archers: Thief. By using second story work you can scuttle up to higher places (like rooftops) to hide and take potshots while completely out of reach of the enemy.
I had a build that I haven't been able to test yet, but I think would be a great addition. That is a Kensei monk archer. I prioritize sharpshooter and mobile. It may not be as heavy as a damage dealer, but it would be very difficult to pin this character down. With high dex and good wisdom you would have a respectable AC, Enemy bow users would be hard pressed as you can catch one of their arrows and throw it back at them, Kensei's shot allows you to deal some extra damage and make use of your bonus action when at a distance, Deft strike allows you to boost that further with ki points, and my favorite: Stunning Strike if they get up in your business and with mobile you can get distance even if you miss (not to mention Stunning Strike and Sharpshooter just sounds dangerously fun together). Now, also because of mobile, think of how fast you would be: At 6th level you would have 55ft speed! 60 if you went Wood Elf or Half Elf with Fleet of Foot. I have been wanting to try out this Archer build for some time now. That all said, I love the video! I never realized the full potential of Crossbow Expert, so thanks for that tip! Also never thought of Battle Master Archer which sounds fun as hell, and will be what I suggest to new players who want to "call shots".
absolutely smashing it as a monster slayer ranger using crossbow expert (think van helsing) 3 attacks at level 5 with slayers prey on the 1st and hunters mark plus favored enemy is melting boss monsters
One maneuver I didnt hear you mention was Goading Attack. Combined with sharpshooter, you have the ability to impose disadvantage on all attacks against creatures other than you from up to 600 feet away.
Battle Master also got a UA maneuver called Snipe. Its basically a bonus action attack and add the superiority die to damage. I also like Champion for Archers, the multiple attacks with the greater crit range is amazing
I was surprised that Elven Accuracy was not brought up. It goes great with rogues and gloomstalker builds (especially when applying sharpshooter) who will have advantage a lot of the time, and it will do more for damage than alert, lucky, or mobile. Yes, there is a diminished return on the 3rd die compared to the 2nd die, but the point remains that it helps damage more than the other feats mentioned.
Way of the Kensei monk also could work well as an archer archetype, and longbow is a valid kensei weapon. Being able to catch someone's arrow, and shoot it back at them next turn seems pretty fun :P Also, you still get all the ki features, like disengage/dodge/dash as bonus action... On top of the movement bonus. And since monks are Dex/Wis based... :P
I made a Human Battle Master Crossbow wielder. He, as a variant, got the Crossbow Expert Feat, Took the Archery Fighting Stlye, and took Sharpshooter at level 6. He has Scale Mail and a Shield giving him an AC of 18. He mainly uses a Hand Crossbow thus making him essentially a tank. When hitting an enemy with goading strike while being 50 feet away is amazing. My favorite thing however is when enemies try to flee on Mounts (For this he usually uses his Light cross bow for range) and he uses tripping attack on the horse/Dire Wolf. Or pushing attack on the Rider.
For rogue subclasses I'd also recommend Inquisitive. 3rd level feature lets them make an Insight check contested by the opponent's Deception as a bonus action against a target in line of sight, and if it works then you're good to sneak attack against the target for the next minute as long as you don't have disadvantage. No per rest limits, and the subclass gives other perks to Insight rolls that helps make taking Expertise in Insight worth it, and now it's very easy for you to pick out back row targets and start hammering them with Sneak Attack while preserving your Bonus Action for Cunning Actions.
To be honest, i like the underdog trope. Its a lot of fun to be okay with being weak because you know power is just around the corner, plus, low output keeping you out of the limelight makes the spotlight just that much brighter once you start cutting loose when you finally can.
For rogue you want to get the sharpshooter feat and the crossbow expert feat, that way you can have two attacks a turn and still be 120 feat away. (Hand crossbow)
As someone who has done some HEMA and does play around with Medieval equipment from time to time, the draw-weight of a hand crossbow is low enough that you can absolutely (with a bit of effort) re-string and load another bolt while holding on to the hilt of a sword or dagger. Depending on where you keep your bolts, of course. Just use the index finger and pinky to draw back and set the string, then you use your index finger and thumb to grab and load the bolt.
My favorite "standard" archer build is wild elf, 2 levels of rogue, with the rest in fighter (battle master). It comes online a little later than straight fighter, but having cunning action and all those extra skills and expertise is really good.
If I were to go for that, I would wait until 9th level. Since you start out with 2 levels of rogue, you're already postponing extra attack and vital ability score increases/feats. So if going by point buy/standard array, you would start with 17 dex, increasing it to 18 with elven accuracy feat at level 6 (level 4 fighter) and taking sharpshooter at level 8 (level 6 fighter). You bonus action hide every turn to get that 3d20 advantage roll for your first shot.
Story time. Dm lets us start with a feat at level 1 and lets us roll stats, he let me take my fighters level 6 stat upgrade as a feat as well, I started alternate human. we got to level 8 at the end of the arc/campaign. my dex was 18, I took archery fighting style, my subclass was arcane archer which one of my arrows was shadow arrow (blinds target if they fail a will save). be me fireing 3 arrows with +4 to hit and +10 damage all with advantage. I start in stealth and due to my first shot being to blind the target they did not know where I was so more advantage. at level 8 where my group is now making the minimum required level to take Sharpshooter; I'm proficient in athletics(expert), acrobatics, stealth(expert), nature, insight, perception(expert) and survival, my feats are sharpshooter(duh) skulker, perceptive, and Alert. I just took my first level in rouge... TLDR Sharpshooter can break low level encounters if you build for it... and high level ones if you play smart. happy gaming!
Well, you can break it even more if you begin as a half-elf or elf, take Fighter Samurai, then Sharpshooter, then Crossbow Expert, then Elvish Accuracy. Even better if your DM uses the UA version of Fighting Spirit...
I actually have an Aarakocran Arcane Archer and he's a lot of fun. The banishing arrow is EXTREMELY strong since you can skip a bad guy's turn. My party was fighting against a Chuul one time and it grappled two of our party members in our claws with paralyzing tentacles inches from their faces. On my turn, my guy fired a Banishing Arrow and temporarily shunted the Chuul. This not only freed the characters from its clutches, but it also allowed everyone to prepare an attack for when it came back. In short, I freed my friends, skipped its turn, and we all got some massive damage on it.
I play an Eldritch Knight archer, took Magic Initiate feat for Warlock's Hex. I also got a level of rogue, being Fighter 8 / Rogue 1, my turn is usually cast Hex as bonus action, then attack twice with the first attack being a sneak attack. Total damage being 2d8 + 3d6 + modifiers for both attacks. I also get a lot of utility spells like Shield, Find Familiar (using help for advantage on my enemies), Misty Step, and the Light cantrip, which can be used on an arrow and then shot as a bonus action thanks to War Magic.
I'm currently playing a dwarven archer in a waterdeep dragon heist. With rolled stats I put my high stat in Con, and second highest stat in Dex. At lvl 4 I grabbed Squat Nimbleness and used the UA Sharpshooter fighter archetype. It works surprisingly well, because I can switch hit relatively effectively, stepping up to take a few hits while the casters heal the melee characters, and we can swap around our battle plans, so if we get ambushed from behind, I'm all set for lasting a few rounds for the party to get our feet under us again.
My first ever character was a High Elf Rogue who used a bow. It was pretty good since elves get proficiency with longbows. I also have a character I've never gotten to play who's an Eldritch Knight with a hand crossbow.
Elditch Spear invocation Warlock 300ft range. No range penalty. Spell sniper feat 600ft range. MC with Ranger take Close Shot +1 to hit on all ranged attacks.
I am disappointed that the warlock isn't counted here. the hex blade specially can be a very potent archer specially in subclose range. which lets be real most fighting happen in that range. Sharp shooter is such a very powerful feat that its unfair for the rest so I do like the idea of changing it to you attacks on covered creatures gain half of thier AC bonus rounded down and the range of weapons get doubled I like this for two reasons it still give some AC to people in cover and not just give the range attackers such an advantage on the battlefields and the other than attacks range getting doubled prevent the attacks from being ridiculously far at normal but still gives a farther reach with disadvantage, a higher than normal reach with normal attacks , and make this feat trait also useful underwater rather than just nurturing it.
Another good race option for a +2 dexterity is the "Feral" variant Tiefling in the Sword Coast Adventurer's Guide(page 118); the accompanying +1 intelligence lends itself to the Arcane Trickster, the Eldritch Knight, or the Artificer. For some added mobility, you can use the "Winged" variant option from the same sidebar to give your Tiefling a flying speed in exchange for their innate spellcasting(be aware that errata says you can't use that flying speed if you're wearing heavy armor).
One of my players was a eighth level halfling battlemaster fighter with a crossbow. He would use the maneuver that gave enemies disadvantage on creatures that weren't him only he would be stealthed and really far away meaning he had all but nerfed select enemies. Honestly was one of the best realized control fighters I've personally seen.
I always wanted to play an archer akin to the famous Genoese Crossbowmen wielding a heavy crossbow with a bayonet attachment along with the sword and board when the enemy gets in close. 🤤🤤🤤
Ummm...what? Crossbows didn't have bayonets. leaving aside that those wouldn't work too well given the crossbow's short length, you'd stab yourself in the foot every time you went to reload (or at least get the bayonet blade stuck in the ground or chipped on a rock or something).
So i want to mention warlocks with the Xanthars invocation "improved blade pact" giving your blade pact weapon +1 and the ability to be ranged except heavy crossbows. You can get both extra attack and a ranged smite as well as hex being a direct copy (almost) of hunters mark. Also hexblade allows a charisma only archer and fiend heals you whenever you kill someone. Also my dm allows fighting styles to be taken as feats so thats on me but still nust wanted to mention this option.
I will make note of kensei monk here. Granted your DM has to make the call on doing stunning strike at a distance I would totally allow that given the subclass. At which point you get kensei's shot for an extra d4, extra attack, and the ability to replace the dice with something better with martial arts. Pretty good actually.
Fighter archers are great with good initiative roll you can use your action surge to attack enemies and soften them up before before the melee characters engage
In our current campaign I'm playing as a Hexblade Warlock/Arcane Archer MC, with the main focus being the Warlock. And it work's really well, honestly. Although it does hinge a little bit on the DM allowing you to make up a sentient weapon to be you patron... or, of course, making one up for you.
"Once per TURN" - very important distinction. Also, even though Sudden Strike allows to trigger Sneak Attack twice on the same turn, the second one MUST be against another target, so it doesn't really negate the "problem".
The Artificer Repeating Shot infusion aligns nicely with Crossbow Expert. Repeating Shot creates magical ammunition without the need to reload, so the rapier/crossbow combo can work without any confusion!
I like to play a Warlock with Pact of the Blade. If you take the Invocations Improved Pact Weapon and Thirsting Blade and use your 4th lvl ASI to get Crossbow Expert by 5th level you can be using a Heavy Crossbow (1D10) with 2 attacks per round plus cast Hex on your target for bonus damage and cast Hellish Rebuke as a reaction if they damage you and your Hex gives them disadvantage to halve the Hellish Rebuke damage, plus Improved Pact Weapon gives you a +1 to ATK and DMG. At lvl 12 you can take the Lifedrinker Invocation to add your CHA ability bonus to damage as well. You can then have a ranged attacker with a guaranteed magical weapon, plus utility cantrips like Friends, Mage Hand, True Strike, or Minor Illusion and maybe Sword Burst if you end up mobbed, and you also will have many unique Invocations that give you Darkvision or at will spell abilities or more powerful once per day spell abilities not to mention your Patron features.
College of Swords Bards, Kensai Monk en Hexblade/Pact of the Blade Warlocks all also have options for archery. All get extra attacks and some abilties to deal more damage with ranged weapons. College of Swords Bards can use their blade flourish for extra damage and effects on ranged attacks, Kensai Monks can gain a longbow as their Kensai (and monk) weapon and get to add 1d4 damage to it and Hexblade/Pact of the Blade Warlocks can take some invocations to shoot with some ranged weapons and add a +1 and use extra attack and can use things like hex with it.
I’m in my first campaign right now and created an elf fighter arcane archer. Despite my inexperience it looks like I made some good choices, including feats. Even though the arcane shot ability feels a little limiting sometimes, I will say there’s more to the archetype than that. For example at level 7 you get “magic arrow” which overcomes resistance to non-magical weapon damage, and this also pairs with curving shot which allows you to re-roll a missed magic arrow to hit another creature within 60 feet. Both of these have come in handy and often allow me to deal full damage when much of the party can’t.
I don't know about anyone else, but if love to see both of your takes on finesse melee fighters, using things like the rapier or a couple of scimitars or shortswords. I feel like the style is super fun, and often played, but not very often discussed in videos like this. Just a thought that would make me happy to watch. :)
Speaking of combining ranger with other classes as mentioned at about 9:48 , here's a thought that I did with a high level character: Start as an Arcane Trickster Rogue going to 3rd level, take 3 levels of Gloomstalker Ranger, then 14 levels (up to 20th level) as Way of Shadow Monk. Sneaky spells with Mage Hand Ledgerman, can't be seen in the dark by those using Darkvision along with a couple extra spells and Dread Ambush, then the ability to turn invisible and teleport in shaded areas as well as in the dark (and with Gloomstalker, if you couldn't see in the dark, you can now.) Nasty little triple class combo at high level play, especially when going into the Underdark. EDIT: In case someone might ask how this is effective... You're likely to go first (you get to add your Wisdom Modifier to your initiative roll,) and you make your two attacks, then you have a third attack granted by Dread Ambush. Either use Shadow Step to teleport behind them or cast Zypher Strike and use the one time activation skill from the spell. Either using Shadow Step or Zypher Strike grants advantage on the next attack, so breaking up the attack in this way guarantees an advantage attack, which in turn lets you hit with a Sneak Attack, and if you crit that's a lot of dice in damage (weapon or unarmed strike at d8, 2d6 from sneak attack, 1d8 bonus damage from Dread Ambush if that bonus attack lands, and 1d8 from Zypher Strike.)
I have a Ranged Fighter I'm playing right now and I went with Arcane Archer. I like the idea that the arcane shots are sorta like trick arrows. I really liked the flavor for bursting arrow and grasping arrow. I'm going to hit level four in my campaign soon and I'm looking to take Martial Adept and add in another trick shot (maneuvers) on each short rest.
When I play an archer, it is a Valor Bard with 2 levels in hex warlock for the Pact Longbow with Swift Quiver for my first magical secret. A spell attack with two bow attacks or four bow attacks as options are awesome especially with the bard magical secrets. Just play a Kobold for nice advantage
I'm currently playing a Variant Human archer characeter: Fighter (Arcane Archer) with Sharpshooter and Crossbow Expert. I splashed 2 levels of Wizard (War Mage) War Mage subclass allows you to add you Intelligence modifier to your Initiative in addition to your Dexterity. It also grants a great defensive Reaction class ability that can used every turn. Finally, those 2 levels of Wizard came with 8 spells and 3 cantrips: Find Familiar, and a bunch of Touch-range spells and cantrips... The human archer can view things through his Owl familiar's eyes to gain 120' Darkvision (with Owl perched on his shoulder), or to scout up to 220' away in the dark before combat. The familiar also allows the archer to deliver Heavy Crossbow damage from range, while also using the familiar to deliver Touch-range buff, debuff, and attack spells up to 100' away. Setting up Snares (touch-range) from 100' away in cover, and then raining down death with ranged attacks against a Restrained target has been great fun.
Dude Veo Sjena has been one of the highest avg dmg dealer I've seen for any character in any livestream campaign. Proves that Rangers are a great class
I think it's more the combo of ranger and rogue than purely her being a ranger. The archery fighting style definitely helps to offset the the -5 from sharpshooter
Reynard from High Rollers, Task from The Unexpectables, and Palla from Monster Mercs are all single-class Hunter-archetype Rangers that have regularly dished out truly disgusting amounts of damage. In my experience, it's only been the Min-Maxers who have ever argued that Rangers are somehow "weak".
My last campaign I had a Human Hunter Ranger who multiclassed 3 levels into Arcane Archer. I found that with Hunter's mark, the fighter's action surge and other abilities made her a deadly foe and I could use my spells as the Ranger to be a support with cure wounds, pass without a trace, etc. It's been my favorite character so far.
I made a ranger/fighter multiclass, having 2 fighting styles I put both into archery and combined with high dex he has the biggest hit bonus I've ever seen at a impressive +11 hit bonus as well as the alert feat giving +11 to initiative
One of the things that I would have mentioned is Elven Accuracy, especially for a Rogue, to give yourself a third roll to either make sure your Sneak Attack hits if you are using Sharpshooters -5/+10, or to go Crit Hunting if you do hit. Also, this video was made before Tasha's was released, but a Rogue using Steady Aim to get Advantage on Ranged Attacks is a really great feature to have.
Ranger class: "Well at least I'm the go-to class for archers."
Video: "So the classic choice for an archer is fighter"
Ranger class: *cries*
Now that rangers got good with Tasha’s, there’s a chance that’ll change.
@@elijahculper5522 well...
@@elijahculper5522 Better isn't good.
Rager not ranger in D&D, only the Barbarian is best
@@ChrisGripkey I mean... ranger did have a couple spells that were nice for an archer. And now you can shoot swarms of bees.
When the party is in front of you while you are trying to shoot:
Some of you may die, but that's a sacrifice i'm willing to make.
Well said Hedy.
@@mattkennedy9308 ITYM well said Farquaad.
I’ve said that probably too many times in my games
Our dm had a moderately punishing system (more than raw) for shooting your friends, but my guy had a really bonus. I had advantage, and the monster had low ac. Only a nat 1 would hit him. Lo and behold a double natural 1. A good bard died that day
"But sire, we'll hit our troops..?"
"Yes. But we will hit theirs as well."
braveheart?
@@michaelrader5861 Definitely Braveheart... may be both.
Another archery movie quiz: 'DON'T step in front of me...'
Comicsluvr 13th warrior?
I was thinking Battle of the Bastards.
As a dm. I just gave out a Treant bow companion to the archer.
Basically, a +1 bow thats a sentient Treant in a bonsai pot that grows its own arrows and 2 large apples a day. Bow gains power based on player leveling up, basically every 4 levels player gains bow gains in power.
I am Yondgroot?
Do the apples act a goodberrys too?
That's amazing and I request you call it Troot, Groot's cousin. Bam, now the MCU can be out in the universe somewhere.
@@agsilverradio2225
Yes, but DM's decision.
@@7Celestron
I actually made this up 20yrs ago and never used it. Then after 4th addition came out i stopped playing. Started playing 5th 2 months ago and came across notebook and trusty pen with all my ideas. I just had to use the Treat bonsai bow.
1) take vHuman (sharpshooter)
2) be a fighter
3) be a battlemaster, take precision attack
4) take crossbow expert
5) profit
This is the TL;DW for the video, right here.
@@DungeonDudes Thanks, although I still recommend viewing the video!
Very well done guys :)
Step 3 is profit, the rest is step 1
@@Blukran so what's step 2? :P
Alternative:
1) Take Wood Elf
2) Be a fighter
3) Be a samurai
4) Take sharpshooter at 4 and elven accuracy at 6
Player, "If I shoot them in the Knee will they stop being an adventurer?"
GM, "Yes, Yes they will."
They become a town guard. :)
Classic.
It's called a trip attack
-Play a Kensei monk with a bow
-get deflect missiles at 3rd level so you can catch arrows to load your bow
-???
-Profit
I dig it.
The enemy archer reaches for another arrow, and halfway through she realises her quiver is empty, seeing this you loose 3 arrows at her. In a flash she catches one,two, three in one smooth action. Get fucked nerrdddd
Kobold Kensei Komander monk with blowgun and whip and sharpshooter is my next character. Pack tactics for advantage. At level 6 I will shoot 2 magic Kensei needles doing d6+d4+13 each. Plus Ki points for monk goodness.
Make it a Grung Kensei monk so you can also poison your arrows as part of your attacks.
Imagine two monks fighting each other, and they just keep catching each others arrows and shooting them back over and over.
I really love the kensai monk archer as you catch arrows and shoot them back
And no one can get into melee with you as you out run them
Take a dip into scout rouge for a bit more mobility
I was gonna say the kensai monk makes for an interesting Archer and I think the UA feature, distant eye can make them a crazy sniper.
I like Kensei mixed with Fighters for the sweet Archery style to boot. :)
And even if they do get close to you, you have martial arts and stunning strike to fall back on (as well as a good melee weapon, since Kensei allows multiple weapon proficiencies anyways) Hell you can snipe and kite as standard, but every now and then rush in and do a combo to try to stun an opponent, then step of the wind and rush back out of range. It’s actually really good.
Hah I was actually looking to see if anyone mentioned Kensai yet. As long as you know the campaign isn't going super high level, I imagine their damage will be pretty competitive and you'll have monk bullshit to boot!
"Just play a fighter with a bow its way better" -Jocat
I mean hey Arcane Archer is just a ranged Battlemaster that needs a bit of INT.
@@KarmaEpsilon I'm surprised someone called the "Battle Master" doesn't require int... though I guess WIS would also be a good substitute.
Bleach-kun that’s what i’m doing in my current game haha
If you are boring sure
@Regular Slime No just feel bad for the state of the players imagination
Ranger: *exists*
People: "The classic option for an archer is the FIGHTER"
Rangers are trackers and monster hunters, but not necessarily archers.
the ranger is litteraly Aragorn. a Warrior who live in the nature and know how to fight specifique creature, how use the terrain to win and how survive in the wild.
So you can forget the bow and go for a battle-axe/shield
the UA Ranger is also good in melee and the Fay Wanderer archetype (introduced in UA) is better with a pair of shortswords
We gonna just act like the archery bonus for fighters don't exist?
12:43
"some people who want to play an archer think they're steered towards ranger or rogue"
Me making my first character: I want to be an archer but I want them to be a fighter because my backstory is as a rank-and-file soldier not some spec ops wilderness dude.
Everyone in the party during gameplay: tHe RaNgEr
This video helped me land on doing a Tabaxi Gloomstalker Ranger(3 lvl) multiclassed into Scout Rouge (14 lvl) while also taking the Alert, Sharpshooter, and Skulker Feats
I'm smiling from ear to ear because my DM allows characters to take feats at LV 1'regardless of their race, and v human can take 2
Half elf elven accuracy and sharpshooter.
I've always wanted to make a ranged Eldritch Knight! The Arcane Archer is cool, but I just wish there were more options.
Same. Issues I have with that class. 1- I don’t know how it was in last editions but I feel like it should’ve been a ranger subclass. 2- you can’t use crossbows. 3- not enough arcane abilities.
it really needed more uses rather than just a subclass that only get t use thier features only twice in a fight and then deflate like a balloon for the rest of the day without a short rest.
If I was DMing an arcane archer the first thing I’d change would be giving three uses for every int mod.
and also I would make the arcane archer work with any weapon tbh . the fighter was always about being the most versatile front liner so yeah making the arcane shots work with range is totally doable
@@jwall1646 I think 3 uses + int modifier minimum of 3 is enough
I enjoy playing a Wood Elf Samurai (fighter sub class) with Sharpshooter and Elven Accuracy (at 8th level)
... wait, there is something important to clarify here.
Was the elven feat once a turn, or you can duplicate all your attacks after using the Kiai?
(At least you will do it twice, with the feat and the samurai trait, in higher levels. But if it can be used with the action surge its waaay more powerful.)
I love the Samurai Archer too, but didnt think about using a elf untill now.
I'm playing this build in a game as well. It's a lot of fun crit fishing with this and action surge on bosses.
Samurai gains a feat at lvl 4,6 and 8.
Goading Attack for Battlemaster archers is amazing.
Position yourself well and your enemy will have disadvantage on attacks targeting creatures other than you. And you're pretty far away.
I myself have used this to great effect with my Lizardfolk fighter, and it saved the asses of my party time and time again.
wow, didn't even think of that! That is amazing!!!
That's fantastic
Menacing attack is even more powerful in my mind as the saving throw is the same as Goading attack, but the target can't get closer to you and has disadvantage on ALL attacks AND saving throws as long as you are within sight. Which means, the target is basically pined in place or has to move away from you and even though he has ranged attacks, you are as well subject to the disadvantage the ennemy has and not just your allies.
@@simonelgbeili4630 And then you come upon creatures that are immune to fear, in which case, you have a really good back up. My lizardfolk fighter has both, but I did take goading first.
I will only use goading strike to target creatures that are in melee with my allies. I won't use it on a ranged creature, I have sharpshooter + precision strike for that.
@@rbxCriss Excellent point right there!
In terms of Fighter Archetypes, I found that the Samurai's Fighting Spirit helps a lot, especially combined with Sharpshooter. At lvl 5 I was able to do 4 Sharpshooter attacks all with advantage, which easily took a large chunk out of the boss. The temp HP also helped with the fireball it threw at me right as it was its turn.
Considering repeating shot and that they're good with crossbows, I'd say WotC intends for artificers to be a strong contender for archer builds going forward. So they definitely should get more consideration! 👍
You can also have a infinite ammo crossbow that uses intelligence instead of dex, so... YEAH.
The sweetest part of Repeating Shot is that you can use a shield with your hand crossbow since you dont need a free hand to reload.
@@M0ebius I… hadn’t considered this. * makes notes for next session *
15:04 something worth noting about longbow proficiency is that high elves and wood elves get it automatically. I built a wood elf rogue (scout) for a one shot I played in recently, and the longbow proficiency, extra movement speed, +2 to Dex, and Mask of the Wild ability (allows you to hide when lightly obscured by natural phenomena) all came in handy.
I’ve seen a lot of mentions of the kensai, but where’s the warlock? The improved pact weapons can let you just summon a bow out of nowhere, and get some awesome effects from other invocations. Plus, you know, warlock spells
ConfusedTurtle You can also pick up invocations for extra attacks. Extra base damage to attacks, and get access to the only smite in the game that doesn’t require a melee attack.
Hexblade Warlock Pact Weapon with Fighter Arcane Archer seems really cool for flavor and seriously deadly.
Celestial warlock that goes dex->cha is the best heal archer in the game imo. Most interesting single class build I've ever played.
Hexblade Archer Lock with Devil's Sight + Darkness is one of the highest damage builds in the system. Very much cheese but a SAD build that does so much damage is just nuts.
Im currently playing a Hexbow warlock. He's a half elf variant and my drow magic pairs nicely with the Elven accuracy feat.
Just waiting to get eldrich smite invocation for some really heavy hitting.
We recently started a high level campaign beginning at 10th level . I chose a Wood Elf with 5 levels of Gloom Stalker Ranger and 5 levels of Assassin Rogue . After the first round of the first combat the Half Orc Barbarian said " how the hell did you do that much damage in one round " . I smiled .After playing this character for 3 months I have to say this is one of the best characters I have ever had . I plan to go to 11 levels of assassin and finish with 3 levels of fighter ( battle master ).
You missed the Hexblade with Improved Pact Weapon and the Kensai Monk, taking a bow as his Kinsai weapon. Both are awesome Archers and add a lot of dimension and playability to the Archer. Hexblade = Archer who cannot be disarmed and can Hex their opponent. Monk = dex based archer who can add extra damage to the hits and is hard to hit with ranged attacks.
Was looking for this comment because I knew it would be mentioned somewhere. Hexblade is vicious with a crossbow.
Best Hexbalde would be starting Fighter for the proficiencies and Archery, then multiclassing immediately into Hexblade. Really weird this great combo wasn't mentioned. (Just Hexblade alone from the start is good too, though the single level in Fighter is always worth it at any point for Archery ).
Hexblade can also snipe smite
Isn't eldritch blast always stronger than a bow? So why would you use a bow instead of just eldritch blast
@@CecilQuetzalcoatl Probably because of Sharpshooter: +10 damage is no joke :)
I was kind of hoping you would include threat assessment section. one of the jobs of an archer is to remove the biggest threat before anyone could actually hit them but I've come across players that just don't know how to do that.
You didn't mention the Artificer's "Repeating Shot" infusion, which ignores both the 'Loading', AND the 'Ammunition' properties.
I think they were focusing more on the classic archetype of a archer, which *specifically* uses bows and arrows, with even crossbows straying away from that. That being said, I totally see your point, and plan on playing an OP gunsmith artificer with my eldritch cannon machine gun
@@sunstar8782 I don't see anything preventing you from using Repeating Shot on a bow.
@@Halinspark That's true. Again though, the Archer Archtype lends itself to a certain image, which includes a quiver and plain arrows, with no magic. So I think that's why they didn't mention it
I am playing an artificer gnome and currently using Repeating Shot with a crossbow while hovering above with winged shoes (I am not tanky at all and am spending most of our current battle popping in and out of my rope trick hidey hole trying to help heal/protect our other party members in combat).
@@sunstar8782 That's mostly true, but there are exceptions like the Quincy in BLEACH that use magic bows and arrows that Repeating Shot is perfect at capturing.
I had a lot of fun with my arcane archer build. Start High Elf with 2 levels of Rogue to get all the proficiencies from it (including thieves tools and stealth) as well as sneak attack, then take at least 5 levels of fighter to get the Archery fighting style, Arcane Archer archetype, Second Wind, and Extra Attack, along with the Elven Accuracy feat (sharpshooter comes later). Take the third level in Rogue to get Master of Tactics (allows you to use Help as a bonus action to grant your allies advantage on top of your massive damage output). Then just max out Fighter levels. This build grants out of combat utility as a scout and fills the Rogue’s more typical roles combined with huge damage output thanks to extra attacks and sneak attack and has a lot of in combat utility by granting advantage to allies as well as having the versatility of the arcane shots, doing things such as blinding the target, banishing them for a turn, or seeking out an enemy who ran away and hid. Overall very fun would highly recommend.
Finally, a video that explains my options instead of telling me exactly what to do at what level. Thank you!
One of my best characters start 1 level of Fighter and (later take 2nd level) and then hexblade warlock invocation to use longbow. So fun being able to use CHA to shoot your bow plus at level 5 i had a plus 10 to hit. (4cha+3prof+2fighting style+1 invocation) Plus it is Magic!
Perfect timing, just about to join a campaign and was considering going Ranger.
Ranger (like the Bard) is very campaign dependant.
I would talk to your DM beforehand, to make sure, that you spend some time in the wilderness.
Otherwise you will often feel a bit useless. I would also ask him, to nerf goodberry, so that it consumes its component.
Otherwise survival will not be a challenge, but basically a loading screen that teleports you from a to b.
Also, go Gloomstalker :)
They are suuuuper awesome.
If you want, you can also combine them with the assassin rogue. They are one of the best multiclass combinations in the game. Their features seem tailormade for each other :)
@@aldoushuxley5953 I'm not overly concerned with combat effectiveness, but it is good advice if you want to output a lot of damage at the start of a fight ;)
@@Deniecu yeah, that, and the other features work together well too.
You get a lot of skills, so you are always usefull, even outside of combat, are good in combat, get even better sneaking stuff with invisibility in darkness, and get all the false identity fluff from the assassin.
Seriously, Assassin 1/ Gloomstalker 5/ Assassin x
is by far the most fun character I have ever played. Both thematically, and mechanically
If you go Hunter Ranger, take Horde-Breaker. either in melee or at range you'll get to hit more targets!
at least for me, i prefer to start with "sharpshooter" feat, and then i wait to decide later in the campaign about what next feat (if any) will work better - 1) skulker, 2) magic initiate, 3) alert, 3) crossbow expert, or 4) straight increase of ability score, usually Dexterity -- depends on the campaign setting and the abilities of the other characters
One of my favorite classes to play as an archer is Paladin, not because it necessarily excels at it, but because it opens some options up that normally go ignored. I particularly look at the Oath of the Ancients, who have the Ensnaring Strike Spell that Rangers have. Standing near more vulnerable allies is also good for an ancients Paladin thanks to that aura against magical damage.
Besides, not enough paladins cast their spells. This design saves its spell slots for when their spells are most effective and plays a more supportive role
paladin is literally the worst class to do an archer, it makes divine smites useless
9:15 - The Hunter ranger has _always_ been a top-tier class. Reynard from High Rollers and Task from The Unexpectables have regularly dished out truly disgusting amounts of damage. In my experience, it's primarily just the Min-Maxers who argue that Rangers are somehow "weak".
I once played an "Arcane Archer" by multiclassing Blade Pact Warlock and Battlemaster Fighter. My longbow was also my Arcane Focus from the Improved Pact Weapon invocation, and I fluffed my spells as being magically summoned arrows that I shot from it. I reserved my actual arrows for my Battlemaster maneuvers, and my Eldritch Blast ("Eldritch Arrows") and spells for damage.
The perception of the "weak ranger" doesn't come from min-maxers, but from millions of players finding out that two core features of the class, Favored Enemy and Natural Explorer, are going to be useless 95% of the time. And when they do give a bonus, it is often small or not needed.
@@isaiahboyce3658 Because too many people have no idea what to do with a feature that doesn't have something to with inflicting or avoiding damage in a combat encounter.
Combine rogue assassin with a five level splash of ranger gloom stalker for a character that can kill boss opponents on round one.
I for fun built a Gloom stalker 11 Assassin 9 Tabaxi and play tested it and was absolutely amazed at how devastating it was round 1 but it's also super versatile at making most of terrain and can literally pull a retreat attack action against melee only enemies that let's it kill just about anything that can't catch up
My fiance and I are in a game that started with the Curse of Strahd and has since moved on to other realms. She's a lvl 9 Rogue and just hit lvl 3 GS Ranger. Now she hunts the Undead in their own home ground and they're terrified of her!
Unless your DM is playing the class features wrong, or being super generous, Assassin is just downright terrible. Because until 17th level, you only effectively have one subclass feature that does anything, and that only works once in a blue moon, to actually get those auto crits happen you need to a) the enemies to be surprised (which is not just they haven't noticed you, but have not noticed any of your party and are generally off-guard) which does not happen often, as 90% of the time it is the player characters that get ambushed. And second, even if you do manage to surprise them, you also need to beat their initiative or you still don't get that ability to work.
@@Klaital1 ruclips.net/video/JNlClZ-6ebA/видео.html
I think there is an argument for a Samurai/Rogue is a good combination. For sneak attack you need sneak attack, which as a Samurai you can just say "Boop I have it" three times a long rest. Also think Monster Slayer is a good option for Rangers.
Perfect archer:
1 Assassin/ 5 Gloomstalker/ x Assassin
Feats: Alert, Sharpshooter, (crossbow expert)
most important stats: dex, wis
Now, if you take Nature and Herbalism kit proficiency, also make your own weapon, to become even more powerful
btw: I know people hate rogues, but in combination with gloomstalker, you will basically have perma - advantage.
Also gives you an easy way to surprise opponents, especially if the rest of the party is at least somewhat stealthy or you assassinate weak targets when exploring the dungeon
The problem with Assassin is suprise is hard AF to get if your DM runs it RAW. In my experience too inconsistent a mechanic to build around.
@@M0ebius Idk, you get pass without trace with this. So even if not everybody in your party is stealthy, you can still sometimes surprise people. This is mostly a scout. So you can sneak around, and assassinate unsuspecting guards before they can pose a threat etc.
Jonathan Böcker If you REALLY want to optimize this build for nova, Fighter 2 gets you Action Surge to trigger Dread Ambushed twice. Then take Battlemaster for double crit maneuvers dmg and Precision Attack.
What is 1 assassin?
I play a hunter ranger and battle master fighter multiclass archer, and the synergy of the two is really potent. The fact that most of the bm manuvers and the hunter's colossus slayer do not even cost a bonus action means I can use those abilities AND a bonus action buff spell in one turn, dealing crazy damage. There's also a lot of versatility in being able to choose from the manuvers and ranger spells.
You forgot warlock! With improved pact weapon you can have a magical bow with a +1 on rolls/damage. With Eldritch smite you can knock down that dragon up to 600feet away. Add darkness and devils sight to see in complete darkness you’ll get your advantage even more so staying hidden in your own casted darkness.
Use a swords bard over valor. Get extra attack at level 6 and the flourishes can be used on range attacks like battle master maneuvers and at level 5 bardic inspiration reset on a short rest. Can also take a 1-3 lvl dip into fighter for fighting style, action surge, and maneuvers. Don’t forget a bard can also pick up the spell catnap for a 15 Minute short rest. Option once a day.
I just have to ask... has anyone noticed that Monty stares at Kelly when Kelly is talking into the camera but not the other way around?
Unrequired love.
@@Chielite4life *unrequited
He's actively listening for his cues and at the same time he's subliminally getting the audience to listen by appearing like he genuinely finds what he's saying is interesting. He's also making it seem like an actual conversation than just an info dump.
@@BirdDinosaur I just thought he noticed a booger but was too polite to mention it.
Kelly would ocassionally peak over, but he's mostly just staring into your soul.
I've been going with a Brute Fighter lately to try it out. It's a fun UA subclass, especially if you just want a simple character whose whole idea is "I just shoot them." That extra damage on every single attack is going to add up very quickly.
The artificer creates a really interesting question on this subject, which is "what do you consider to be the distinction between an archer and a ranged magic user?"
With the artificer having an infusion to remove the amunition requirement for their ranged weapons (forgive me, I don't actually remember off hand what the infusion is called), does the ranged artificer feel more like a mage using a cantrip, or does the need for a ranged weapon, even without the ammunition, make it more like an archer? If the latter, then how does an arcane focus feel on this subject? Or is the difference between a spellcaster and an archer more of an aesthetic roleplay difference? Would you consider a Warlock who focuses on arcane blasts, but roleplays their arcane blasts as a bow and arrow to be a suitable archer build? Is the difference between an archer and a mage mechanical, roleplay, or a combination?
For the record, I am not trying to say that any of the above is explicitly correct or incorrect, I'm just curious where people draw the line.
The difference between an archer and a cantrip user is really CrossbowExpert, SharpShooter, and Archery Fighting Style.
It's all ranged damage at its base, I think physical weapons have more feats for improvement, while cantrips improve mostly by level and class boosts(distant spell, eldritch invocations, cleric lvl 8 bonus, etc.) Spell sniper is the only feat I can currently think of. It basically comes down to what kind of character you want to play and how you color the mechanics... I made an artificer who shot both real bullets and spells through his weapon to make it seem like some sort of like a wild invention. Fire bolt shooting from the muzzle of a pistol that just shot bullets was a concept I had been wanting to play with this class.
Personally I would have zero problems with a player reflavoring Eldritch Blast as a bow and arrow, and I’d consider it an archer. I’d imagine a lot of tables that don’t keep track of arrows.
I absolutely adore playing as a Battlemaster Archer and using "Pushing Attack" to shoot enemys down of walls, cliffs and back in nasty fields. But i struggle with describing why some of my shoots have a knock back of 15f and some don't.
Just say that you use different arrows. Like a pushing arrow has a larger point of contact, and a normal arrow is just super sharp so it passes straight through.
blunt arrow
I'm playing an arcane archer and I can confirm that it isn't as good as it sounds. Getting more uses or the arcane shot or more damage increases other than super high level would really help it. we are level 11 right now and still only being able to add 2d6 just isn't powerful enough. It does less damage than cantrips at this point. Also, I think I should be able to charge my shots with elemental damage even if it takes one of my arcane shots.
I hate how underwhelming arcane archers are. Eldritch knights often do arcane archery better which just shouldn't be the case. Their War Magic class feature can be used in addition to the magic weapon spell and called shot. With war magic you could do things like light up your target with dancing lights, chill touch it to make escaping your range harder, true strike for advantage on your called shot with magic weapon on etc.
Also, you can only do Arcane Shots 2 times per short rest, which means that you have to be super strategic about your uses or have your party take a full short rest after every encounter.
I once played a better "Arcane Archer" by multiclassing Blade Pact Warlock and Battlemaster Fighter. I fluffed my Warlock spells as magical energy arrows that I fired from my bow, which was also my arcane focus because of the Improved Pact Weapon invocation.
@@arcticbanana66 that was exactly what I thought. If I finally try a mute warlock with great old one patron, so that I speak to people telepathically all the time and do creepy stuff, such an arcane archer is next in the line :D
you don't have to apply the spell to your arrow until after you see your roll but before the GM declares if it hits or not. the level 7 ability allows you to make all your arrows magical to ignore the non magical resistances. Arcane archer is about the utility not the raw power (if you have sharpshooter then work with it). I agree the lack of how many times they can use magic arrows per short rest is abysmal but it makes for an interesting look at how battles work and how you affect them. sorry if you went arcane archer for the damage potential magic can bring but I do hope you are still having fun!
Fantastic info and some great combinations and options for archers. Thanks for taking the time to compile all of this.
The limited uses of Arcane Archery(AA) is likely because of the potential damage two of the shots are able to achieve. Grasping arrow can do up to 20d6 slashing & 2d6 poison damage to a single target, while Bursting arrow does +2d6 force damage to the target and everyone within 10ft, which is up to 50d6 force damage if all squares are filled up and no save.
Oh and Jeremy C. has mentioned that it was an oversight for AA not listing cross bows as an option.
I've never thought of battle master for an archer! Now I wanna make it! Love this video
AN option I thought of for Rogue archers: Thief. By using second story work you can scuttle up to higher places (like rooftops) to hide and take potshots while completely out of reach of the enemy.
Does this give you Advantage on attacks?
I had a build that I haven't been able to test yet, but I think would be a great addition. That is a Kensei monk archer. I prioritize sharpshooter and mobile. It may not be as heavy as a damage dealer, but it would be very difficult to pin this character down. With high dex and good wisdom you would have a respectable AC, Enemy bow users would be hard pressed as you can catch one of their arrows and throw it back at them, Kensei's shot allows you to deal some extra damage and make use of your bonus action when at a distance, Deft strike allows you to boost that further with ki points, and my favorite: Stunning Strike if they get up in your business and with mobile you can get distance even if you miss (not to mention Stunning Strike and Sharpshooter just sounds dangerously fun together). Now, also because of mobile, think of how fast you would be: At 6th level you would have 55ft speed! 60 if you went Wood Elf or Half Elf with Fleet of Foot. I have been wanting to try out this Archer build for some time now.
That all said, I love the video! I never realized the full potential of Crossbow Expert, so thanks for that tip! Also never thought of Battle Master Archer which sounds fun as hell, and will be what I suggest to new players who want to "call shots".
"Rangers weak class"
*Laughs in Veo Sjena*
*laughs in ranger/rogue*
Goblin Gloom Stalker, too!
I just actually spit out my drink laughing. I think veo sjena
just raised her eyebrow at this
absolutely smashing it as a monster slayer ranger using crossbow expert (think van helsing) 3 attacks at level 5 with slayers prey on the 1st and hunters mark plus favored enemy is melting boss monsters
Gloom stalkers are the subclass that saves the original ranger class (I've played them all, I like rangers and always have). The others _are_ weak.
One maneuver I didnt hear you mention was Goading Attack. Combined with sharpshooter, you have the ability to impose disadvantage on all attacks against creatures other than you from up to 600 feet away.
You guys forgot about our precious, precious Kobold's who also make excellent archers with that +2 Dexterity!!!
and pack tactics... advantage whenever shooting an enemy next to barbaria/fighter/cleric? awesome!
Battle Master also got a UA maneuver called Snipe. Its basically a bonus action attack and add the superiority die to damage.
I also like Champion for Archers, the multiple attacks with the greater crit range is amazing
It would be great to hear some guides on XGE sub classes. There's literally no content on Cavalier for example.
Cavalier with sharpshooter?
A cavalier horse archer
I was surprised that Elven Accuracy was not brought up. It goes great with rogues and gloomstalker builds (especially when applying sharpshooter) who will have advantage a lot of the time, and it will do more for damage than alert, lucky, or mobile. Yes, there is a diminished return on the 3rd die compared to the 2nd die, but the point remains that it helps damage more than the other feats mentioned.
Way of the Kensei monk also could work well as an archer archetype, and longbow is a valid kensei weapon. Being able to catch someone's arrow, and shoot it back at them next turn seems pretty fun :P
Also, you still get all the ki features, like disengage/dodge/dash as bonus action... On top of the movement bonus.
And since monks are Dex/Wis based... :P
Yeah! Then possibly add the variant feature distant eye and you got a sniping machine.
And unarmoured defence gives you at higher levels the ability to potentially have a higher AC than other archers.
I made a Human Battle Master Crossbow wielder. He, as a variant, got the Crossbow Expert Feat, Took the Archery Fighting Stlye, and took Sharpshooter at level 6. He has Scale Mail and a Shield giving him an AC of 18. He mainly uses a Hand Crossbow thus making him essentially a tank. When hitting an enemy with goading strike while being 50 feet away is amazing.
My favorite thing however is when enemies try to flee on Mounts (For this he usually uses his Light cross bow for range) and he uses tripping attack on the horse/Dire Wolf. Or pushing attack on the Rider.
Remembering a certain Reddit post I read a while back: 'The Arti-llewie'
Felix la Vulpe is awesome!
For rogue subclasses I'd also recommend Inquisitive. 3rd level feature lets them make an Insight check contested by the opponent's Deception as a bonus action against a target in line of sight, and if it works then you're good to sneak attack against the target for the next minute as long as you don't have disadvantage. No per rest limits, and the subclass gives other perks to Insight rolls that helps make taking Expertise in Insight worth it, and now it's very easy for you to pick out back row targets and start hammering them with Sneak Attack while preserving your Bonus Action for Cunning Actions.
16:10, shows what you know, waiting ten levels to be good is the only way I play DND.
To be honest, i like the underdog trope. Its a lot of fun to be okay with being weak because you know power is just around the corner, plus, low output keeping you out of the limelight makes the spotlight just that much brighter once you start cutting loose when you finally can.
For rogue you want to get the sharpshooter feat and the crossbow expert feat, that way you can have two attacks a turn and still be 120 feat away. (Hand crossbow)
i really thought he was going to say "If I shoot him in the knee, will he stop... adventuring?"
As someone who has done some HEMA and does play around with Medieval equipment from time to time, the draw-weight of a hand crossbow is low enough that you can absolutely (with a bit of effort) re-string and load another bolt while holding on to the hilt of a sword or dagger. Depending on where you keep your bolts, of course.
Just use the index finger and pinky to draw back and set the string, then you use your index finger and thumb to grab and load the bolt.
I always thought of a dwarf fighter with crossbows for an awesome archer
My favorite "standard" archer build is wild elf, 2 levels of rogue, with the rest in fighter (battle master). It comes online a little later than straight fighter, but having cunning action and all those extra skills and expertise is really good.
I had a similar idea, but with one more rogue level to get assassin. You're basically a blender if you surprise your targets.
If I were to go for that, I would wait until 9th level. Since you start out with 2 levels of rogue, you're already postponing extra attack and vital ability score increases/feats. So if going by point buy/standard array, you would start with 17 dex, increasing it to 18 with elven accuracy feat at level 6 (level 4 fighter) and taking sharpshooter at level 8 (level 6 fighter). You bonus action hide every turn to get that 3d20 advantage roll for your first shot.
Story time. Dm lets us start with a feat at level 1 and lets us roll stats, he let me take my fighters level 6 stat upgrade as a feat as well, I started alternate human. we got to level 8 at the end of the arc/campaign. my dex was 18, I took archery fighting style, my subclass was arcane archer which one of my arrows was shadow arrow (blinds target if they fail a will save). be me fireing 3 arrows with +4 to hit and +10 damage all with advantage. I start in stealth and due to my first shot being to blind the target they did not know where I was so more advantage. at level 8 where my group is now making the minimum required level to take Sharpshooter; I'm proficient in athletics(expert), acrobatics, stealth(expert), nature, insight, perception(expert) and survival, my feats are sharpshooter(duh) skulker, perceptive, and Alert. I just took my first level in rouge...
TLDR
Sharpshooter can break low level encounters if you build for it... and high level ones if you play smart. happy gaming!
Well, you can break it even more if you begin as a half-elf or elf, take Fighter Samurai, then Sharpshooter, then Crossbow Expert, then Elvish Accuracy. Even better if your DM uses the UA version of Fighting Spirit...
I actually have an Aarakocran Arcane Archer and he's a lot of fun. The banishing arrow is EXTREMELY strong since you can skip a bad guy's turn. My party was fighting against a Chuul one time and it grappled two of our party members in our claws with paralyzing tentacles inches from their faces. On my turn, my guy fired a Banishing Arrow and temporarily shunted the Chuul. This not only freed the characters from its clutches, but it also allowed everyone to prepare an attack for when it came back. In short, I freed my friends, skipped its turn, and we all got some massive damage on it.
If you are already huge and get Enlarged can you load tiny people in your gigantic crossbow and shoot them ?
I play an Eldritch Knight archer, took Magic Initiate feat for Warlock's Hex. I also got a level of rogue, being Fighter 8 / Rogue 1, my turn is usually cast Hex as bonus action, then attack twice with the first attack being a sneak attack. Total damage being 2d8 + 3d6 + modifiers for both attacks.
I also get a lot of utility spells like Shield, Find Familiar (using help for advantage on my enemies), Misty Step, and the Light cantrip, which can be used on an arrow and then shot as a bonus action thanks to War Magic.
3:17 "...bow or crossbow" What? No love for the sling??
What about the Blowgun? With the Sharpshooter feat you can do 11 + Dex bonus damage out to 100ft without disadvantage and ignore cover ;)
I'm currently playing a dwarven archer in a waterdeep dragon heist. With rolled stats I put my high stat in Con, and second highest stat in Dex. At lvl 4 I grabbed Squat Nimbleness and used the UA Sharpshooter fighter archetype. It works surprisingly well, because I can switch hit relatively effectively, stepping up to take a few hits while the casters heal the melee characters, and we can swap around our battle plans, so if we get ambushed from behind, I'm all set for lasting a few rounds for the party to get our feet under us again.
My first ever character was a High Elf Rogue who used a bow. It was pretty good since elves get proficiency with longbows.
I also have a character I've never gotten to play who's an Eldritch Knight with a hand crossbow.
Elditch Spear invocation Warlock 300ft range. No range penalty. Spell sniper feat 600ft range. MC with Ranger take Close Shot +1 to hit on all ranged attacks.
I am disappointed that the warlock isn't counted here. the hex blade specially can be a very potent archer specially in subclose range. which lets be real most fighting happen in that range.
Sharp shooter is such a very powerful feat that its unfair for the rest so I do like the idea of changing it to you attacks on covered creatures gain half of thier AC bonus rounded down and the range of weapons get doubled
I like this for two reasons it still give some AC to people in cover and not just give the range attackers such an advantage on the battlefields
and the other than attacks range getting doubled prevent the attacks from being ridiculously far at normal but still gives a farther reach with disadvantage, a higher than normal reach with normal attacks , and make this feat trait also useful underwater rather than just nurturing it.
Another good race option for a +2 dexterity is the "Feral" variant Tiefling in the Sword Coast Adventurer's Guide(page 118); the accompanying +1 intelligence lends itself to the Arcane Trickster, the Eldritch Knight, or the Artificer. For some added mobility, you can use the "Winged" variant option from the same sidebar to give your Tiefling a flying speed in exchange for their innate spellcasting(be aware that errata says you can't use that flying speed if you're wearing heavy armor).
I really want to play as a Paladin on a mission from a Goddess of Love with a (cupid's) bow.
This would work with a satyr bard
One of my players was a eighth level halfling battlemaster fighter with a crossbow. He would use the maneuver that gave enemies disadvantage on creatures that weren't him only he would be stealthed and really far away meaning he had all but nerfed select enemies. Honestly was one of the best realized control fighters I've personally seen.
I always wanted to play an archer akin to the famous Genoese Crossbowmen wielding a heavy crossbow with a bayonet attachment along with the sword and board when the enemy gets in close. 🤤🤤🤤
Rapier and shield is a good melee combination for an archer.
Ummm...what? Crossbows didn't have bayonets. leaving aside that those wouldn't work too well given the crossbow's short length, you'd stab yourself in the foot every time you went to reload (or at least get the bayonet blade stuck in the ground or chipped on a rock or something).
So i want to mention warlocks with the Xanthars invocation "improved blade pact" giving your blade pact weapon +1 and the ability to be ranged except heavy crossbows. You can get both extra attack and a ranged smite as well as hex being a direct copy (almost) of hunters mark. Also hexblade allows a charisma only archer and fiend heals you whenever you kill someone. Also my dm allows fighting styles to be taken as feats so thats on me but still nust wanted to mention this option.
The ranger should have gotten the scout sub-class in my opinion
I will make note of kensei monk here. Granted your DM has to make the call on doing stunning strike at a distance I would totally allow that given the subclass. At which point you get kensei's shot for an extra d4, extra attack, and the ability to replace the dice with something better with martial arts. Pretty good actually.
Roguelock doesnt even get a mention? Sneak attack smites?!
Check it out!
Fighter archers are great with good initiative roll you can use your action surge to attack enemies and soften them up before before the melee characters engage
bEnD ThE ArRoW!
In our current campaign I'm playing as a Hexblade Warlock/Arcane Archer MC, with the main focus being the Warlock. And it work's really well, honestly. Although it does hinge a little bit on the DM allowing you to make up a sentient weapon to be you patron... or, of course, making one up for you.
"Archers have high Dexterity"
Laughs in hexblade improved pact weapon
I dig your profile pic, QOTSA are a fantastic band. That album and Like Clockwork are standouts for me.
I love the Hunter and some of the range exclusive spells. I use Corridian of Arrows as a minefield during large-scale campaigns.
Them: "Remember, as a rouge you only get 1 sneak attack per round."
Me: *laughs in lvl 17 scout*
"Once per TURN" - very important distinction.
Also, even though Sudden Strike allows to trigger Sneak Attack twice on the same turn, the second one MUST be against another target, so it doesn't really negate the "problem".
The Artificer Repeating Shot infusion aligns nicely with Crossbow Expert. Repeating Shot creates magical ammunition without the need to reload, so the rapier/crossbow combo can work without any confusion!
I like to play a Warlock with Pact of the Blade. If you take the Invocations Improved Pact Weapon and Thirsting Blade and use your 4th lvl ASI to get Crossbow Expert by 5th level you can be using a Heavy Crossbow (1D10) with 2 attacks per round plus cast Hex on your target for bonus damage and cast Hellish Rebuke as a reaction if they damage you and your Hex gives them disadvantage to halve the Hellish Rebuke damage, plus Improved Pact Weapon gives you a +1 to ATK and DMG. At lvl 12 you can take the Lifedrinker Invocation to add your CHA ability bonus to damage as well. You can then have a ranged attacker with a guaranteed magical weapon, plus utility cantrips like Friends, Mage Hand, True Strike, or Minor Illusion and maybe Sword Burst if you end up mobbed, and you also will have many unique Invocations that give you Darkvision or at will spell abilities or more powerful once per day spell abilities not to mention your Patron features.
College of Swords Bards, Kensai Monk en Hexblade/Pact of the Blade Warlocks all also have options for archery. All get extra attacks and some abilties to deal more damage with ranged weapons. College of Swords Bards can use their blade flourish for extra damage and effects on ranged attacks, Kensai Monks can gain a longbow as their Kensai (and monk) weapon and get to add 1d4 damage to it and Hexblade/Pact of the Blade Warlocks can take some invocations to shoot with some ranged weapons and add a +1 and use extra attack and can use things like hex with it.
I’m in my first campaign right now and created an elf fighter arcane archer. Despite my inexperience it looks like I made some good choices, including feats. Even though the arcane shot ability feels a little limiting sometimes, I will say there’s more to the archetype than that. For example at level 7 you get “magic arrow” which overcomes resistance to non-magical weapon damage, and this also pairs with curving shot which allows you to re-roll a missed magic arrow to hit another creature within 60 feet. Both of these have come in handy and often allow me to deal full damage when much of the party can’t.
I don't know about anyone else, but if love to see both of your takes on finesse melee fighters, using things like the rapier or a couple of scimitars or shortswords. I feel like the style is super fun, and often played, but not very often discussed in videos like this. Just a thought that would make me happy to watch. :)
Speaking of combining ranger with other classes as mentioned at about 9:48 , here's a thought that I did with a high level character:
Start as an Arcane Trickster Rogue going to 3rd level, take 3 levels of Gloomstalker Ranger, then 14 levels (up to 20th level) as Way of Shadow Monk. Sneaky spells with Mage Hand Ledgerman, can't be seen in the dark by those using Darkvision along with a couple extra spells and Dread Ambush, then the ability to turn invisible and teleport in shaded areas as well as in the dark (and with Gloomstalker, if you couldn't see in the dark, you can now.) Nasty little triple class combo at high level play, especially when going into the Underdark.
EDIT: In case someone might ask how this is effective... You're likely to go first (you get to add your Wisdom Modifier to your initiative roll,) and you make your two attacks, then you have a third attack granted by Dread Ambush. Either use Shadow Step to teleport behind them or cast Zypher Strike and use the one time activation skill from the spell. Either using Shadow Step or Zypher Strike grants advantage on the next attack, so breaking up the attack in this way guarantees an advantage attack, which in turn lets you hit with a Sneak Attack, and if you crit that's a lot of dice in damage (weapon or unarmed strike at d8, 2d6 from sneak attack, 1d8 bonus damage from Dread Ambush if that bonus attack lands, and 1d8 from Zypher Strike.)
I have a Ranged Fighter I'm playing right now and I went with Arcane Archer. I like the idea that the arcane shots are sorta like trick arrows. I really liked the flavor for bursting arrow and grasping arrow. I'm going to hit level four in my campaign soon and I'm looking to take Martial Adept and add in another trick shot (maneuvers) on each short rest.
When I play an archer, it is a Valor Bard with 2 levels in hex warlock for the Pact Longbow with Swift Quiver for my first magical secret.
A spell attack with two bow attacks or four bow attacks as options are awesome especially with the bard magical secrets. Just play a Kobold for nice advantage
I'm currently playing a Variant Human archer characeter:
Fighter (Arcane Archer) with Sharpshooter and Crossbow Expert.
I splashed 2 levels of Wizard (War Mage)
War Mage subclass allows you to add you Intelligence modifier to your Initiative in addition to your Dexterity.
It also grants a great defensive Reaction class ability that can used every turn.
Finally, those 2 levels of Wizard came with 8 spells and 3 cantrips: Find Familiar, and a bunch of Touch-range spells and cantrips...
The human archer can view things through his Owl familiar's eyes to gain 120' Darkvision (with Owl perched on his shoulder), or to scout up to 220' away in the dark before combat.
The familiar also allows the archer to deliver Heavy Crossbow damage from range, while also using the familiar to deliver Touch-range buff, debuff, and attack spells up to 100' away.
Setting up Snares (touch-range) from 100' away in cover, and then raining down death with ranged attacks against a Restrained target has been great fun.
If you're looking for oddball archer builds don't forget the Hexblade Warlock! It's surprisingly good with the right Eldritch Invocations.
Dude Veo Sjena has been one of the highest avg dmg dealer I've seen for any character in any livestream campaign. Proves that Rangers are a great class
I think it's more the combo of ranger and rogue than purely her being a ranger. The archery fighting style definitely helps to offset the the -5 from sharpshooter
Reynard from High Rollers, Task from The Unexpectables, and Palla from Monster Mercs are all single-class Hunter-archetype Rangers that have regularly dished out truly disgusting amounts of damage. In my experience, it's only been the Min-Maxers who have ever argued that Rangers are somehow "weak".
My last campaign I had a Human Hunter Ranger who multiclassed 3 levels into Arcane Archer. I found that with Hunter's mark, the fighter's action surge and other abilities made her a deadly foe and I could use my spells as the Ranger to be a support with cure wounds, pass without a trace, etc. It's been my favorite character so far.
Combining Samurai Fighter and Sharpshooter and Action Surge is a very fun time :D
I made a ranger/fighter multiclass, having 2 fighting styles I put both into archery and combined with high dex he has the biggest hit bonus I've ever seen at a impressive +11 hit bonus as well as the alert feat giving +11 to initiative
One of the things that I would have mentioned is Elven Accuracy, especially for a Rogue, to give yourself a third roll to either make sure your Sneak Attack hits if you are using Sharpshooters -5/+10, or to go Crit Hunting if you do hit.
Also, this video was made before Tasha's was released, but a Rogue using Steady Aim to get Advantage on Ranged Attacks is a really great feature to have.