Low Level Builds - The Archer
I finished watching Marvel’s latest show, Hawkeye, and it got me thinking about creating an archer build. I was surprised by the number of suggested builds I found. The pure archer character class is pretty low on the desired roles people want to play today. I know people will start to comment about how they played or are playing an archer and loving it, or a DM who says they have multiple in their current campaign. That’s awesome because a true long-ranged attack hero is sorely underrated. It’s too bad that so many people want to hit things with swords - looking at you barbarian - or get to scream fireball as they try to incinerate a pack of kobolds.
There is any number of options to play an archer. The ranger is the traditional class people think of when using a bow as their primary weapon. Maybe that’s why being an archer plummeted in popularity since so many people are unhappy with the class. You also have the archer as a Fighting Style, rogues that can use their sneak attack with a ranged weapon, and the Arcane Archer. The Arcane Archer is probably the most popular of the lot, and it’s a cool subclass for sure, but it feels like a cheap way to get people to kill things with arrows.
When trying to figure out the archer build, I needed to look at my goal for the character. Did I want to do a DPS, damage, or sniper build? I couldn’t decide, so I started doing research and thought I would see where it would take me. I did know that I wanted to do something different from the usual wood elf ranger/fighter with a samurai subclass. So forgive me if the build is different and doesn’t follow the traditional thought process.
A couple of quick notes before we get started. D&D is transitioning away from fixed racial stat bonuses, so we will not use them. All official books will be used. Also, I know the Arcane Archer is great, but I am staying away from it. Feel free to share your arcane archer build. Just know this was my personal choice. Finally, I don’t want to multiclass into more than two classes.
So let’s take a look at the Dump Stat Archer Build, and as always, I’m interested in your thoughts and your build ideas, so feel free to comment below.
The Archer
Class(es) - Ranger
Race - Owlin
Let’s go outside the box right from the get-go. Regardless of my dislike for races that can fly, the owlin was just too good to pass up. A walking speed of 30 feet is standard, but a flying speed of 30 feet is amazing at lower levels. You have 120 feet of darkvision, double that of other races, allowing you to rain death from above in the dark and from really far away. Finally, the owling has the Silent Feathers skill, giving it proficiency in Stealth. This will free you up to gain proficiency in another skill later on.
Stats - Str. 11, Dex. 17, Con. 12, Int. 10, Wis. 15, Cha. 10
As usual, we went point buy this time around. The owlin follows the new racial options therefore we went with the +2/+1 to two scores option. Obviously we take +2 to Dexterity and since Wisdom is our spellcasting ability we added 1 to it.
Skill Proficiencies - Acrobatics, Animal Handling, Athletics, Perception, Stealth, Survival
Background - Wanderer
Armor/Weapons - Leather armor and a longbow.
Ranger 1
And off we go! The ranger starts off slow, but that’s ok because we’ve got a longbow and a quiver full of arrows. Our Favored Enemy is aberrations because, well…I don’t know. Favored enemy is a crapshoot unless you know what you’ll be dealing with throughout your campaign. Same goes for Natural Explorer, for which I took forest, mainly because my characters usually spend a lot of time wandering around in the woods.
Ranger 2
Let’s see here. The build is titled the Archer so which Fighting Style should I take? I jest of course. We immediately take Archery, gaining a +2 bonus to attack rolls with ranged weapons. Spells for the Ranger never really made sense to me. I always felt that the creators - Gygax and Co. - wanted you to play a ranger but deep down they knew how weak of a class it was. To compensate, they threw in a spellcasting ability, and it stuck through the editions.
We get two 1st level spell slots. One has to be hunter’s mark. It’s a great bonus action spell, allowing you to gain the benefits on your first attack. Even better, your enemy has a difficult time hiding from you now because you get advantage of Perception and Survival checks. Best of all is you get to roll more dice, and because you do, you get an extra 1d6 damage. Sure it’s a concentration spell, but when you’re firing an arrow from 30 feet in the air against creatures with no ranged attacks, you have nothing to worry about.
To Hit: +7 (+3 Dex., +2 Archery, +2 Prof. bonus)
Damage: 11 avg damage. (longbow 1d8 (4.5), hunter’s mark 1d6 (3.5), +3 Dex.)
Ranger 3
Continuing on our “let’s not do the same old build” path, we go with the Drakewarden archetype. I know you’re thinking I’ve lost my mind in an attempt to be different, but hear me out.
Let’s get the simple stuff out of the way. By now you should be able to afford a heavy crossbow, so pick one up when you can. We gain the ability to learn the thaumaturgy cantrip, and can read/speak/write draconic. Yippie. The meat of the archetype is you can summon your new best friend, Drake the Drake. The two of you can eventually fly around together, gazing down at the world below, dive bombing unsuspecting party members and scaring the crap out of them.
Of course, that’s not really why we take the archetype. Drake can use its Reaction to use its Infused Strikes ability. Infusing the strike with its essence, the bad guy takes an extra 1d6 damage of the type you picked earlier. Things get even better next level.
Finally, having a drake is cool.
To Hit: +7 (+3 Dex., +2 Archery, +3 Prof. bonus)
Damage: 15 (heavy crossbow 1d10 (5.5), hunter’s mark 1d6 (3.5), infused strike 1d6 (3.5), +3 Dex.)
Ranger 3 / Rogue 1
We grab our first level in rogue. Go ahead a grab another proficiency, and make two of them even better as you now have Expertise. We all know the real reason we are going this route early is Sneak Attack, allowing us to add another 1d6 to our damage. We also know you need advantage to take advantage of this ability, or have one of your allies within 5 feet of the bad guy. But with Drake, you’ll be creating your own advantage.
Drake goes on your initiative but right after you. On your first round, you use your bonus action and cast hunter’s mark and send Drake near the bad guy, but far enough it can’t hit it without a ranged weapon - or go ahead and let Drake get right next to them if your frontline is already in melee.
Next round, you use your bonus action to command Drake to fly to our bad guy and use the Help action. For this to work, you must first hold your action saying that you will fire an arrow when an ally is within 5ft. Drake then scurries within 5 ft. of our bad guy, triggering my action. Drake then uses his Reaction to use its Infused Strikes ability. Drake then runs away as far as it can or keep Drake there if you have a frontline to help soak up some damage your scaly friend might take.
Yes, our scaly friend will probably take an attack of opportunity, so there is a drawback to this sequence of events. You’re allies are probably ok with it, since they aren’t getting whacked with a sword if they don’t have to. If you’re willing to take that risk, your damage is now as follows:
To Hit: +7 (+3 Dex., +2 Archery, +2 Prof. Bonus)
Damage: 19 avg damage. (heavy crossbow 1d10 (5.5), hunter’s mark 1d6 (3.5), infused strike 1d6 (3.5), sneak attack 1d6 (3.5), +3 Dex.)
Ranger 4 / Rogue 1
Time for our first Feat. Since we’ve decided to use a heavy crossbow, take Crossbow Expert. Let’s not plan on getting within 5 feet of any foe if we can help it. The most important part of the feat is the loading property since next level we’ll be getting…
Ranger 5 / Rogue 1
An Extra Attack. Now we can’t use our Sneak Attack for both attacks, but let’s not be greedy. Another crossbow bolt isn’t anything to scoff at.
You also have access to 2nd level spells. An interesting spell that is often overlooked is
Cordon of Arrows. Fly down and stick 4 regular bolts in the ground. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, a bolt will rise up and shoot at them.
The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. This continues until all 4 bolts are expended. You can designate any creatures you choose for the spell to ignore when you cast it so you’re not hitting your friends.
What you can do is try to lure a creature towards you to trigger the spell, or fly up away from the bolts and have your friends make melee attacks within their range. Another bonus is it doesn’t require concentration and lasts 8 hours. Just enough time for a long rest.
One last thing. Our proficiency bonus is now +3.
First Attack
To Hit: +8 (+3 Dex., +2 Archery, +3 Prof. bonus)
Damage: 19 avg damage. (heavy crossbow 1d10 (5.5), hunter’s mark 1d6 (3.5), infused strike 1d6 (3.5), sneak attack 1d6 (3.5), +3 Dex.).
Second Attack
To Hit: +8 (+3 Dex., +2 Archery, +3 Prof. bonus)
Damage: 12 avg damage. (heavy crossbow 1d10 (5.5), hunter’s mark 1d6 (3.5), +3 Dex).
Total Damage: 31 avg. damage
Additional damage if all 4 bolts from Cordon of Arrow is cast: 14 average damage (3.5 x 4)
Maximum non crit damage: 74 points of damage.
The Archer may not be the sexiest character around, but I feel this is a good build. You get to fly at 1st level, can remain far away from the bad guys, and your best friend is a drake (that can fly around with you starting next level). And remember, drakes are cool.
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Art Credit - Paul Sullivan