First, yes I know that Arcane Archer generally sucks. But that is because the 7th level onward abilities suck. The 3rd level ability rocks, even at 20th. So I take that first, then move on to Ranger. Here is the Arcane Drake Ranger/Fighter
The basic idea is that you end up as a dragon rider shooting arrows at people. After all, why fly a dragon if you can't rain down death from far away?
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Race: Air Genasi. Both versions (EEPC and MPMM) give you dex bonus and levitation, key safety feature if you are going to be flying. (Although I might consider the Goblin from MPMM, the multiple Fury of the small can be a nice damage add on, along with the good Dex.)
Assuming MPMM Air Genasi, race grants me: Darkvision, Unending Breath, Lighting Resistance, Mingle with Wind.
Background: Still looking, any suggestions?
Stats: Strength 10, Dexterity 15, Constitution 13, Wisdom 14, Intelligence 12, Charisma 8, (After MPMM version of Air Genasis: St 10, Dex 17, Con 14, Wis 14, Int 12, Char 8)
Fighter Arcane Archer: Arcana Skill, Prestidigitaion Cantrip, Grasping Arrow, Seeking Arrow ( Grasping shot really needs a party willing to push the enemy around. Shoving Fighters, Repelling Blast warlocks, Movement inducing Mages, etc. )
Ranger 1 (ranger from now on) Stealth, Favored Foe (rather than Favored Enemey), Deft Explorer (rather than Natural explorer) to get x2 prof. in Perception, Defense Fighting Style
Ranger 2 Spells: Hunters Mark, Goodberries
Ranger 3: Drake Warden, choose fire breath, normal primal awareness, Absorb Elements spell
Ranger 4: Feat: Sharpshooter
Ranger 5: spells Silence, Extra Attack
Ranger 6: Favored Foe damage increase, Deft explorer gets better
Ranger 7: You gain Fire resistance and your drake can either fly or be a mount, take Lesser Restoration
Ranger 8: Take Resilient(Dex) feat, Dex is now 18
Ranger 9: Plant Growth and trade Lesser Restoration for Revivify
Ranger 10: Take Nature's Veil option, get Tireless
Ranger 11: Get Drakes Breath (Fire), Take Protection from Energy Spell
Ranger 12: Take Mounted Combat feat
Ranger 13: Take Freedom of Movement spell
Ranger 14: Get Hide
Ranger 15: Perfect Bond - you can now fly on your Drake. Take Conjure Woodlands being and pray for pixies
Ranger 16: Dex +2 to 20
Ranger 17: Swift Quiver and trade out Conjure Woodland beings for Conjure Volley
This build does not really make you a dragon rider at least until level 18. But you can start riding the drake on land at level 10 (with Mounted Combat at 15)
Have I made any errors or obvious miscalculations?
Oh boy, there are several things that could be improved in your sheet:
I believe your are going stat array, but CON 14 is mandatory.
Grasping Arrow has an amazing synergy with Swarmkeeper, but I believe the main concept of your build is to be a dragon rider archer, right?
Instead of Defense as your second fighting style, an amazing combination is Fog Cloud and Blind Fighting -- just make sure to be 10 ft inside the heavily obscured area and basically shoot with perma-advantage against your enemies.
Cure Wounds is terrible, Goodberry is much better and you can even train your dragon to handle your berries to unconscious allies.
Hunter's Mark is basically useless to you because you will always use your bonus action to command your dragon to attack. Don't even think to sacrifice your extra attack, because your main source of damage is Sharpshooter. Get Absorb Elements instead, a much better spell.
Most people think that Hunter's Mark is Ranger signature spell, but Pass Without a Trace is the class definitive spell. Although I really like Silence and it's a common choice in my spell list, Pass Without a Trace is one of the most powerful spells in the game. You can transform your entire party, including your heavily armored folks, into a deadly silent ninja squad that most likely will beat enemies perception and probably give you an entire round for free when applicable, of course. Just think how many times you were incapable of surprise your enemies because your Paladin buddy was more noisy than a clunky old car.
Piercer is a very meh feat. As I explained above, Sharpshooter is your main source of damage. Since you started as a Fighter, I would get Resilient DEX to double down your resistances against elemental damage or even Skill Expert in case you want to be more versatile.
Yes, the main concept was a Dragon archer. Trying out the new class. I did get Con 14 via the race.
Fog Cloud and Blindfighting suffer from the same problem as Darkness and Devilsight. Do you have advice for another Fighting Style?
When you try to use Darkness and Devilsight (or Fogcloud and blind fighting), what ends up happening is:
If you are not in a large, open field then other players are affected more by your fog cloud than your enemies.
Even if you are in an open field, they can't see you to exclude you from spells like Spirit Guardians.
So many creatures have Blindsight or similar abilities that this combo basically only works reliably on other pcs. Even a Bat familiar can see you.
Goodberry is better, had not thought of it.
Hunter's Mark is worth it when the bad guy starts out of range of the dragon. If he starts at 50+ ft away, I think it is worth it to use your bonus action that turn for Hunter's Mark. If it can move on it's own, but not attack, I see it as reasonable to tell it to move towards anyone you shoot at as a free action.
Absorb Elements is probably a good idea to take though. I can take it at Ranger 3.
Pass without Trace is nice, but a spell to fix other people's issues is not my priority. I can scout ahead and eventually fly.
If you don’t like Fog Cloud and Blind Fighting, I would go to Superior Technique for Precision Strike to boost Sharpshooter.
Fair point about Hunter’s Mark as a backup bonus action usage, but I rather explore other bonus action spells like Ensnaring Strike or even Zephyr Strike. Both are more versatile and useful, without any range limitation. Once again, Sharpshooter is your main damage source, 2d6 extra damage from HM is not a big deal.
Imagine a situation where couple enemies get close to you since you are big threat to them at distance. Zephyr Strike would enable you to avoid some OAs, move away big time and then perform one attack with advantage with +1d8 of extra damage. Hunter’s Mark is good, but Rangers have much better and versatile spells.
Pass Without a Trace doesn’t fix other people issues. This spell is not for scouting, it is for setup ambushes and get your entire party a surprise round. One entire free round for your party is outstanding.
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First, yes I know that Arcane Archer generally sucks. But that is because the 7th level onward abilities suck. The 3rd level ability rocks, even at 20th. So I take that first, then move on to Ranger. Here is the Arcane Drake Ranger/Fighter
The basic idea is that you end up as a dragon rider shooting arrows at people. After all, why fly a dragon if you can't rain down death from far away?
----
Race: Air Genasi. Both versions (EEPC and MPMM) give you dex bonus and levitation, key safety feature if you are going to be flying. (Although I might consider the Goblin from MPMM, the multiple Fury of the small can be a nice damage add on, along with the good Dex.)
Assuming MPMM Air Genasi, race grants me: Darkvision, Unending Breath, Lighting Resistance, Mingle with Wind.
Background: Still looking, any suggestions?
Stats: Strength 10, Dexterity 15, Constitution 13, Wisdom 14, Intelligence 12, Charisma 8, (After MPMM version of Air Genasis: St 10, Dex 17, Con 14, Wis 14, Int 12, Char 8)
Level Progression:
This build does not really make you a dragon rider at least until level 18. But you can start riding the drake on land at level 10 (with Mounted Combat at 15)
Have I made any errors or obvious miscalculations?
Oh boy, there are several things that could be improved in your sheet:
Yes, the main concept was a Dragon archer. Trying out the new class. I did get Con 14 via the race.
Fog Cloud and Blindfighting suffer from the same problem as Darkness and Devilsight. Do you have advice for another Fighting Style?
When you try to use Darkness and Devilsight (or Fogcloud and blind fighting), what ends up happening is:
Goodberry is better, had not thought of it.
Hunter's Mark is worth it when the bad guy starts out of range of the dragon. If he starts at 50+ ft away, I think it is worth it to use your bonus action that turn for Hunter's Mark. If it can move on it's own, but not attack, I see it as reasonable to tell it to move towards anyone you shoot at as a free action.
Absorb Elements is probably a good idea to take though. I can take it at Ranger 3.
Pass without Trace is nice, but a spell to fix other people's issues is not my priority. I can scout ahead and eventually fly.
Resilient Dex vs Piercer, you convinced me.
If you don’t like Fog Cloud and Blind Fighting, I would go to Superior Technique for Precision Strike to boost Sharpshooter.
Fair point about Hunter’s Mark as a backup bonus action usage, but I rather explore other bonus action spells like Ensnaring Strike or even Zephyr Strike. Both are more versatile and useful, without any range limitation. Once again, Sharpshooter is your main damage source, 2d6 extra damage from HM is not a big deal.
Imagine a situation where couple enemies get close to you since you are big threat to them at distance. Zephyr Strike would enable you to avoid some OAs, move away big time and then perform one attack with advantage with +1d8 of extra damage. Hunter’s Mark is good, but Rangers have much better and versatile spells.
Pass Without a Trace doesn’t fix other people issues. This spell is not for scouting, it is for setup ambushes and get your entire party a surprise round. One entire free round for your party is outstanding.