Hello, I'm thinking of building a Goblin Horizon Walker Ranger for a Portal 2 themed game, and I don't know what spells to take and what I should be looking for in my build. Would Melee or Ranged be better? Do I go for high movement speed? High damage per turn? More explorative abilities? I don't know!
Horizon Walker makes a great archer but their teleporting can be a bit clunky with melee combat. The horizon Walker spell list is good and with control spells like entangle can really shift a combat In your favour. The subclass is great for exploration and damage builds but it’s better to avoid damage then trying to tank.
Horizon Walkers with sword and board and the duelling fighting style are pretty solid. You can max out dex at 14 and go for a strength build or go full dex and use a rapier. Or go ranged and take Archery and use a bow. The thing you have to look out for with HW is that they use their bonus action quite excluisvely for boosting damage once per round which means you can't do much else with it. Personally I think a Strength focused goblin would make a pretty cool ranger. :)
Besides that, use Deft Explorer and Primal Awareness from Tasha's and you're solid.
When considering a build's mechanical side, I like to try and use everything I'm given from both class and race at least a little bit. Part of this process is coming up with a basic understanding of what I want my play patterns to look like in combat: what will be the go to options and how am I using my turns.
For a Goblin Horizon Walker, my immediate instinct is how do we come up with a routine that encourages some use of Nimble Escape despite having Planar Warrior for extra damage as a competing interest with the bonus action.
I would go with a ranged controller build. Focus on consistent damage via Archery Fighting style and the control offered by entangle, spike growth, summon beast and conjure animals. Grab resilient con at level 4 to make sure you can hold concentration and then focus dexterity. Turn 1, cast a spell and BA hide or disengage depending on situation. Turn 2+ Shoot bow with extra damage, hiding or disengaging instead when circumstances dictate.
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Hello, I'm thinking of building a Goblin Horizon Walker Ranger for a Portal 2 themed game, and I don't know what spells to take and what I should be looking for in my build. Would Melee or Ranged be better? Do I go for high movement speed? High damage per turn? More explorative abilities? I don't know!
Horizon Walker makes a great archer but their teleporting can be a bit clunky with melee combat. The horizon Walker spell list is good and with control spells like entangle can really shift a combat In your favour. The subclass is great for exploration and damage builds but it’s better to avoid damage then trying to tank.
Horizon Walkers with sword and board and the duelling fighting style are pretty solid. You can max out dex at 14 and go for a strength build or go full dex and use a rapier. Or go ranged and take Archery and use a bow. The thing you have to look out for with HW is that they use their bonus action quite excluisvely for boosting damage once per round which means you can't do much else with it. Personally I think a Strength focused goblin would make a pretty cool ranger. :)
Besides that, use Deft Explorer and Primal Awareness from Tasha's and you're solid.
When considering a build's mechanical side, I like to try and use everything I'm given from both class and race at least a little bit. Part of this process is coming up with a basic understanding of what I want my play patterns to look like in combat: what will be the go to options and how am I using my turns.
For a Goblin Horizon Walker, my immediate instinct is how do we come up with a routine that encourages some use of Nimble Escape despite having Planar Warrior for extra damage as a competing interest with the bonus action.
I would go with a ranged controller build. Focus on consistent damage via Archery Fighting style and the control offered by entangle, spike growth, summon beast and conjure animals. Grab resilient con at level 4 to make sure you can hold concentration and then focus dexterity. Turn 1, cast a spell and BA hide or disengage depending on situation. Turn 2+ Shoot bow with extra damage, hiding or disengaging instead when circumstances dictate.