My group is starting in a couple of weeks we will be starting at lvl9. All of our backgrounds are going to be bountyhunter. What is interesting is my DM asked us if we wanted to do a reactionary type game. We will be hunting down a group of killers who killed a bunch of people and stoled their ship (CR). I am thinking of being a VH. Who is Gloomstalker, Assassin Rogue, and Champion Fighter. Any thoughts on the build?
Going range or melee? Are you planning on going 3/3/3 on that build? 5/4 on Gloom/Assassin would net you 2 ASI/Feats and an extra attack. Depends on what you want to do, and how quickly you need something from fighter...in my opinion of course. Playing Gloom/Assassin myself.
Fighter-Champion: if your in it for Improved Critical only, stop at 3, maybe 4 for ASI.
Quick build: Gloom5, Assassin3, Champion 3. You'll get the base features you want @ Lv11. As your campaign starts @ lv9, I would go Gloom 5/Assassin 4 so you don't fall behind on ASI.
Depending on what weapons & feats you choose I would skip Champion. While Figher is great for Action Surge, 2nd Fighting Style and sub-class, the Improved Critical +5% chance isn't that great compared to Battle Master( Superiority Dice & Maneuver) or Eldritch Knight(increased caster lv & spells: Shield, Absorb Elements & Find Familiar). Also you don't want to double up on Extra Attack if you can avoid it.
Alternative build: Fighter BM/EK Lv5. Gloom Stalker Lv3. Assassin 1, to start at lv9.
Then you can pick up Fighter lv6-8 for 2 ASI. Take Assassin to Lv3-5, leave Gloom @Lv3. I'd take Fighter to Lv11 for Extra Attack x3.
Fighter Lv11, Ranger 3, Rouge 5, last lv can go towards whatever gets you another ASI. At lv11, you'll have the bones of what you want. By Lv16 (BM/EK lv8, GS lv3, ASSN lv5) you'll have a very strong character. With Crossbow Expert, Sharpshooter, +2 Dex, +2 Dex, and still have 1-2 more ASI to choose(if V-human).
***sorry for rambling. It's hard to type on mobile & proof-read. Also I love Gloom stalkers, I have 3 theory crafted on Dndbeyond for different builds/purposes.
Since I have a sorcerer-shadow, cleric-grave, Wizard-War and Rogue-Assassin. I think my magic is covered, and the Rogue is going melee. I figured handcross bow. Starting out with the crossbow feat. 8 in St. 15+1 for Dex, 13 Con, 12 Intel, 14+1 Wis and 10 Char. I know I need to up my Dex to 20 so I will concentrate on that first. Then get Sharpshooter when I can.
I wasn't sure how far to take Gloomstalker or Assassin so was thinking only lvl4 on each then 12 on Fighter. Probably not the best, but wasn't sure.
We can use anything we want. Since our background is that of Bountyhunters that have known and worked exclusively with each other for a while now. I wanted to make a build that would work well with the rest of the team. And cover something that is missing.
Fighter 12, Gloom 4, Assassin 4 can work out good. You get 6 ASI/Feat(s). Starting with CB Expert is great. If you take your 1st 6 levels as Fighter I'd take +2 Dex @lv4 and Sharpshooter @ lv6. Then take next 4 levels as either Gloom or Assassin and take +2 Dex (@lv10). As long as you have 20 Dex before Teir 3(lv11) you'll be golden.
As for when to take which levels, it varies on how your campaign is going, what suits your playstyle and when you "feel" it's right to take those lvs.
If you plan on going Fighter lv 12, I'd lean more towards Battle Master over Champion. Damage wise I believe that the short rest rechargeing Superiority Dice & Maneuvers will out pace the Improved Critical and "additional Fighting Style", especially as you will get a second Fighting Style from Ranger lv 2. Archery & Defensive are the only ones effective for your build. Unless for some crazy reason you want Two Weapon Fighting for melee, but that's not ever necessary with Crossbow Expert.
---- Personally I'd recommend building out 2 characters. Start @ lv 1 and level up the character(s) with each sub-class & multi-class. Stop @ Lv 5, 11, 17 and do a mock combat. It helps me get an idea how effective each build will be, when to multi-class and how many levels in each dip.
-------With 18 Dex, Archery Fighting Style & a +1 Magic Hand-Crossbow you will have +10 to hit @ lv 6-8 and +11 to hit @ lv 9. Using Sharpshooter with +5/6 to hit works great against any enemy with AC 16/17 or less. There are formulas & calculators that you can look up and use.
-----When using a Hand Crossbow it boils down to: with a +5 to hit(using SS) vs enemies with AC 16 or less, use SS 100% for highest DPR. If you have Bless or Advantage, you can use SS 100% vs AC:18/19.
The lower/less your weapons damage dice, the better you benefit from Sharpshooter. If you're rolling additional damage dice like Hunter's Mark/Hex/Divine Fury/Crusaders Mantle/Elemental Weapon, you will want to be more conservative with SS. IE: the higher your chance of damage rolled will make you wany a "guaranteed" hit. The lower your maximum damage the more impact SS will have.
----I've seen a Fighter/Archer build that used Darts & Daggers. Since it's only a d4+dex+SS, it's most effective to always SS, regardless of enemies AC.
I'd take first 6 levels in Fighter/Battlemaster. Precise Strike, Goading Strike, Trip. Archery fighting style.
First ASI Elven accuracy. Take +1 dex so you are at 18.
Second ASI, Sharpshooter.. yes you could flip these, but with such a low to hit and fighting monsters with predominantly low hp, I find it better in this order, just try and sneak for surprise/advantage, and reroll.
Next is 4 levels of Ranger taking Defense fighting style, gloom stalker ranger, and getting that Dex to 20. Hopefully by now you have a good feel for what terrain and favored enemy will do you best.
Next 10 levels are all rogue assassin, I suggest alertness feat, mobility, perceptive, and/or Resilient Wisdom.
The build starts out sort of blah until level 3, and then just gets better every level. At level 6 it is a very solid archer, at level 9 it is hitting well above its weight class, by 13 it's just plain silly damage AND utility. Knocking flying baddies out of the air and critting High CR monsters dead before anyone else has so much as drawn weapons.
ĎPS Median at lvl 9 is a solid 60 or 120 hp in round 1. Median mind you, not max damage, and that's no magic items, no crits. With 26% chance per shot to crit from surprise/Stealth