Hi first time playing D&D, and was wondering about the Ranger-Gloom stalker. I was thinking about being a Human V. (goes with back story) a was going to take the crossbow expert feat (raised by elves, hated how they treated her so learned crossbow as a way to get back at them). I have two questions: On my first round would this look like this
1d6+Dex (normal attack)
1d6 (CE feat)
1d6+ 1d8( GS )
The second question is it says that I can add my Wisdom bonus to my initiative. Does this mean I add my Dex modifier and Wisdom modifier, or I can choose between the two?
Hi first time playing D&D, and was wondering about the Ranger-Gloom stalker. I was thinking about being a Human V. (goes with back story) a was going to take the crossbow expert feat (raised by elves, hated how they treated her so learned crossbow as a way to get back at them). I have two questions: On my first round would this look like this
1d6+Dex (normal attack)
1d6 (CE feat)
1d6+ 1d8( GS )
The second question is it says that I can add my Wisdom bonus to my initiative. Does this mean I add my Dex modifier and Wisdom modifier, or I can choose between the two?
Your first turn will be:
Attack Action: attack with hand crossbow for 1d6 + Dex piercing damage.
Part of Attack Action: additional attack from Dread Ambusher with hand crossbow 1d6 + Dex + 1d8 piercing damage.
Bonus Action: attack with hand crossbow due to Crossbow Exert feat for 1d6 + Dex piercing damage.
You still add the Dex to the extra attack because it is normal damage plus 1d8, and you still add your Dex to the bonus action attack because although it uses a similar set up to Two Weapon Fighting it is NOT Two Weapon Fighting. It's just an extra weapon attack you get to make as part of a feat and therefore follows the same rulings as any weapon attack. So, you're incorrect but only because you're being modest and get to do more damage :D Yay!
And for the initiative you get to add both your Dex and Wis. Your Initiative will be: 1d20 + Dex + Wis.
So let's say Dex is 16, which would mean my mod is 3. If at 4th level I take sharpshooter(everyone I have talked to said this is a must for anyone who does archery), at 5th level my one round would look like this:
So let's say Dex is 16, which would mean my mod is 3. If at 4th level I take sharpshooter(everyone I have talked to said this is a must for anyone who does archery), at 5th level my one round would look like this:
1d6+13 (regular attack)
1d6+13+1d8 (DA)
1d6+13 (CE)
1d6+10 (extra attack)
If this is the case, oh man.
Your Extra Attack still benefits from Dex so it would the same as your regular attack.
If you took the Archery fighting style then you add 2 damage to each hit with a ranged weapon attack.
So, assuming you do have that, assuming you hit with all 4 attacks using sharpshooter on all (which, admittedly is unlikely with the -5 penalty) then your damage that turn would be: 4d6 + 1d8 + 60 piercing damage. This is an average of 81 damage. Your minimum damage is 65 and your maximum would be 92.
I'd like to clarify my understanding of this, and how I ruled it in-game.
The Ranger had gotten the drop on the enemy, and he triggered Dread Ambusher on his ambush round. Afterward, I had everyone roll initiative and the Ranger had the highest. The Ranger essentially got to go twice before anyone else could, which is fine on its own. He set himself up well and rolled high. He triggered Dread Ambusher again, reasoning that his first turn in the initiative order was also his first turn for that combat.
I disagreed, stating that the ambush round occurred out of initiative order but that it was still part of the same combat. The player accepted this right away, this wasn't an issue or anything, I just want to clarify that my position on the matter was correct for future reference.
The Ranger had gotten the drop on the enemy, and he triggered Dread Ambusher on his ambush round. Afterward, I had everyone roll initiative.
The important thing to note is that there is no such thing as an ambush round or "surprise round"
The surprise round existed in previous editions of D&D but is not something in the 5th edition rules.
As soon as the combat starts, all participants should roll initiative - if some of those participants are surprised then they don't get to act during their first turn.
The Ranger had gotten the drop on the enemy, and he triggered Dread Ambusher on his ambush round. Afterward, I had everyone roll initiative.
The important thing to note is that there is no such thing as an ambush round or "surprise round"
The surprise round existed in previous editions of D&D but is not something in the 5th edition rules.
As soon as the combat starts, all participants should roll initiative - if some of those participants are surprised then they don't get to act during their first turn.
Ah, okay. This might just be me still holding onto some older stuff and what I've seen in shows like Critical Role.
But I think this also answers my question. A "surprise round" followed by regular combat is the same combat. I had them roll initiative out of order, and that explains the player's initial assumption, but the end result is the same. Whether it's an ambush round, or the first round in which surprised combatants don't act, it's the same combat and Dreadful Ambusher only applies the once.
Just thought of an interesting build Lycanthrope Gloom ranger. You walk into the shadows as a human and come out as a beast would be awesome. Though not sure how the sight would work for the wererat and weretiger since they have a dark vision of 60 feet, and the gloom stalker gives those who have dark vision a +30feet. Maybe you would need to talk and see if you can just take the 120feet.
Just thought of an interesting build Lycanthrope Gloom ranger. You walk into the shadows as a human and come out as a beast would be awesome. Though not sure how the sight would work for the wererat and weretiger since they have a dark vision of 60 feet, and the gloom stalker gives those who have dark vision a +30feet. Maybe you would need to talk and see if you can just take the 120feet.
In our evil campaign - I have a deep gnome monk of the long death/gloomstalker ranger that is a natural wererat. 150' darkvision (although DDB still doesn't calculate the darkvision correctly and says 180') Have had fun with it so far, looking forward to the next time he is allowed out to play!
This is great and all but could someone explain how the Stalker’s Fury works? Cause the way i’ve read it pretty much guarantees you hit all your attacks if you keep rolling new ones.
This is great and all but could someone explain how the Stalker’s Fury works? Cause the way i’ve read it pretty much guarantees you hit all your attacks if you keep rolling new ones.
It can only be used once on your turn. So let's say you're dual-wielding which gives you 3 attacks (2 for main action, 1 for bonus action). Let's say you hit for your first attack but then missed for your second - you can use Stalker's Flurry to turn that miss into a hit. So you've hit twice. Then let's say you miss on the third attack - this stays a miss, because you've already used the feature this turn, so this is 2 hits and 1 miss.
It also specifically says "your turn" which means you cannot use it on any attack you make outside of your own turn, such as an opportunity attack.
It only guarantees 1 hit per turn, no matter the number of attacks you can normally make, and only on your turns.
If a gloom stalker ranger has two weapon fighting (2 scimitars) during Dread Ambusher do you get 4 attacks?
Salz, more specifically, the Gloomstalker ability 1 additional attack as part of your Attack Action. When a character is holding two weapons and using the Two Weapon Fighting option, the extra attack they're getting with their off-hand weapon is with their Bonus Action, not as part of their Attack Action. This is why Gloomstalker's level 3 ability doesn't give a Two Weapon Fighting character any more extra attacks than it gives a character with only one weapon, because all it's doing is adding one more attack to the Attack Action.
So with the Dread Ambush, I can attack twice (first round only) and use bonus action for additional attack (two-weapon fighting) or Hunter's Mark or something?
But if I move my Hunter's Mark, one a future round, using my bonus attack, than I do not get the bonus attack of Two-Weapon fighting?
Yes exactly! It's easy to lose track of how many different spells and class features are all asking to use your Bonus Action, which varies wildly from class to class.
A fighter, for example, makes an excellent Two Weapon Fighter, because there are very few Fighter abilities or Fighter Subclass abilities that ask for a Bonus Action (Second Wind is one, something like the Samurai's Fighting Spirit is another).
But a class like Ranger may be wanting to cast or move their Hunter's Mark, or use a ranger subclass feature (see Planar Warrior 3, Monster Slayer 3, Beastmaster 7), every round with that same Bonus Action.
A class like Rogue has features that give them alternative uses of their Bonus Action... but also, they don't ever receive Extra Attack with their Attack Action, meaning that the ability to make a Bonus Action attack has a lot more value for them (as a second chance to land a Sneak Attack, if their regular Attack Action attack missed).
It's hard to make general statements about who Two Weapon Fighting is "good for," and who should skip it, but it is helpful to think about what your character is actually going to do in most combats in what order from round to round, to avoid falling into the trap of comparing apples to oranges with classes that take a few rounds of spending different Bonus Actions to put up all the buffs and debuffs they want.
Hi first time playing D&D, and was wondering about the Ranger-Gloom stalker. I was thinking about being a Human V. (goes with back story) a was going to take the crossbow expert feat (raised by elves, hated how they treated her so learned crossbow as a way to get back at them). I have two questions: On my first round would this look like this
1d6+Dex (normal attack)
1d6 (CE feat)
1d6+ 1d8( GS )
The second question is it says that I can add my Wisdom bonus to my initiative. Does this mean I add my Dex modifier and Wisdom modifier, or I can choose between the two?
Your first turn will be:
You still add the Dex to the extra attack because it is normal damage plus 1d8, and you still add your Dex to the bonus action attack because although it uses a similar set up to Two Weapon Fighting it is NOT Two Weapon Fighting. It's just an extra weapon attack you get to make as part of a feat and therefore follows the same rulings as any weapon attack. So, you're incorrect but only because you're being modest and get to do more damage :D Yay!
And for the initiative you get to add both your Dex and Wis. Your Initiative will be: 1d20 + Dex + Wis.
Dread Ambusher is nifty.
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So let's say Dex is 16, which would mean my mod is 3. If at 4th level I take sharpshooter(everyone I have talked to said this is a must for anyone who does archery), at 5th level my one round would look like this:
1d6+13 (regular attack)
1d6+13+1d8 (DA)
1d6+13 (CE)
1d6+10 (extra attack)
If this is the case, oh man.
Your Extra Attack still benefits from Dex so it would the same as your regular attack.
If you took the Archery fighting style then you add 2 damage to each hit with a ranged weapon attack.
So, assuming you do have that, assuming you hit with all 4 attacks using sharpshooter on all (which, admittedly is unlikely with the -5 penalty) then your damage that turn would be: 4d6 + 1d8 + 60 piercing damage. This is an average of 81 damage. Your minimum damage is 65 and your maximum would be 92.
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I'd like to clarify my understanding of this, and how I ruled it in-game.
The Ranger had gotten the drop on the enemy, and he triggered Dread Ambusher on his ambush round. Afterward, I had everyone roll initiative and the Ranger had the highest. The Ranger essentially got to go twice before anyone else could, which is fine on its own. He set himself up well and rolled high. He triggered Dread Ambusher again, reasoning that his first turn in the initiative order was also his first turn for that combat.
I disagreed, stating that the ambush round occurred out of initiative order but that it was still part of the same combat. The player accepted this right away, this wasn't an issue or anything, I just want to clarify that my position on the matter was correct for future reference.
I thought the Archery fighting style effects your Attack bonus. So for me it would look like this:
Name:Handcross bow
Attack bonus:8
Damage/type: 1d6+3/ piercing
Of course this doesn't take into account Hunter's Mark. Maybe this build is OP.
You are right, I am sorry. I misremembered. I don't use martial-focused classes often, I'm almost always full spellcaster.
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The important thing to note is that there is no such thing as an ambush round or "surprise round"
The surprise round existed in previous editions of D&D but is not something in the 5th edition rules.
As soon as the combat starts, all participants should roll initiative - if some of those participants are surprised then they don't get to act during their first turn.
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Ah, okay. This might just be me still holding onto some older stuff and what I've seen in shows like Critical Role.
But I think this also answers my question. A "surprise round" followed by regular combat is the same combat. I had them roll initiative out of order, and that explains the player's initial assumption, but the end result is the same. Whether it's an ambush round, or the first round in which surprised combatants don't act, it's the same combat and Dreadful Ambusher only applies the once.
Just thought of an interesting build Lycanthrope Gloom ranger. You walk into the shadows as a human and come out as a beast would be awesome. Though not sure how the sight would work for the wererat and weretiger since they have a dark vision of 60 feet, and the gloom stalker gives those who have dark vision a +30feet. Maybe you would need to talk and see if you can just take the 120feet.
In our evil campaign - I have a deep gnome monk of the long death/gloomstalker ranger that is a natural wererat. 150' darkvision (although DDB still doesn't calculate the darkvision correctly and says 180') Have had fun with it so far, looking forward to the next time he is allowed out to play!
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This is great and all but could someone explain how the Stalker’s Fury works? Cause the way i’ve read it pretty much guarantees you hit all your attacks if you keep rolling new ones.
It can only be used once on your turn. So let's say you're dual-wielding which gives you 3 attacks (2 for main action, 1 for bonus action). Let's say you hit for your first attack but then missed for your second - you can use Stalker's Flurry to turn that miss into a hit. So you've hit twice. Then let's say you miss on the third attack - this stays a miss, because you've already used the feature this turn, so this is 2 hits and 1 miss.
It also specifically says "your turn" which means you cannot use it on any attack you make outside of your own turn, such as an opportunity attack.
It only guarantees 1 hit per turn, no matter the number of attacks you can normally make, and only on your turns.
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Ok thanks :)
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If a gloom stalker ranger has two weapon fighting (2 scimitars) during Dread Ambusher do you get 4 attacks?
No.
Unless you have the Extra Attacks feature anyway.
The Dread Ambusher feature grants exactly 1 additional attack.
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Salz, more specifically, the Gloomstalker ability 1 additional attack as part of your Attack Action. When a character is holding two weapons and using the Two Weapon Fighting option, the extra attack they're getting with their off-hand weapon is with their Bonus Action, not as part of their Attack Action. This is why Gloomstalker's level 3 ability doesn't give a Two Weapon Fighting character any more extra attacks than it gives a character with only one weapon, because all it's doing is adding one more attack to the Attack Action.
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I'm going to make this way harder than it needs to be.
VERY interesting thank you, Chicken Champ!
So with the Dread Ambush, I can attack twice (first round only) and use bonus action for additional attack (two-weapon fighting) or Hunter's Mark or something?
But if I move my Hunter's Mark, one a future round, using my bonus attack, than I do not get the bonus attack of Two-Weapon fighting?
Thanks, Salz
Yes exactly! It's easy to lose track of how many different spells and class features are all asking to use your Bonus Action, which varies wildly from class to class.
A fighter, for example, makes an excellent Two Weapon Fighter, because there are very few Fighter abilities or Fighter Subclass abilities that ask for a Bonus Action (Second Wind is one, something like the Samurai's Fighting Spirit is another).
But a class like Ranger may be wanting to cast or move their Hunter's Mark, or use a ranger subclass feature (see Planar Warrior 3, Monster Slayer 3, Beastmaster 7), every round with that same Bonus Action.
A class like Rogue has features that give them alternative uses of their Bonus Action... but also, they don't ever receive Extra Attack with their Attack Action, meaning that the ability to make a Bonus Action attack has a lot more value for them (as a second chance to land a Sneak Attack, if their regular Attack Action attack missed).
It's hard to make general statements about who Two Weapon Fighting is "good for," and who should skip it, but it is helpful to think about what your character is actually going to do in most combats in what order from round to round, to avoid falling into the trap of comparing apples to oranges with classes that take a few rounds of spending different Bonus Actions to put up all the buffs and debuffs they want.
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I'm going to make this way harder than it needs to be.