So I am currently ina campagn where it is almost always dark and my Ranger/Gloom sharp shooter is a blaste to play. I am toying with either adding a dip in fighter to have action surge and really load up on the 1st round damage(Take out casters or healers early). But the party really doesnt have a healer so I was also toying with twilght domain. 300 ft dark vision on a Gloom Stalker Sharpshooter situationally could be great. 1st round launch three attacks possibley with a 2nd level Hail of Thorns to do 2d10 extra to my target plus to all with in 5 feet of the target. 2nd round entangle or spike growth so my party can really pick them off one at a time. I've been using similar tactic often from closer range. Having healing spells in more abundance could also be useful of course.
Any thoughts on which of the two makes more sense over all?
Both options are good, so really whichever one you want to go with ought to do well for you. How far does your character's darkvision extend currently? Because you really don't need 300 ft darkvision, you just need longer darkvision than most enemies have.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Rogue assassin gives you sneak attack and auto crit on surprised foes that first round. Twilight cleric does synergize well, but its biggest benefits don’t require you to be the cleric—someone else in the party can take it and give you the darkvision and advantage on initiative.
Rogue assassin gives you sneak attack and auto crit on surprised foes that first round. Twilight cleric does synergize well, but its biggest benefits don’t require you to be the cleric—someone else in the party can take it and give you the darkvision and advantage on initiative.
Thank you. The reason im thinking cleric is we do not have a true healer. No one seems to have that piece. So far we are fine living on Good Berries. I do like the Rogue Assasin as a dip as well.
I would say go with Fighter. Action Surging on the first round is just such a good combo getting you three more attacks and an additional 1d8 of damage on top of that. It also gets you an additional Fighting Style (Defensive for +1 AC or Superior Technique to be able to prone, disarm, or grant the Rogue in your group advantage on the next attack). I would recommend the Superior Technique to give you some of the CC you were looking for in the Cleric dip.
If you want maximum shenanigans, I'd suggest either a 2 level dip into Fighter, or a 3 level dip into Fighter: Battlemaster.
Then, grab 3 levels of Rogue: Inquisitive. In my experience, Assassin looks better on paper, but doesn't work out in regular play. Inquisitive, on the other hand, will work wonders. As a Ranger, you Wisdom is likely decent, so you'll be able to take full advantage of the class features. Hopefully, you're already a Bugbear...
So I am currently ina campagn where it is almost always dark and my Ranger/Gloom sharp shooter is a blaste to play. I am toying with either adding a dip in fighter to have action surge and really load up on the 1st round damage(Take out casters or healers early). But the party really doesnt have a healer so I was also toying with twilght domain. 300 ft dark vision on a Gloom Stalker Sharpshooter situationally could be great. 1st round launch three attacks possibley with a 2nd level Hail of Thorns to do 2d10 extra to my target plus to all with in 5 feet of the target. 2nd round entangle or spike growth so my party can really pick them off one at a time. I've been using similar tactic often from closer range. Having healing spells in more abundance could also be useful of course.
Any thoughts on which of the two makes more sense over all?
Go with the party assist route, sounds like you thought about it a bit and its workable.
But ultimately you are the character, build what feels right.
Have a look at 5he healer feat, 1d6+4+lvl doesn’t sound much, but it can be used on each team member once per short rest. Let’s assume you take two rests (rope trick to have a save spot) and a group of 4, that is 12d6+108 points of healing.
So I am currently ina campagn where it is almost always dark and my Ranger/Gloom sharp shooter is a blaste to play. I am toying with either adding a dip in fighter to have action surge and really load up on the 1st round damage(Take out casters or healers early). But the party really doesnt have a healer so I was also toying with twilght domain. 300 ft dark vision on a Gloom Stalker Sharpshooter situationally could be great. 1st round launch three attacks possibley with a 2nd level Hail of Thorns to do 2d10 extra to my target plus to all with in 5 feet of the target. 2nd round entangle or spike growth so my party can really pick them off one at a time. I've been using similar tactic often from closer range. Having healing spells in more abundance could also be useful of course.
Any thoughts on which of the two makes more sense over all?
Both options are good, so really whichever one you want to go with ought to do well for you. How far does your character's darkvision extend currently? Because you really don't need 300 ft darkvision, you just need longer darkvision than most enemies have.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
currently 60 feet. If I go fighter I could I would probably select Rune Knight and Stone Rune would take it to 120.
Rogue assassin gives you sneak attack and auto crit on surprised foes that first round. Twilight cleric does synergize well, but its biggest benefits don’t require you to be the cleric—someone else in the party can take it and give you the darkvision and advantage on initiative.
Battle Master Fighter.
Thank you. The reason im thinking cleric is we do not have a true healer. No one seems to have that piece. So far we are fine living on Good Berries. I do like the Rogue Assasin as a dip as well.
Hadn't considered superior technique. I'll look at it closer. TY
Thank you.
Thanks for the advice
If you want maximum shenanigans, I'd suggest either a 2 level dip into Fighter, or a 3 level dip into Fighter: Battlemaster.
Then, grab 3 levels of Rogue: Inquisitive. In my experience, Assassin looks better on paper, but doesn't work out in regular play. Inquisitive, on the other hand, will work wonders. As a Ranger, you Wisdom is likely decent, so you'll be able to take full advantage of the class features. Hopefully, you're already a Bugbear...
Go with the party assist route, sounds like you thought about it a bit and its workable.
But ultimately you are the character, build what feels right.
Have a look at 5he healer feat, 1d6+4+lvl doesn’t sound much, but it can be used on each team member once per short rest. Let’s assume you take two rests (rope trick to have a save spot) and a group of 4, that is 12d6+108 points of healing.