First time player, one Adventurers League session down 2 levels gained.
Starting Str12 Dex14 Con14 Int10 Wis16 Chr10 Wildhunt race from WG2E (loved the flavor and abilities), worship Malar (flavor), alignment LE.
Currently level 3 with Cleric1/Ranger2 and trying to decide how many levels of each WarDomain and GloomStalker, I will be taking 1 level of Rogue for sneak attack after my first ASI which will be DEX+2 then the Medium Armor Master for 3AC and no disadvantage to sneak while in medium armor. Combat Feat then either DEX+2 or WIS+2 last two Feat and ASI will depend on the roles filled by other party members.
I am leaning overwhelmingly toward WarDomain8/GloomStalker11/Rogue1 for a lvl 20 campaign or WarDomain8/GloomStalker6/Rogue1 for a level 15 capped campaign. The build is based on overall utility and party support in dungeon crawling. Sense my starting equipment was cleric I don't have a bow so instead of choosing archer as the Ranger fighting style I went with Dueling and hopefully I can find a finesse or ranged weapon to round out the equipment correctly for sneak attacks, currently running spear and shield.
Are there any feats that would serve the character better and what are items to keep an eye out for? Also how do I go about selling loot and purchasing items in Adventurers League?
I'm stuck on the whole Wildhunt thing. What is a Wildhunt? You give the context of it as a race but the offical Adventure League does not permit homebrew races and there are no official races in D&D 5th Edition called Wildhunt.
Also, it's Rogue not Rouge. Rogue is a class, Rouge is a colour (and French for'red').
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If it is not allowed would variant human or wood elf be better, for the build
As VHuman I could take the Medium Armor expert feat at creation which would allow for an additional ASI to end up being 1 Ability point higher and 1 AC higher from the start.
It is one of the 4 Shifter subraces in Wayfinder's Guide to Eberron, it is in the Character Creation on this site as play test material.
Ah. I didn't really like the race so never kept in mind the subrace names. In my defense referring to races only by their subrace is very uncommon: if your char was a Mountain Dwarf Bard you don't go around just calling it a "Mountain Bard". The race is the noun/name the subrace is a descriptor to add to that name which often goes in front of it. In your case if you had said "Wildhunt Shifter" I'd have realised it right away. Up to you if you want to consider that for the future.
As for whether Eberron content is allowed in Adventure League I think it is but cannot be certain. If you are looking for more information about Adventure League I would recommend the Adventure League forum. If you're looking for tips on optimising your character then I recommend Tips & Tricks forum.
Since I don't go much into character optimisation and base my character builds more on RP/narrative I cannot help much. But I can give it a go.
It really depends on what you want from the character. Gloom Stalker is more about stealth attacks - sneaking up, ambushing the target and backing off. It's not quite as "skirmisher" style as a Rogue but works similarly. It doesn't pair well with War Domain Cleric which is primarily suited for direct battle. To make use of the sneak attack with Gloom Stalker I highly recommend 4 levels of Rogue. This keeps your ASI and nets you the Assassin subclass. Combining this with Gloom Stalker means you get a bonus to initiative, it'll be easier to surprise an enemy (because Gloom Stalkers are invisible in the dark to those relying on Darkvision) and you get an extra attack. If you are dual-wielding then this is 3 attacks wth advantage and automatic critical on hit. With the 8th level War Domain Cleric giving extra 1d8 on all 3 attacks, extra 1d8 on one attack from Gloom Stalker and the 2d6 sneak attack... And all of these doubled from crit and then there's the actual weapon damage... That's an ouch. If you have at least 5 levels of Ranger you have Extra Attack for 4 attacks. Now why not throw in Hunter's Mark for extra 1d6 per attack, sorry 2d6 (coz auto-crit).
If you're going for a level 20 game: 8 levels War Domain Cleric, 8 levels Gloom Stalker Ranger and 4 levels of Assassin Rogue. I know it's tempting to go for that Stalker's Flurry (GS Ranger 11th) but it's not needed. As a War Cleric of 8th level you can, twice per short rest, add +10 to an attack roll. This build, like any based on Gloom Stalker, is going for that First-Turn Burst Damage. Dual-Wielding already gives you more attacks and you have extra attack so, you're likely to hit at least once per turn after that and with minimum 1d8+2d6 on that attack on top of weapon damage is sufficient for sustaining - bearing in mind you're also a Cleric with great healing spells and damage spells like Inflict Wounds and there's nothing stopping you falling back to ranged attacks after the first turn thanks to martial weapon proficiency and the War Domain ability to make any weapon attack as a ranged attack a limited number of times (and when that runs out you can use Spiritual Weapon spell to still attack at range (and no concentration to interfere with Hunter's Mark).
For your defenses: max your Dex since you'll be using it for attacks and initiative. You'll want studded leather light armour. Why? Because you can get AC 17 and it will cost 45 gp if you didn't already start with it and weighs only 13 lbs. The max you can get otherwise without causing disadvantage to Stealth (which you will need for that Surprise Auto-Crit First Turn Kill the Gloom Stalker and Assassin subclasses are specifically designed for) is 16 with medium armour (breastplate) which weighs 20 lbs and costs 400 gp.
You will get 5 ASIs or Feat going to 20: 3 of these will be for +2 Dex. The other two, well up to you. I suggest picking two from: Alert (+5 Init is helpful for this build), Dual Wielder (+1 AC, allows you to use 2 Rapiers for your dual-wielding), Martial Adept (get some fancy moves like +1d6 damage and tripping the opponent making them prone which grants advantage on your attacks.. Oh look suddenly an extra way to deal sneak attack without needing stealth or allies), or Mobile (if you want to skirmish more: go in First Turn Blitz, back out and fight at range, also good for getting around to drop some cure wounds or spare the dyings if you have no real healer in your group).
You can also consider losing 2 levels of Ranger to go 2 levels of Warlock and get the Eldritch Invocation Devil's Sight. You can either replace the only feat with Magic Initiate or change your Race to Drow Elf - you keep a racial bonus to Dex and get to cast Darkness. This is magical darkness but Devil's Sight let's you see through it and if you cast it on a stone or something you can carry it around -- this will give you advantage on all attacks with attacks against you being disadvantage and you could use your non-Dex feat to choose Elven Accuracy to significantly increase your chance to hit and crit (because for advantage you roll 3 d20s instead of 2, and you still get +1 to a stat!).
If you really want to go for the burst damage, replace Cleric with Paladin -- their Divine Smite feature is brutal when combined with sneak attack, extra attack and auto-crits.
Anyway, best I can do for suggestions, hope they help at least a little.
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Wanting to stay away from Paladin as it is MAD adding Str.
How exactly is the War domain getteing the ranged weapon attack is it spiritual weapon and does it benefit from sneak attack?
And as I read it in assassin at level 3 any attack I make to a surprised enemy is a crit so wouldn't it be better to take the pole arm master feat than duel wielding, I am looking at more of a sneaky half tank build and I am the only healer currently and we lost our tank so I need all the AC i can get.
How are you playing a Shifter Gloomstalker in AL? Thought they were restricted to PHB +1 and you are using both XGtE and WGtE so two sources. Need to decide whether to change races or ranger sub-class.
I wasn't aware, I will change to VHuman for the Medium Armor Master feat which ends up being 1 AC higher at start of game and no disadvantage to sneak plus an additional 1 Ability point at end.
Wanting to stay away from Paladin as it is MAD adding Str.
Divine Smite works on any melee weapon attack and none of a Paladin's features require Strength. There's nothing at all stopping you making a Dex-based Paladin. When multiclassing two or more spellcaster levels the multiclassing spellcaster rules come into play: with ranger and paladin, of which you are 8th level in both, you would be considered an 8th level spellcaster and would have: 2x 4th level slots, 3x 3rd level slots, 3x 2nd level slots and 4x 1st level slots. Divine Smite is 1d8 + 1d8 per slot level. o, if you were Paladin instead of Cleric and dual-wielding rapiers, and used hunter's mark on a previous turn while hidden before making the decision to attack (i.e. before initiative) and let's assume you then go all in: factorng the advantage, surprise and Guided Strike Channel Divinity (works the same as War God's blessing: +10 to attack) you have a very good chance to hit on all 4 attacks so let's see the damage that happens, considering it's auto crit and using Divine Strike on all (2x 4th level slots, 2x 3rd level slots):
Or to simplify: 46d8 + 12d6 + 15. The average damage on this is: 273 damage.
So, sure, going Paladin over Cleric means losing potential 8d8 and TWF-Style. However you can still fight two weapons, you still get dex applied to 3 of the attacks and with dual-wielder feat can still dual-wield rapiers, so you only lose 5 damage. But you get to replace this with 36d8. Not a bad trade-off if you want to focus on burst damage. Even without auto crit this is still 136 damage average. With Guided Strike's +10 to two attacks you're basically guaranteed to hit twice so even without the surprise you're still averaging 68 in a turn.
So while I think Cleric is better for more sustainability in bigger fights a switch to Paladin isn't anything to scoff at. Especially since there is absolutely nothing about Paladin forcing you to use Strength. Paladin is more melee focused though, is all.
How exactly is the War domain getteing the ranged weapon attack is it spiritual weapon and does it benefit from sneak attack?
Sorry I wasn't clear there. I meant you could still use a ranged weapon attack as a bonus action using the 1st level War Domain feature. You'd get to use it 3 times per long rest. This keeps up the use of attacking with a bonus if you switched to range attacks after the first turn blitz. Even when those run out you could then still use Spiritual Weapon to still attack at some range with your bonus action. Spiritual Weapon would not be able to use sneak attack, but you have your main action attack for that, but it does benefit from Hunter's Mark for extra 1d6 damage.
And as I read it in assassin at level 3 any attack I make to a surprised enemy is a crit so wouldn't it be better to take the pole arm master feat than duel wielding, I am looking at more of a sneaky half tank build and I am the only healer currently and we lost our tank so I need all the AC i can get.
Using pole-arms like staves, glaives, etc means you will not get sneak attack and their bonus action attack of 1d4 is piddly. They are also Strength based. There is no pole-arm weapon that you can use with this feat that uses Dex. To use these with stealth means needing high Strength and high Dex. It's very MAD. It's not worth it. Your consistent output with dual-wielding rapiers and using only Dex will be far better for the build especially for the 2d6 per turn sneak attack you could achieve (4d6 on crits).
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I am staying with Gloomstalker in AL, that means I lose the Wildhunt Shifter racial benefits + 1 Dex, + 2 Wis, dark vision, Survival, and shifting which is temporary HP = lvl + CON modifier and double proficiency Survival saving throws toward tracking a marked target and always knowing its location if within 60 ft.
I'm going with the Wood Elf race as it is the best replacement, it allocates for the Ability Scores but in reverse + 2 Dex, + 1 Wis, and keeps dark vision, as well as increasing base walking to 35ft and add Mask of The Wild(You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.)In place of Shifting, which isn't as good for the play style I'm going for but still great when paired with the Ranger's Fog Cloud.
At level 3 the character is (WarDomainCleric1/Ranger2)
My plan is to take Ranger to 5 at level 6 +ASI@5, grab 1 level of Rogue at 7, take Cleric to 2 @8, Cleric to 4 from 9-+ASI@10, Ranger to 6 @11, Rogue to 4 from 12-13+Assassin-+ASI@14, Ranger to 8 15-16 or going for Assassin early but being behind on ASI longer.
Which route would you take from level 8 to 14?
BecauseI feeladding fiends as preferred prey is a necessity at level 11 I'll be going Ranger 6 either route
lvl8 (WarDomainCleric2/GloomStalker5/Rogue1)
lvl9 (WarDomainCleric3/GloomStalker5/Rogue1) vs (WarDomainCleric2/GloomStalker5/Rogue2)
lvl10 (WarDomainCleric4/GloomStalker5/Rogue1) +ASI vs (WarDomainCleric2/GloomStalker5/Assassin3)
lvl11 (WarDomainCleric4/GloomStalker6/Rogue1) vs (WarDomainCleric2/GloomStalker6/Assassin3)
lvl12 (WarDomainCleric4/GloomStalker6/Rogue2) vs (WarDomainCleric2/GloomStalker6/Assassin4) +ASI
lvl13 (WarDomainCleric4/GloomStalker6/Assassin3) vs (WarDomainCleric3/GloomStalker6/Assassin4)
First time player, one Adventurers League session down 2 levels gained.
Starting Str12 Dex14 Con14 Int10 Wis16 Chr10 Wildhunt race from WG2E (loved the flavor and abilities), worship Malar (flavor), alignment LE.
Currently level 3 with Cleric1/Ranger2 and trying to decide how many levels of each WarDomain and GloomStalker, I will be taking 1 level of Rogue for sneak attack after my first ASI which will be DEX+2 then the Medium Armor Master for 3AC and no disadvantage to sneak while in medium armor. Combat Feat then either DEX+2 or WIS+2 last two Feat and ASI will depend on the roles filled by other party members.
I am leaning overwhelmingly toward WarDomain8/GloomStalker11/Rogue1 for a lvl 20 campaign or WarDomain8/GloomStalker6/Rogue1 for a level 15 capped campaign. The build is based on overall utility and party support in dungeon crawling. Sense my starting equipment was cleric I don't have a bow so instead of choosing archer as the Ranger fighting style I went with Dueling and hopefully I can find a finesse or ranged weapon to round out the equipment correctly for sneak attacks, currently running spear and shield.
Are there any feats that would serve the character better and what are items to keep an eye out for? Also how do I go about selling loot and purchasing items in Adventurers League?
I'm stuck on the whole Wildhunt thing. What is a Wildhunt? You give the context of it as a race but the offical Adventure League does not permit homebrew races and there are no official races in D&D 5th Edition called Wildhunt.
Also, it's Rogue not Rouge. Rogue is a class, Rouge is a colour (and French for'red').
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
It is one of the 4 Shifter subraces in Wayfinder's Guide to Eberron, it is in the Character Creation on this site as play test material.
As far as "rouge and rogue" that was my auto correct. I humbly as for a pass on the letter swapping of this most auspicious occasion.
If it is not allowed would variant human or wood elf be better, for the build
As VHuman I could take the Medium Armor expert feat at creation which would allow for an additional ASI to end up being 1 Ability point higher and 1 AC higher from the start.
Ah. I didn't really like the race so never kept in mind the subrace names. In my defense referring to races only by their subrace is very uncommon: if your char was a Mountain Dwarf Bard you don't go around just calling it a "Mountain Bard". The race is the noun/name the subrace is a descriptor to add to that name which often goes in front of it. In your case if you had said "Wildhunt Shifter" I'd have realised it right away. Up to you if you want to consider that for the future.
As for whether Eberron content is allowed in Adventure League I think it is but cannot be certain. If you are looking for more information about Adventure League I would recommend the Adventure League forum. If you're looking for tips on optimising your character then I recommend Tips & Tricks forum.
Since I don't go much into character optimisation and base my character builds more on RP/narrative I cannot help much. But I can give it a go.
It really depends on what you want from the character. Gloom Stalker is more about stealth attacks - sneaking up, ambushing the target and backing off. It's not quite as "skirmisher" style as a Rogue but works similarly. It doesn't pair well with War Domain Cleric which is primarily suited for direct battle. To make use of the sneak attack with Gloom Stalker I highly recommend 4 levels of Rogue. This keeps your ASI and nets you the Assassin subclass. Combining this with Gloom Stalker means you get a bonus to initiative, it'll be easier to surprise an enemy (because Gloom Stalkers are invisible in the dark to those relying on Darkvision) and you get an extra attack. If you are dual-wielding then this is 3 attacks wth advantage and automatic critical on hit. With the 8th level War Domain Cleric giving extra 1d8 on all 3 attacks, extra 1d8 on one attack from Gloom Stalker and the 2d6 sneak attack... And all of these doubled from crit and then there's the actual weapon damage... That's an ouch. If you have at least 5 levels of Ranger you have Extra Attack for 4 attacks. Now why not throw in Hunter's Mark for extra 1d6 per attack, sorry 2d6 (coz auto-crit).
If you're going for a level 20 game: 8 levels War Domain Cleric, 8 levels Gloom Stalker Ranger and 4 levels of Assassin Rogue. I know it's tempting to go for that Stalker's Flurry (GS Ranger 11th) but it's not needed. As a War Cleric of 8th level you can, twice per short rest, add +10 to an attack roll. This build, like any based on Gloom Stalker, is going for that First-Turn Burst Damage. Dual-Wielding already gives you more attacks and you have extra attack so, you're likely to hit at least once per turn after that and with minimum 1d8+2d6 on that attack on top of weapon damage is sufficient for sustaining - bearing in mind you're also a Cleric with great healing spells and damage spells like Inflict Wounds and there's nothing stopping you falling back to ranged attacks after the first turn thanks to martial weapon proficiency and the War Domain ability to make any weapon attack as a ranged attack a limited number of times (and when that runs out you can use Spiritual Weapon spell to still attack at range (and no concentration to interfere with Hunter's Mark).
For your defenses: max your Dex since you'll be using it for attacks and initiative. You'll want studded leather light armour. Why? Because you can get AC 17 and it will cost 45 gp if you didn't already start with it and weighs only 13 lbs. The max you can get otherwise without causing disadvantage to Stealth (which you will need for that Surprise Auto-Crit First Turn Kill the Gloom Stalker and Assassin subclasses are specifically designed for) is 16 with medium armour (breastplate) which weighs 20 lbs and costs 400 gp.
You will get 5 ASIs or Feat going to 20: 3 of these will be for +2 Dex. The other two, well up to you. I suggest picking two from: Alert (+5 Init is helpful for this build), Dual Wielder (+1 AC, allows you to use 2 Rapiers for your dual-wielding), Martial Adept (get some fancy moves like +1d6 damage and tripping the opponent making them prone which grants advantage on your attacks.. Oh look suddenly an extra way to deal sneak attack without needing stealth or allies), or Mobile (if you want to skirmish more: go in First Turn Blitz, back out and fight at range, also good for getting around to drop some cure wounds or spare the dyings if you have no real healer in your group).
You can also consider losing 2 levels of Ranger to go 2 levels of Warlock and get the Eldritch Invocation Devil's Sight. You can either replace the only feat with Magic Initiate or change your Race to Drow Elf - you keep a racial bonus to Dex and get to cast Darkness. This is magical darkness but Devil's Sight let's you see through it and if you cast it on a stone or something you can carry it around -- this will give you advantage on all attacks with attacks against you being disadvantage and you could use your non-Dex feat to choose Elven Accuracy to significantly increase your chance to hit and crit (because for advantage you roll 3 d20s instead of 2, and you still get +1 to a stat!).
If you really want to go for the burst damage, replace Cleric with Paladin -- their Divine Smite feature is brutal when combined with sneak attack, extra attack and auto-crits.
Anyway, best I can do for suggestions, hope they help at least a little.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Wanting to stay away from Paladin as it is MAD adding Str.
How exactly is the War domain getteing the ranged weapon attack is it spiritual weapon and does it benefit from sneak attack?
And as I read it in assassin at level 3 any attack I make to a surprised enemy is a crit so wouldn't it be better to take the pole arm master feat than duel wielding, I am looking at more of a sneaky half tank build and I am the only healer currently and we lost our tank so I need all the AC i can get.
How are you playing a Shifter Gloomstalker in AL? Thought they were restricted to PHB +1 and you are using both XGtE and WGtE so two sources. Need to decide whether to change races or ranger sub-class.
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I wasn't aware, I will change to VHuman for the Medium Armor Master feat which ends up being 1 AC higher at start of game and no disadvantage to sneak plus an additional 1 Ability point at end.
Divine Smite works on any melee weapon attack and none of a Paladin's features require Strength. There's nothing at all stopping you making a Dex-based Paladin. When multiclassing two or more spellcaster levels the multiclassing spellcaster rules come into play: with ranger and paladin, of which you are 8th level in both, you would be considered an 8th level spellcaster and would have: 2x 4th level slots, 3x 3rd level slots, 3x 2nd level slots and 4x 1st level slots. Divine Smite is 1d8 + 1d8 per slot level. o, if you were Paladin instead of Cleric and dual-wielding rapiers, and used hunter's mark on a previous turn while hidden before making the decision to attack (i.e. before initiative) and let's assume you then go all in: factorng the advantage, surprise and Guided Strike Channel Divinity (works the same as War God's blessing: +10 to attack) you have a very good chance to hit on all 4 attacks so let's see the damage that happens, considering it's auto crit and using Divine Strike on all (2x 4th level slots, 2x 3rd level slots):
8d8 piercing damage (rapiers) + 15 piercing damage (dex) + 4d6 piercing damage (sneak attack) + 8d6 piercing damage (Hunter's Mark) + 2d8 force damage (dread ambush) + 36d8 radiant (Divine Strike).
Or to simplify: 46d8 + 12d6 + 15. The average damage on this is: 273 damage.
So, sure, going Paladin over Cleric means losing potential 8d8 and TWF-Style. However you can still fight two weapons, you still get dex applied to 3 of the attacks and with dual-wielder feat can still dual-wield rapiers, so you only lose 5 damage. But you get to replace this with 36d8. Not a bad trade-off if you want to focus on burst damage. Even without auto crit this is still 136 damage average. With Guided Strike's +10 to two attacks you're basically guaranteed to hit twice so even without the surprise you're still averaging 68 in a turn.
So while I think Cleric is better for more sustainability in bigger fights a switch to Paladin isn't anything to scoff at. Especially since there is absolutely nothing about Paladin forcing you to use Strength. Paladin is more melee focused though, is all.
Sorry I wasn't clear there. I meant you could still use a ranged weapon attack as a bonus action using the 1st level War Domain feature. You'd get to use it 3 times per long rest. This keeps up the use of attacking with a bonus if you switched to range attacks after the first turn blitz. Even when those run out you could then still use Spiritual Weapon to still attack at some range with your bonus action. Spiritual Weapon would not be able to use sneak attack, but you have your main action attack for that, but it does benefit from Hunter's Mark for extra 1d6 damage.
Using pole-arms like staves, glaives, etc means you will not get sneak attack and their bonus action attack of 1d4 is piddly. They are also Strength based. There is no pole-arm weapon that you can use with this feat that uses Dex. To use these with stealth means needing high Strength and high Dex. It's very MAD. It's not worth it. Your consistent output with dual-wielding rapiers and using only Dex will be far better for the build especially for the 2d6 per turn sneak attack you could achieve (4d6 on crits).
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Thanks for all the clarification.
I am staying with Gloomstalker in AL, that means I lose the Wildhunt Shifter racial benefits + 1 Dex, + 2 Wis, dark vision, Survival, and shifting which is temporary HP = lvl + CON modifier and double proficiency Survival saving throws toward tracking a marked target and always knowing its location if within 60 ft.
I'm going with the Wood Elf race as it is the best replacement, it allocates for the Ability Scores but in reverse + 2 Dex, + 1 Wis, and keeps dark vision, as well as increasing base walking to 35ft and add Mask of The Wild( You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.)In place of Shifting, which isn't as good for the play style I'm going for but still great when paired with the Ranger's Fog Cloud.
At level 3 the character is (WarDomainCleric1/Ranger2)
My plan is to take Ranger to 5 at level 6 +ASI@5, grab 1 level of Rogue at 7, take Cleric to 2 @8, Cleric to 4 from 9-+ASI@10, Ranger to 6 @11, Rogue to 4 from 12-13+Assassin-+ASI@14, Ranger to 8 15-16 or going for Assassin early but being behind on ASI longer.
Which route would you take from level 8 to 14?
Because I feel adding fiends as preferred prey is a necessity at level 11 I'll be going Ranger 6 either route
lvl8 (WarDomainCleric2/GloomStalker5/Rogue1)
lvl9 (WarDomainCleric3/GloomStalker5/Rogue1) vs (WarDomainCleric2/GloomStalker5/Rogue2)
lvl10 (WarDomainCleric4/GloomStalker5/Rogue1) +ASI vs (WarDomainCleric2/GloomStalker5/Assassin3)
lvl11 (WarDomainCleric4/GloomStalker6/Rogue1) vs (WarDomainCleric2/GloomStalker6/Assassin3)
lvl12 (WarDomainCleric4/GloomStalker6/Rogue2) vs (WarDomainCleric2/GloomStalker6/Assassin4) +ASI
lvl13 (WarDomainCleric4/GloomStalker6/Assassin3) vs (WarDomainCleric3/GloomStalker6/Assassin4)
lvl14 (WarDomainCleric4/GloomStalker6/Assassin4) +ASI
lvl15 (WarDomainCleric4/GloomStalker7/Assassin4)
lvl16 (WarDomainCleric4/GloomStalker8/Assassin4) +ASI