Not quite sure what you're asking. Do you need help with selecting that subclass on the D&D Beyond character builder? Or are you asking for guidance on how to use its features when actually playing?
Not quite sure what you're asking. Do you need help with selecting that subclass on the D&D Beyond character builder? Or are you asking for guidance on how to use its features when actually playing?
Both. mainly guidance on features and simplified instruction on subclassing. I can’t keep my attention span around what they have in the guidebooks. Sorry. I’m not good at phrasing my questions.
Well, the other day you were asking about a character who was a level 1 Ranger. If your character is level 1, you don't need to worry about this right now, since subclasses don't come into play until level 3. Partly this is to let new players get a feel for the game and for their characters before they have to worry about specializing them further.
Gloom Stalker is a fairly simple subclass to play; the main thing to remember is that you're best at what you do when you're in the dark, so stick to the shadows as much as possible.
Gloom Stalker doesn't have to be in the dark to be effective, but it is a neat benefit.
The main thing you'll want to understand, when you get there, is how to use the Dread Ambusher feature. In particular, how to use it in conjunction with any other features or spells you might use, and to understand how it impacts your strategy. My Gloom Stalker is a dual-wielder and likes to use Zephyr Strike, so I worked out how those two features combine on the first turn, if I use both. If you like Hunter's Mark, you also will want to understand how to use that. Work it out, make a flow chart - there are lots of people who have posted how those two interact.
Dread Ambusher only applies for your first turn of a combat, which means it's really valuable most times that your very first turn in a combat include an Attack action rather than using your action to cast a spell. (Obviously, if an initiative is ambiguous about the benefits of doing damage, then don't attack!) Using a bonus action for a spell is all good.
Once you get to 5th level and you get an Extra Attack with every Attack Action, you'll get to redo your flow chart again.
Gloom Stalker doesn't have to be in the dark to be effective, but it is a neat benefit.
The main thing you'll want to understand, when you get there, is how to use the Dread Ambusher feature. In particular, how to use it in conjunction with any other features or spells you might use, and to understand how it impacts your strategy. My Gloom Stalker is a dual-wielder and likes to use Zephyr Strike, so I worked out how those two features combine on the first turn, if I use both. If you like Hunter's Mark, you also will want to understand how to use that. Work it out, make a flow chart - there are lots of people who have posted how those two interact.
Dread Ambusher only applies for your first turn of a combat, which means it's really valuable most times that your very first turn in a combat include an Attack action rather than using your action to cast a spell. (Obviously, if an initiative is ambiguous about the benefits of doing damage, then don't attack!) Using a bonus action for a spell is all good.
Once you get to 5th level and you get an Extra Attack with every Attack Action, you'll get to redo your flow chart again.
FoolishMortal18588 is working off some old information, but the Dread Ambusher feature provides three benefits:
First, you get to add your Wisdom modifier to your Initiative rolls, giving you a chance to attack first in combat.
Second, on the first round of combat, you get ten additional feet of move speed.
Third, you get the ability that allows you to add additional damage (and, at higher levels, other effects) to one attack per round. You can use this a number of times equal to your Wisdom modifier (minimum one time, if your Wisdom modifier is lower than +1).
In the 2014 Dread Ambusher, this third ability only applied on the first turn of combat, so you had to capitalize on the extra damage early on. So you'd use spells like Zephyr Strike or Hunter's Mark to do additional damage and allow you to really bring a lot of hurt all at once, potentially knocking out one enemy in the first round of combat. This isn't really an issue in the 2024 rules, as you get to add the damage whenever you want, potentially multiple times per day. That said, when you get the ability, you should still focus on picking a time when that damage is most useful and can be best maximized. If you're attacking a kobold with 8 hp, best to save it. If you just rolled a crit against a demon lord, go ham and pile on as much damage as possible.
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How do I do this y’all. I’m good at making up as I go but not making a complicated character. I neeed tips on how.
Not quite sure what you're asking. Do you need help with selecting that subclass on the D&D Beyond character builder? Or are you asking for guidance on how to use its features when actually playing?
pronouns: he/she/they
Both. mainly guidance on features and simplified instruction on subclassing. I can’t keep my attention span around what they have in the guidebooks. Sorry. I’m not good at phrasing my questions.
Well, the other day you were asking about a character who was a level 1 Ranger. If your character is level 1, you don't need to worry about this right now, since subclasses don't come into play until level 3. Partly this is to let new players get a feel for the game and for their characters before they have to worry about specializing them further.
Gloom Stalker is a fairly simple subclass to play; the main thing to remember is that you're best at what you do when you're in the dark, so stick to the shadows as much as possible.
pronouns: he/she/they
So an elf with darkvision with the gloom stalker subclass would be ideal as well?
Gloom Stalker does have a feature that provides Darkvision, so you don't need to be a species that already has it, but it doesn't hurt.
pronouns: he/she/they
Gloom Stalker doesn't have to be in the dark to be effective, but it is a neat benefit.
The main thing you'll want to understand, when you get there, is how to use the Dread Ambusher feature. In particular, how to use it in conjunction with any other features or spells you might use, and to understand how it impacts your strategy. My Gloom Stalker is a dual-wielder and likes to use Zephyr Strike, so I worked out how those two features combine on the first turn, if I use both. If you like Hunter's Mark, you also will want to understand how to use that. Work it out, make a flow chart - there are lots of people who have posted how those two interact.
Dread Ambusher only applies for your first turn of a combat, which means it's really valuable most times that your very first turn in a combat include an Attack action rather than using your action to cast a spell. (Obviously, if an initiative is ambiguous about the benefits of doing damage, then don't attack!) Using a bonus action for a spell is all good.
Once you get to 5th level and you get an Extra Attack with every Attack Action, you'll get to redo your flow chart again.
Can you dumb that down to a second grade level?
FoolishMortal18588 is working off some old information, but the Dread Ambusher feature provides three benefits:
First, you get to add your Wisdom modifier to your Initiative rolls, giving you a chance to attack first in combat.
Second, on the first round of combat, you get ten additional feet of move speed.
Third, you get the ability that allows you to add additional damage (and, at higher levels, other effects) to one attack per round. You can use this a number of times equal to your Wisdom modifier (minimum one time, if your Wisdom modifier is lower than +1).
In the 2014 Dread Ambusher, this third ability only applied on the first turn of combat, so you had to capitalize on the extra damage early on. So you'd use spells like Zephyr Strike or Hunter's Mark to do additional damage and allow you to really bring a lot of hurt all at once, potentially knocking out one enemy in the first round of combat. This isn't really an issue in the 2024 rules, as you get to add the damage whenever you want, potentially multiple times per day. That said, when you get the ability, you should still focus on picking a time when that damage is most useful and can be best maximized. If you're attacking a kobold with 8 hp, best to save it. If you just rolled a crit against a demon lord, go ham and pile on as much damage as possible.