Hi. It's my first time playing a ranger character and I'm really lost on how I am supposed to build a good combatant with this class.
I am currently playing Dragon of Icespire Peak with only 2 players including me, planning to continue the campaign all the way to Divine Contention. The other player is playing vanilla human paladin(oath of the ancient) and they is planning to multiclass in bard next level.
My character is a shadar-kai Lv 3 gloom stalker ranger(my DM allowed me to use supplement books outside the essential kit) and his stats are STR 8/DEX 17/CON 15/INT 10/WIS 15/CHA 8. His main weapon is longbow, and I took archery for fighting style. For spells, I got Hunter's Mark, Absorb Elements, and Detect Magic.
For the next level, I am thinking between sharpshooter, ability increase on dex and wis, or magic initiate(so I can get some help actions by getting Find Familiar spell, since I unbelievably fumbled 3 times on attack rolls in a single combat last time).
Can I get some advice on how to make him better including what feat to get? I usually prefer not multiclassing so I can try using some higher level features but I'm willing to take on multiclass as well if its more favourable than single class ranger.
I would focus on getting your dex and wisdom high. For tactics, ask to run ahead, so if your team has a light source you can stay in darkness. I would advise getting goodberry, as it can be given to you and the paladin. I suggest trying to stay away from the main combat. If they come up to you, you always have two shortswords. Remember to help out the paladin, don't dash 60 ft away, and just do nothing.
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
Thanks for the advice! I never thought of getting goodberry since paladins have lay on hands.
Lay on hands is good, but having another resource is always good. My party has a gloomstalker, he runs in with our zealot barb, while my bard and the druid tend to hang back. See if you can pick up some cc/aoe spells, so you can cast then before the paladin arrives. This means that you have already started defeating them, and that you have paved the way for the paladin to come in and smite them all. See if you can surprise people as well (getting a crit on the first time of combat is so fun, and that d8 rolled again is fun. This is made easier by the fact that you are invisible to creatures that rely on darkvision while in darkness).
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
Goodberry is fantastic and under-appreciated. A hack I use with my Gloom Stalker is to cast Goodberry right before a long rest with any of my unused spell slots. The berries last 24 hours, so they'll be good until your next long rest. In combat, they're a handy shot of adrenaline for a PC who's unconscious. Out of combat, though, you can shove a fistful in your face and regain HP without needing to waste hit dice or spells - because you cast the spell last night.
I also recommend taking a look at Zephyr Strike. Being able to zip around combat without triggering attacks of opportunity is insanely useful, and it makes you an ideal field medic. You do lose the benefit of Hunter's Mark since it's also concentration, but the one-time burst of extra damage and 30ft of movement is no small consolation.
Will your dm allow the new varient class abilities. It allows hunter's as an a ility based on wisdom bonuses, does not use spell slot and is not concentration. Thats a big bonus for rangers. I currently play a gloomstalker level 3 and rogue scout level 4. They sink very well together with a hand crossbow. Have crossbow expert and sharpsbooter. Do great damage.especially first round. And get the extra bonus atrack and gloom dread ambusher attack first round. Plus the skill expertise from scout is amazing, stealth, nature, perception. And the iniative bonus is great. Will.probably take alert next. Zehper strike is cool addition to the scouts ability to move half is movent as a reaction when enemy ends its turn within 5 feet of him. Lets him back up 20 ft.
Goodberry is fantastic and under-appreciated. A hack I use with my Gloom Stalker is to cast Goodberry right before a long rest with any of my unused spell slots. The berries last 24 hours, so they'll be good until your next long rest. In combat, they're a handy shot of adrenaline for a PC who's unconscious. Out of combat, though, you can shove a fistful in your face and regain HP without needing to waste hit dice or spells - because you cast the spell last night.
I also recommend taking a look at Zephyr Strike. Being able to zip around combat without triggering attacks of opportunity is insanely useful, and it makes you an ideal field medic. You do lose the benefit of Hunter's Mark since it's also concentration, but the one-time burst of extra damage and 30ft of movement is no small consolation.
I like the Goodberry spell since it's cute and versatile, but I never considered consuming 10 goodberries in one go because of its description - one berry gives nourishment enough for one day. Imagine shoving in 10 day worth of food in one go......? I don't think it is going to be a pleasant experience for that character. He or she would feel really bloated or sick.
Also, thanks for the tip! Zephyr Strike sounds great since my character is heavily range-based. I'll consider taking that spell instead of Detect Magic, maybe.
Will your dm allow the new varient class abilities. It allows hunter's as an a ility based on wisdom bonuses, does not use spell slot and is not concentration. Thats a big bonus for rangers. I currently play a gloomstalker level 3 and rogue scout level 4. They sink very well together with a hand crossbow. Have crossbow expert and sharpsbooter. Do great damage.especially first round. And get the extra bonus atrack and gloom dread ambusher attack first round. Plus the skill expertise from scout is amazing, stealth, nature, perception. And the iniative bonus is great. Will.probably take alert next. Zehper strike is cool addition to the scouts ability to move half is movent as a reaction when enemy ends its turn within 5 feet of him. Lets him back up 20 ft.
Multiclassing Gloom Stalker and Rogue actually sounds tempting as it has really strong Tier 1 features. Scout's Skirmisher feature also fits really well to build a ranged attack based character.
My DM did allow variant features including UA revised ones, which I already took. Although I don't really understand what ability you're talking about since the words are kinda cut off.
With the varient rules the ranger can take the "favored foe" instead of favored enemy. Favored foe grants you hunters mark as an ability to cast hunters mark spell with out conce traction, and without using a spell slot based on your wisdom.
Hi. I currently play a Gloomstalker 5/Assassin6/Fighter2, aiming for Gloomstalker 5/Assassin 11/Battlemaster 3. I strongly suggest capping out Gloomstalker at 5, and then go either Rogue or Fighter in any combination as Ranger has a quite lackluster progression past lv 5 (but great up to 5!). When you use a bow, assassin becomes all the better since it is much easier to surprise from range. Also, Battle master Trip maneuver allows you to make flying creatures fall to the ground which is both useful and cool and Precision strike works well with Sharpshooter.
The combo of these three classes also gives a significant nova-potential as Gloomstalker gives an extra attack first round, and action surge doubles your attacks (including the gloomstalker extra attack), and then all hits turn into crits due to assassin if done correctly.
As for feats I suggest the following: Ability increase Dex (not wisdom), Lucky (incredible as it helps when needed on anything from hit, saves and initiative) and Skulker.
Get Gloom Stalker 5 for the extra attack, then take a few levels of fighter (at least 2, I suggest 3). Battlemaster and Echo Knight stand out to me, but Arcane Archer might work better for you.
The Gloom Stalker subclass itself is a bit lackluster after level 5. Sure, you get proficiency in Wisdom saves at 7, but those 2 levels could get you Action Surge (which is absurdly good) or a way to use your bonus action every round with Rogue. Gloom Stalker gives you invisibility in certain conditions, which means you're able to use that hide bonus action really well.
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Hi. It's my first time playing a ranger character and I'm really lost on how I am supposed to build a good combatant with this class.
I am currently playing Dragon of Icespire Peak with only 2 players including me, planning to continue the campaign all the way to Divine Contention. The other player is playing vanilla human paladin(oath of the ancient) and they is planning to multiclass in bard next level.
My character is a shadar-kai Lv 3 gloom stalker ranger(my DM allowed me to use supplement books outside the essential kit) and his stats are STR 8/DEX 17/CON 15/INT 10/WIS 15/CHA 8. His main weapon is longbow, and I took archery for fighting style. For spells, I got Hunter's Mark, Absorb Elements, and Detect Magic.
For the next level, I am thinking between sharpshooter, ability increase on dex and wis, or magic initiate(so I can get some help actions by getting Find Familiar spell, since I unbelievably fumbled 3 times on attack rolls in a single combat last time).
Can I get some advice on how to make him better including what feat to get? I usually prefer not multiclassing so I can try using some higher level features but I'm willing to take on multiclass as well if its more favourable than single class ranger.
I would focus on getting your dex and wisdom high. For tactics, ask to run ahead, so if your team has a light source you can stay in darkness. I would advise getting goodberry, as it can be given to you and the paladin. I suggest trying to stay away from the main combat. If they come up to you, you always have two shortswords. Remember to help out the paladin, don't dash 60 ft away, and just do nothing.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Thanks for the advice! I never thought of getting goodberry since paladins have lay on hands.
Lay on hands is good, but having another resource is always good. My party has a gloomstalker, he runs in with our zealot barb, while my bard and the druid tend to hang back. See if you can pick up some cc/aoe spells, so you can cast then before the paladin arrives. This means that you have already started defeating them, and that you have paved the way for the paladin to come in and smite them all. See if you can surprise people as well (getting a crit on the first time of combat is so fun, and that d8 rolled again is fun. This is made easier by the fact that you are invisible to creatures that rely on darkvision while in darkness).
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Goodberry is fantastic and under-appreciated. A hack I use with my Gloom Stalker is to cast Goodberry right before a long rest with any of my unused spell slots. The berries last 24 hours, so they'll be good until your next long rest. In combat, they're a handy shot of adrenaline for a PC who's unconscious. Out of combat, though, you can shove a fistful in your face and regain HP without needing to waste hit dice or spells - because you cast the spell last night.
I also recommend taking a look at Zephyr Strike. Being able to zip around combat without triggering attacks of opportunity is insanely useful, and it makes you an ideal field medic. You do lose the benefit of Hunter's Mark since it's also concentration, but the one-time burst of extra damage and 30ft of movement is no small consolation.
Will your dm allow the new varient class abilities. It allows hunter's as an a ility based on wisdom bonuses, does not use spell slot and is not concentration. Thats a big bonus for rangers. I currently play a gloomstalker level 3 and rogue scout level 4. They sink very well together with a hand crossbow. Have crossbow expert and sharpsbooter. Do great damage.especially first round. And get the extra bonus atrack and gloom dread ambusher attack first round. Plus the skill expertise from scout is amazing, stealth, nature, perception. And the iniative bonus is great. Will.probably take alert next. Zehper strike is cool addition to the scouts ability to move half is movent as a reaction when enemy ends its turn within 5 feet of him. Lets him back up 20 ft.
I like the Goodberry spell since it's cute and versatile, but I never considered consuming 10 goodberries in one go because of its description - one berry gives nourishment enough for one day. Imagine shoving in 10 day worth of food in one go......? I don't think it is going to be a pleasant experience for that character. He or she would feel really bloated or sick.
Also, thanks for the tip! Zephyr Strike sounds great since my character is heavily range-based. I'll consider taking that spell instead of Detect Magic, maybe.
Multiclassing Gloom Stalker and Rogue actually sounds tempting as it has really strong Tier 1 features. Scout's Skirmisher feature also fits really well to build a ranged attack based character.
My DM did allow variant features including UA revised ones, which I already took. Although I don't really understand what ability you're talking about since the words are kinda cut off.
With the varient rules the ranger can take the "favored foe" instead of favored enemy. Favored foe grants you hunters mark as an ability to cast hunters mark spell with out conce traction, and without using a spell slot based on your wisdom.
Hi. I currently play a Gloomstalker 5/Assassin6/Fighter2, aiming for Gloomstalker 5/Assassin 11/Battlemaster 3. I strongly suggest capping out Gloomstalker at 5, and then go either Rogue or Fighter in any combination as Ranger has a quite lackluster progression past lv 5 (but great up to 5!). When you use a bow, assassin becomes all the better since it is much easier to surprise from range. Also, Battle master Trip maneuver allows you to make flying creatures fall to the ground which is both useful and cool and Precision strike works well with Sharpshooter.
The combo of these three classes also gives a significant nova-potential as Gloomstalker gives an extra attack first round, and action surge doubles your attacks (including the gloomstalker extra attack), and then all hits turn into crits due to assassin if done correctly.
As for feats I suggest the following: Ability increase Dex (not wisdom), Lucky (incredible as it helps when needed on anything from hit, saves and initiative) and Skulker.
Get Gloom Stalker 5 for the extra attack, then take a few levels of fighter (at least 2, I suggest 3). Battlemaster and Echo Knight stand out to me, but Arcane Archer might work better for you.
The Gloom Stalker subclass itself is a bit lackluster after level 5. Sure, you get proficiency in Wisdom saves at 7, but those 2 levels could get you Action Surge (which is absurdly good) or a way to use your bonus action every round with Rogue. Gloom Stalker gives you invisibility in certain conditions, which means you're able to use that hide bonus action really well.