Sharpshooter seems the feat people go for, I've already picked Archery and have 16 dex. . I can't see myself taking the -5 to hit very often, but the cover component would prob get used regularly. With Magic initiate I'm considering either a defensive spell or find familiar, say an owl, to help with scouting and getting advantage in combat. Also, if I so M I , which cantrips ?
Just as a note, Find Familiar does cost 10 GP every time your animal gets destroyed in some manner (or any time you want to change it's form) so for a forth level not necessarily a good idea as you tend to be lacking in funds.
Personally i'd go for something like ThunderWave if i was going to take MI as a ranger, because if something is in range, it's your way of disengaging potentially.
The other thing to note for sharpshooter is you don't take disadvantage for anything outside the short range, which can be a thing as well (so longbow is 150/600, so you can shoot up to 600 feet without disadvantage, or if you keep a hand crossbow for one hand use in close quarters to be able to hold a sword as well, 30/120 gets 120 feet no disadvantage)
MI useful cantrips are dependant on if you want utility or some form of damage.
Utility Cantrips:
Dancing Lights, Friends, Mage Hand, Control Flames, Mending, Spare the Dying
The decent Damage cantrips depends on what sort of added effect you want
Vicious Mockery/Frostbite(/chill touch on undead) give's an enemy disadvantage and does damage (if it works)
Ray of Frost slows an enemy by 10 feet until your next turn
Acid Splash can potentially hit multiple targets
Just make sure to check and make sure they are all from the same class.
A lot of questions of this nature are first approached by asking one of two questions:
1) What does the party need more? or 2) What fits your play style best?
A ranger with SS in a party that has many heavy hitters already may not need to use the feat too often. A ranger with a dip into other spells with a caster heavy group may feel lack luster. However, if you have a group missing out on a healer, magic initiate plus the ranger spells already could allow you to serve as an impromptu healer when needed. Otherwise, like with my ranger, I don't care about party comp, I'm building my character purely based on his back story. So even though I have 2 fighters, a cleric and a rogue...I'm still taking SS because of his story.
Mmm it'd be entirely dependent on what role do you see your ranger playing in the party. I personally would advise sharpshooter since the added dmg is nice when you have advantage, but also because you do not get disadvantage when hitting targets 200 ft away with a longbow. You would shine as a far range sniper if you wished to. Hope this helps!
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Sharpshooter seems the feat people go for, I've already picked Archery and have 16 dex. . I can't see myself taking the -5 to hit very often, but the cover component would prob get used regularly. With Magic initiate I'm considering either a defensive spell or find familiar, say an owl, to help with scouting and getting advantage in combat. Also, if I so M I , which cantrips ?
Just as a note, Find Familiar does cost 10 GP every time your animal gets destroyed in some manner (or any time you want to change it's form) so for a forth level not necessarily a good idea as you tend to be lacking in funds.
Personally i'd go for something like ThunderWave if i was going to take MI as a ranger, because if something is in range, it's your way of disengaging potentially.
The other thing to note for sharpshooter is you don't take disadvantage for anything outside the short range, which can be a thing as well (so longbow is 150/600, so you can shoot up to 600 feet without disadvantage, or if you keep a hand crossbow for one hand use in close quarters to be able to hold a sword as well, 30/120 gets 120 feet no disadvantage)
MI useful cantrips are dependant on if you want utility or some form of damage.
Utility Cantrips:
Dancing Lights, Friends, Mage Hand, Control Flames, Mending, Spare the Dying
The decent Damage cantrips depends on what sort of added effect you want
Vicious Mockery/Frostbite(/chill touch on undead) give's an enemy disadvantage and does damage (if it works)
Ray of Frost slows an enemy by 10 feet until your next turn
Acid Splash can potentially hit multiple targets
Just make sure to check and make sure they are all from the same class.
A lot of questions of this nature are first approached by asking one of two questions:
1) What does the party need more?
or
2) What fits your play style best?
A ranger with SS in a party that has many heavy hitters already may not need to use the feat too often. A ranger with a dip into other spells with a caster heavy group may feel lack luster. However, if you have a group missing out on a healer, magic initiate plus the ranger spells already could allow you to serve as an impromptu healer when needed. Otherwise, like with my ranger, I don't care about party comp, I'm building my character purely based on his back story. So even though I have 2 fighters, a cleric and a rogue...I'm still taking SS because of his story.
Mmm it'd be entirely dependent on what role do you see your ranger playing in the party. I personally would advise sharpshooter since the added dmg is nice when you have advantage, but also because you do not get disadvantage when hitting targets 200 ft away with a longbow. You would shine as a far range sniper if you wished to. Hope this helps!