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houser2112 |
houser2112 wrote:Well, that's why I (essentially, not in so many words) asked whether you want to be a spellcaster that can shoot arrows, or an archer with spells.
First, not that it's a huge deal (only +1 average damage), but Rangers are proficient in longbows, why aren't you using one? (small race, perhaps?)
Second, I'd suggest the Sharpshooter feat, if your campaign has feats available. The +10 damage alone from Sharpshooter is huge, but the cover penalty negation is just as useful, and the long range Disadvantage negation is nice too. The +10 damage absolutely scales with number of attacks. I took Horde Breaker instead of Colossus Slayer, so with swift quiver, I'd have potentially 5 attacks a round, each doing 1d8 + 15, potentially more if using Volley. That's a lot of damage, and I think it would outclass sunbeam or wall of thorns.
5E is designed so that the martials are the kings of single target damage, use the power you've been given. :)
I'd like to be an archer with spells, but looking ahead, I don't see how that's a viable playstyle vs. a spellcaster with arrows instead of cantrips.
Yeah, my Ranger is a halfling, so shortbow for me.
I think the Sharpshooter feat is going to be necessary to keep my damage up eventually, but aren't feats supposed to be optional? I shouldn't have to use an optional rule just to keep relevant at higher levels.
Is that really the only damage boosting ability for my arrows? I haven't seen the DMG, so I don't know what kind of magic weapons or other items I might find that could help me out.
The ways to boost arrow damage beyond your Dex ability score that I know of:
1) Ranger spells like hunter's mark and flame arrows (from the Elemental Evil Player Companion)2) Colossus Slayer
3) Sharpshooter
4) Magic weaponry or magic weapon spell
You already know of hunter's mark and Colossus Slayer, you're hesitant about Sharpshooter, and you can't count on magic items or a friend to always cast magic weapon for you. This leaves increasing your shot volume as the big "force multiplier" for you. Since you're not a Fighter, and you can't take Horde Breaker since you took Colossus Slayer, this leaves spells like conjure barrage, conjure volley, and swift quiver, and Volley.
Druid has the faster slot progression and more blasty spells, but their spells and features don't support archery very much. The Ranger has the features and spells that do (in addition to the nice support spells I mentioned a few posts above), which is why I recommend staying Ranger.
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Zardnaar |
![Achaekek, The Mantis God](http://cdn.paizo.com/image/avatar/MantisGod_final.jpg)
I called out bless as being OP/broken in about September last year. Its one of the few lvl 1 spells that basically scales for free and in higher level slots its better than actual buff spells of those levels.
+1d4 to hit is still great at higher levels even better with multiple attacks. Faerie FIre and shield are other level 1 spells that may actually get better as you level up.
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![Ogre Mancatcher](http://cdn.paizo.com/image/avatar/PZO1130-Ogre2.jpg)
I'm surprised no one has mentioned the obvious, if somewhat dull, combination of Warlock 1/Rogue (Assassin) X
Take the Eldritch Blast cantrip with the 2 Warlock features that let you cast at 300 ft and add your CHA modifier to the attack, then tack on the feat Spell Sniper for sneak attack cheese. A Half-Elf Rogelock with his double proficiency bonus in stealth would be terrifying.
(I just realized at Level 20 on your first attack you would potentially be rolling 10d8 + 18d6 + CHA, which presumably would be +5 at least. Yeesh!)
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![Kobold](http://cdn.paizo.com/image/avatar/d1_avatar.jpg)
Unlike Pathfinder, 5E clearly distinguishes between "weapon attacks" and "spell attacks". For example, weapons attacks use STR or DEX for attack rolls and also on damage rolls by default, while spell attacks use your spellcasting stat for attack rolls and aren't assumed to apply to damage.
So no, your spells are not "weapons" in 5E.
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SmiloDan RPG Superstar 2012 Top 32 |
![Graypelt](http://cdn.paizo.com/image/avatar/ancientworgfinal.jpg)
I think Spell Sneak Attacker would be a good feat.
Spell Sneak Attacker.
Requirements: Sneak Attack, ability to cast a 1st level spell that requires an attack roll.
Benefit: You can make sneak attacks with spells of 1st level or greater.
Special: You can take this feat 2 times. If you do, you can also sneak attack with cantrips.
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SmiloDan RPG Superstar 2012 Top 32 |
![Graypelt](http://cdn.paizo.com/image/avatar/ancientworgfinal.jpg)
And some only do one. I think sneak attacking with spells could get kind of uber powerful, especially for Arcane Tricksters or Assassins.
For example, chromatic orb does 3d8. An Assassin 8 with the Spell Sniper (or is it Magical Initiate?) feat and the ability to sneak attack with spells could do 6d8+8d6 with this as an opening volley. A high level Arcane Trickster with a lucky sneak attack crit could 8d8 or 10d8 with a higher level spell slot.
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Kalshane |
Oh yeah, that would be pretty crazy.
I want to try a human Shield Master barbarian/rogue with Expertise in Strength (Athletics) to make targets prone as a bonus action with advantage. Or shove them off cliffs. Maybe combined with a Battle Master fighter or the Martial Adept feat.
You don't really need the rogue levels (unless you have another reason for them). I'm playing a barbarian shield master now and the fact that you get Advantage on Strength checks when you rage means that you're knocking things on their butt the majority of the time.
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RainyDayNinja RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 |
![Grigori](http://cdn.paizo.com/image/avatar/PZO9032-Grigori.jpg)
Might as well go Rogue 4/Barbarian 8 or 16 so I don't lose any feats!
With the last stat increase at level 19, you can afford a single one-level dip before you start losing feats. But yeah, that's why I plan to multiclass to Druid after Ranger 5 gets me an extra attack, then back to Ranger eventually to get up to 8, just so I don't lose that last boost.
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![Kobold](http://cdn.paizo.com/image/avatar/d1_avatar.jpg)
SmiloDan wrote:With the last stat increase at level 19, you can afford a single one-level dip before you start losing feats. But yeah, that's why I plan to multiclass to Druid after Ranger 5 gets me an extra attack, then back to Ranger eventually to get up to 8, just so I don't lose that last boost.Might as well go Rogue 4/Barbarian 8 or 16 so I don't lose any feats!
Pfffft, what makes you think your archer will last that long? Getting comfortable there in the back with almost exclusively melee-oriented enemies so far? Just wait until you see what's coming soon!
*cracks knuckles*
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Raynulf |
![Lord Glorio Arkona](http://cdn.paizo.com/image/avatar/pfc1106_glorio.jpg)
SmiloDan wrote:Doesn't work. Divine Smite specifically calls out Paladin spell slots.What about a paladin/warlock multiclass to Divine Smite with warlock spell slots over and over and over again?
That being said, the multiclassing of 5E doesn't differentiate spell slots other than Warlock, making it dubious as to what spell slots you can use if you multiclass a paladin.
This might have been clarified by errata at some point, but as I understand it you can cast a paladin spell with any spell slot you have (other than warlock), thus, any spell slot you possess (except warlock) is a paladin spell slot. E.g. a Paladin 5 / Sorcerer 15 would be able to spend their 9th level slot on a Smite if they so desired. It's not the most optimal choice, but it is permitted, as I understand it.
As for horrible combos... Ranger/Rogue is vicious. Paladin/Sorcerer or Paladin/Bard (both legal and actually flavorful if going Oath of Ancients) are brutal.
Also: College of Valor bard archer cherry-picking swift quiver to out-shoot everything on the planet at 10th level, or as a melee character grabbing spirit guardians and spiritual weapon to out-warpriest the War cleric.
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SmiloDan RPG Superstar 2012 Top 32 |
![Graypelt](http://cdn.paizo.com/image/avatar/ancientworgfinal.jpg)
The Divine Smite ability specifically states that you have to spend a paladin spell slot. I wish it didn't, but it does. How badass would a paladin of vengeance/fiend pact warlock be? I mean, it's still badass, but not as badass as it could have been.
Oh, well.
Do you think a lot of bards pick circle of power at 10th level?
I think a monk/ranger could be interesting. Adding hunters mark to flurry of blows sounds crazy.
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Raynulf |
![Lord Glorio Arkona](http://cdn.paizo.com/image/avatar/pfc1106_glorio.jpg)
Do you think a lot of bards pick circle of power at 10th level?
Circle of power is powerful and useful against spellcasters, but it wouldn't be my first choice as a bard. Not when spirit guardians, fireball, haste, spiritual weapon and swift quiver are up for grabs.
I think a monk/ranger could be interesting. Adding hunters mark to flurry of blows sounds crazy.
The problem with hunter's mark is that it burns a bonus action to switch targets, same as hex. This makes it less useful for a character that wants to use its bonus action for something else each round, such as making offhand attacks or martial arts punches. So while it sounds crazy... it actually isn't.
The main advantage of going for the Ranger levels is actually Horde Breaker and the fighting style (Duelist) for a free attack and more damage overall. Again: Errata may have clarified this, but as-written the monk's flurry is not using their offhand for wielding a weapon etc, so technically duelist should apply to all four (or five) attacks.
What works very nicely as well is blending Monk and Cleric, which not only gives you spirit guardians to blend everything that has the unfortunate privilege of starting its turn near you, but gets to apply divine favor to those four attacks, and heal itself if it has to. Never mind going the Light domain and throwing fireballs at your enemies. Dipping 2 levels of fighter for Action Surge and a fighting style doesn't hurt either.
Speaking of dipping fighter: most spellcasters benefit from 2 fighter levels as their first levels. Full weapon and armor proficiency, Con as a proficient save (hurrah concentration!) and finally Action Surge for improved action economy once per short rest. Sure, you lose a spell level, but you get so much for it.
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Arkadwyn |
![Kyra](http://cdn.paizo.com/image/avatar/Pathfinder4_Cleric02.jpg)
SmiloDan wrote:Doesn't work. Divine Smite specifically calls out Paladin spell slots.What about a paladin/warlock multiclass to Divine Smite with warlock spell slots over and over and over again?
Completely incorrect. A multiclass Paladin/Warlock can use warlock slots for divine smite just as a multiclass Paladin/Wizard can use any of his spell slots for divine smite.
Verified in sage advice: http://www.sageadvice.eu/2015/05/12/covert-warlock-spell-slots-to-sorcery-p oints/
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Raynulf |
![Lord Glorio Arkona](http://cdn.paizo.com/image/avatar/pfc1106_glorio.jpg)
bookrat wrote:SmiloDan wrote:Doesn't work. Divine Smite specifically calls out Paladin spell slots.What about a paladin/warlock multiclass to Divine Smite with warlock spell slots over and over and over again?
Completely incorrect. A multiclass Paladin/Warlock can use warlock slots for divine smite just as a multiclass Paladin/Wizard can use any of his spell slots for divine smite.
Verified in sage advice: http://www.sageadvice.eu/2015/05/12/covert-warlock-spell-slots-to-sorcery-p oints/
Sage advice isn't actually considered to be gospel / errata, and more of a "here's how I think it would go". There's a number of very odd calls that has been made in SA.
The Warlock is flavorful, but mechanically flawed and putting way too much emphasis on eldritch blast (despite the fact you need only 2 warlock levels to get full benefit of it). The autoscaling spell slots is an awesome idea, but then they chickened out by having a huge chunk of the warlock spell list not scale with spell level. As it stands the effectiveness of the class is entirely dependent on how many short rests you take during the day... and my experience with 1 hour short rests is that number is very, very small. If any.
So is it balanced to have a Warlockadin smiting with their pact magic slots? Eh. Maybe. Maybe not. Probably no worse than using Sorcerer or Bard slots for smiting.
Is it actually what the authors intended? Probably not. They did try to make Pact Magic its own distinct thing (for better or worse).
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bookrat |
![Rat](http://cdn.paizo.com/image/avatar/packrat.jpg)
That's not even the real Sage Advice - it's a copy SA run by someone not a part of WotC, unoffiliated with the actual Sage Advice. You can tell because it's .eu and not a part of the Wizards website. Note that the real sage advice did not put that same information up.
So what it really boils down to is - ask your GM.
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hiiamtom |
Bard/Rogues are very powerful, there's the Sorlock (with DM fiat 3rd level Book of Ancient Secrets invocation for ritual spells up to 2nd level), Warlock/Paladin with pact of the blade is really strong even ignoring smite, Barbarian/Fighters with polearm master and sentinel are basically unkillable machines. There's a lot more variety when I actually sat down to work out some details.
That's not even the real Sage Advice - it's a copy SA run by someone not a part of WotC, unoffiliated with the actual Sage Advice. You can tell because it's .eu and not a part of the Wizards website. Note that the real sage advice did not put that same information up.
So what it really boils down to is - ask your GM.
I would take Crawford's word as "mostly official" he is the sage that writes sage advice after all, and his rulings are official. His role int he team to to make final decisions on rulings.
I think a monk/ranger could be interesting. Adding hunters mark to flurry of blows sounds crazy.
Use the Magic Initiate feat for a warlock Hex instead.