This one’s a day late, because last night I got back to martial arts training for the first time in well over a year. Not a huge deal for anyone but me, but a big deal for me.
Toss in Hunter’s Mark for 1d6 for each one, and you’re boosting those totals by 7 per two attacks.
This guy is a serious player, though again, you’re rolling at 1d20+4 to do that much damage output, so mostly useful on low-AC foes, where as the Champion is rolling at 1d20+8 and has double the chance of a critical hit.
The Full Monte
Some of the Race
RACE: Variant Human
• Two different ability scores of your choice increase by 1
• Gain proficiency in one skill of your choice
• Gain one feat of your choice
• Size: Medium
• Speed: 30ft
• Languages: Common, one additional language
BACKGROUND: Folk Hero
• Feature: Rustic Hospitality Since you come from the ranks of the common folk, you fit in among them with ease.
• Defining Event: Recruited into a lord’s army, I rose to leadership and was commended for my heroism.
• Skills: Animal Handling, Survival
• Tools: One type of artisan’s tools, vehicles (land)
• Languages: none
• Armor: Light & medium armor, shields
• Weapons: Simple and martial weapons
• Tools: none
• Saves: Strength, Dexterity
• Skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
• Favored Enemy Enemies: fey, monstrosities Advantage on Wisdom (Survival) checks to track favored enemy and Intelligence checks to recall information about them
• Natural Explorer Favored Terrain: Grassland, Underdark When making an Intelligence or Wisdom check related to favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in favored terrain, gain the following benefits:
– Difficult terrain doesn’t slow your group’s travel
– Your group can’t become lost except by magical means
– Even when you are engaged in another activity while traveling, you remain alert to danger
– If you are traveling alone, you can move stealthily at a normal pace
– When you forage, you find twice as much food as you normally would
– While tracking other creatures, you learn their exact number, sizes and how long ago they passed through the area
• Spellcasting When gaining a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which must be of a level for which you have spell slots
• Fighting Style (Archery) Gain +2 bonus to attack rolls made with ranged weapons
• Primeval Awareness As an action expend one ranger spell slot to focus your awareness on the region around you. For 1 min per level of the spell slot expended, sense whether creatures (aberrations, celestials, dragons, elementals, fey, fiends, and undead) are present within 1 mile (or 6 miles in favored terrain). This feature doesn’t reveal the creatures’ location or number
• Ranger Archetype (Hunter)
• Ranger Archetype Feature (Hunter’s Prey/Colossus Slayer) When you hit a creature with a weapon attack, it takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn
• Ability Score Improvement / Feat: Level 4
• Extra Attack
ABILITY SCORE IMPROVEMENT & FEATS
• Sharpshooter – Human – Level 1
– Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls
– Your ranged weapon attacks ignore half cover and three-quarters cover
– Before making an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, add +10 to the attack’s damage
• Ability Score Improvement x 2 – Level 4, – Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1
A quality scout and an ability to turn a foe into a pincushion at range up to 200 yards, twice per turn. If you can catch regular humans or humanoids in the open at 600′, you will have 10 turns (assuming they dash at 60′) to more or less strike with impunity, which happens to be the length of Hunter’s Mark. Even forgoing the damage boost you can opt into for Sharpshooter, he will hit AC 14 (Studded leather and +2 from DEX) 80% of the time, for 12 points per hit. For low-level guys, that’s in the one hit, one kill range. So alone, he can handle something like a band of 16 mookish foes.
If he can catch them from a distance.
Even in a closer-range battle, this guy will lay down some serious hurt. +Daniel McEntee‘s Ranger, Keyar, is one of the more consistent threats in our Majestic Wilderlands campaign, and can be counted on to either really whittle down on a large foe, or act as crowd control on smaller ones.
As a point-man and scout par excellence, he can’t be beat. Not-awful HP either – a fighter’s 58 HP for that level with CON 16.
Wood Elf Option
If you can live without Sharpshooter (the 120′ usual range for a longbow is nothing to sneeze at anyway), you can throw down with a Wood Elf instead, and work with
HP drop to 52 from 58. Hit rolls go to 1d20+10, damage to 1d8+5, Initiative to +5, Stealth to +8 and Perception, Survival, and Animal Handling to +6
This makes for a better guide and scout, and the loss of the +10 damage makes him less of a bruiser in a pinch, but a bit more likely to recon a target.
In either case, the high DEX save means that ranged combat spells will be at half-damage a reasonable amount of the time (more than half the time, in all likelihood).
The Sharpshooter Ranger/Hunter is a pretty brutal potential damage machine. His high-end capability is on the order of 58 HP per two hits, but against AC 16 (decent AC for an above-average foe), the 1d20+4 die roll hurts, succeeding only 45% of the time. Our Champion is succeeding 65% of the time, and can max out at about 40 (52 with an action surge), meaning he’s about the same without the surge, and with it he’s still better off.
Of course, our Ranger can do this from 600′. So his goal is to stay fray-adjacent or more or less “in the next county over” if he can do it. And if he can, he’s the equivalent of a machine-gun nest. The other characters can count on a significant reduction in the odds against them each turn they can bring the Ranger’s arrows to bear.