Guide:Sharpshooter: Difference between revisions
No edit summary |
No edit summary |
||
Line 21: | Line 21: | ||
* [[File:Action Surge Icon 64px.png|frameless|upright=0.1|24px|link=Action Surge]] [[Action Surge]] ({{Class|Fighter}} only) | * [[File:Action Surge Icon 64px.png|frameless|upright=0.1|24px|link=Action Surge]] [[Action Surge]] ({{Class|Fighter}} only) | ||
This results in having, on average, 2-3 {{action|action}}s per turn plus one {{action|bonus}}. | This results in having, on average, 2-3 {{action|action}}s per turn plus one {{action|bonus}}. | ||
=== Ability Scores === | |||
Range weapons use [[File:Dexterity Ability Icon.png|frameless|upright=0.1|24px|link=Action Surge]] [[Dexterity]] as the primary [[Character Creation#Ability Scores|Ability Score]]. | |||
Revision as of 11:00, 21 August 2023
This is a guide for a build that focuses on dealing Physical damage from a distance.
Overview
Core components for this build include:
- Any kind of Hand Crossbows in each hand
- Sharpshooter feat
Sharpshooter provides additional damage for a penalty to accuracy. Attacking from the distance helps to mitigate the accuracy penalty (high ground, hiding) while Hand Crossbows allow to use bonus action to make attacks. Which the bonus damage from Sharpshooter this additional attack more than compensates the fact that Hand Crossbows have less basic damage compared to the Heavy Crossbows.
Having minimalistic core this build allows many approaches from the class perspective. The most notable options are:
- Battle Master fighter
- Hunter ranger
- Gloom Stalker ranger + Assassin rogue
Attack count
This build benefits greatly from both: doing multiple attacks for each action, having multiple actions per round.
That's why s, s and s are good class choices - all of them get an Extra Attack and can attack twice for the cost of one Action.
There are several ways to get multiple Actions for each turn of the battle with the most notable:
- Hastened
- Elixir of Bloodlust
- Action Surge ( only)
This results in having, on average, 2-3 Actions per turn plus one Bonus action.
Ability Scores
Range weapons use Dexterity as the primary Ability Score.
Other class options
Beast Master: overall a viable alternative for the approach.
This subclass does not bring improvements to the range combat hence putting the option into "Other" section. Still beasts are strong and overall Beast Master version will bring both firepower as well as survivability and flexibility to the party.
Champion: an alternative option for the approach.
Main benefit of this version is an improved critical (equivalent to about 5% overall damage increase). For a ranged build a Champion is more interesting than for a melee one - there are a lot of ways to guarantee crits for melee strikers in bg3. Still Battle Master Manoeuvers provide a comparable damage increase together with a ton of utility and flexibility.
Do note that Champion subclass makes more sense for this build if you try to minimise amount of long & short rests.
College of Valor: an option for a approach.
Brings a full caster in addition to getting 2 attacks (as a ranger or a fighter). Bardic Inspiration brings damage increase comparable to a Battle Master or a Hunter.
The main upside of the approach - ability to utilise Concentration way better. Main downside - bardic inspiration takes a Bonus action to be used, which will make this version of a build doing less damage comparing to some fighter and ranger options.
While having an access to the awesome Bard's spell list is great, with this build you are still usually going to use your Action for attacking with the ranged weapon.
Thief rogue should also be a viable choice (that I have not tested yet)