Arcane Archer

How to Play a HexArcher: Ranger, Warlock, Fighter Multiclass for D&D 5e

“The Archer” by CurtisWalkerWood, CC Attribution-Noncommercial-No Derivative Works 3.0 License
Disclaimer: This page contains affiliate links that add gold to our coffers.

Introducing the HexArcher

A master of menacing archery with an arcane twist. By combining 10 levels of Hexblade Warlock, 7 of Arcane Archer Fighter, and 3 of Gloom Stalker Ranger, you’ll create a versatile bowman who cripples his foes in unexpected ways, day or night.

You’ve lived in the dark, studied with the Drow, and learned how to weave their dark magic into your arrows. Now you call upon a patron to grant you sinister power. All you need is your bow and a target worthy of your attention.

In this build, your character will deal an average of 198 damage to a target with six weapon attacks in the first turn, 79 to another target and banish it in the second turn, and another 27 to the first cursed target in the second turn.

Here’s the Build Breakdown:

Race: Variant Human

  • Increase Charisma stat and another, possibly Wisdom or Dexterity.
  • Skill Gained: Your choice. You will gain Arcana with Gloom Stalker.
  • Feat Gained: Sharpshooter.

Ranger Gloom Stalker: 3 Levels

Start your build in Ranger to gain 10 initial hit points at level one. Focus your stats on Charisma, which you will use for weapon attacks in lieu of Dexterity or Strength (Hexblade Level 1: Hex Warrior ability). Remember, though, that you will need Strength or Dexterity 13, Charisma 13, and Wisdom 13 to multiclass into Warlock and Fighter.

  • Fighting Style: Archery. +2 to attack rolls and damage with ranged weapons.
  • Spells: 3 spells known with 3 first-level spell slots. Focus on buffs, wards, and utility.

Gloom Stalker Abilities (Xanathar’s Guide to Everything):

Dread Ambusher (level 3):

  • Give yourself a bonus to initiative equal to your Wisdom modifier.
  • At the start of your first turn of each combat, your walking speed increases by 10 feet until the end of your turn.
  • If you take the Attack action on that turn, make an additional weapon attack as part of that action. Deal an extra 1d8 damage on a hit. (This builds upon Extra Attack!)

Note: According to RAW, a player who takes the Attack action on his first turn can take an additional weapon attack on that action. This is not limited to “once per first turn” or “once per short rest,” so we argue that, should a player Action Surge on his first turn and again take the Attack action, that he can use the Dread Ambusher ability a second time. Stack that with Extra Attack, and you’re making six attacks on your first turn. Jeremy Crawford has also confirmed this ruling.

Umbral Sight (level 3):

  • Darkvision range 60 feet or an additional 30 feet if already have Darkvision.
  • While in darkness, you are invisible to any creature that relies on dark vision to see you.

Hexblade Warlock: 10 Levels

Hexblade Patron

Extra Smite Spells from Hexblade Patron:

  • Wrathful Smite (Bonus action, 1st level, extra 1d6 damage, WST or creature becomes frightened. Concentration.)
  • Branding Smite (Bonus action 2nd level extra 2d6 damage and makes invisible targets visible. Concentration.)
  • Banishing Smite (Bonus action, 5th level, extra 5d10 force damage. Banish creature under 50 hit points for one minute. Concentration.)

See which other Warlock spells and invocations complement your Hexblade in our Warlock Spells and Invocations In-Depth Analysis.

Hexblade Curse (level 1):

  • As a bonus action, curse someone for one minute.
  • Deal an additional +5 damage and crit on a 19 or a 20.
  • If the target dies, regain hit points equal to your Warlock level + your Charisma modifier.

Hex Warrior (level 1):

  • Use your Charisma modifier to attack with a weapon you are proficient with that lacks the two-handed property instead of Strength or Dexterity for attack and damage rolls.
  • With Pact of the Blade, this feature applies to your pact weapon, regardless of weapon type. This comes at level 3 Warlock.

Note: Take the Improved Pact Weapon invocation (Xanathar’s Guide to Everything) in order to use your longbow as your Pact weapon, giving you the Charisma bonus to attack rolls and damage.

Accursed Specter (level 6):

  • Curse the soul of a person you’ve slain and bind them in your servitude.
  • Raise this soul as a specter, giving it temporary hit points equal to half your Warlock level. It has its own initiative in turns and obeys verbal commands and bonus to attack rolls equal to your Charisma modifier.
  • The specter vanishes after the end of your long rest.

Armor of Hexes (level 10):

  • If a target you cursed with Hexblade’s Curse hits you with an attack, roll a d6. On a 4 or higher, the attack misses you.

Pact of the Blade (level 3):

  • You will be able to use a longbow as your pact weapon with Improved Pact Weapon or Superior Pact Weapon Invocations.

Choose 5 Invocations. We recommend:

  • Eldritch Smite (Prerequisite: 5th level, Pact of the Blade)
    • Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
  • Improved Pact Weapon (Xanathar’s. Prerequisite: Pact of the Blade feature)
    • You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
    • In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
    • Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
  • Superior Pact Weapon (UA, Prerequisite: 9th level, Pact of the Blade feature)
    • You can use any weapon you summon with your Pact of the Blade feature as a spell casting focus for your Warlock spells.
    • In addition, the weapon counts as a magic weapon with a +2 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.

Arcane Archer Fighter: 7 Levels

Fighting Style: Close Quarters Shooter (UA).

  • When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.
  • Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you.
  • You have a +1 bonus to attack rolls on ranged attacks.

Basic Fighter Abilities:

  • Second Wind (level 1): Regain 1d10 + Fighter Level hit points once per short/long rest.
  • Action Surge (level 2): Take an additional action once per short/long rest.
  • Extra Attack (level 5): Make an extra weapon attack when you take the Attack action.

Arcane Archer Abilities (Xanathar’s Guide to Everything):

Arcane Archer Lore (level 3):

  • Gain proficiencies in Arcana.
  • Learn Prestidigitation or Druidcraft cantrip.

Arcane Shot (level 3):

  • Unleash magical effects with your arrows. Once per turn, you fire a magical arrow with the Attack action and can apply an Arcane Shot option (listed below).
  • After the arrow hits, you can decide to use the Arcane shot.
  • At 3rd level, you know two options, and at 7th level, you will know three options.
  • You have two uses of Arcane Shot until you finish a short or long rest.

Arcane Shot Options:

  • Beguiling Arrow: Extra 2d6 psychic damage, charmed by your ally within 30 feet.
  • Bursting Arrow: All creatures within 10 feet take 2d6 force damage.
  • Shadow Arrow: Extra 2d6 damage. On a failed Wis ST, target’s vision becomes 5 feet.
  • Enfeebling Arrow: Extra 2d6 necrotic damage. On a failed Con ST, target’s weapon damage is halved until your next turn.
  • Grasping Arrow: Extra 2d6 poison damage. Wrapped by brambles. Speed reduced to 10 feet. Plus deal 2d6 damage each turn target moves. Other creatures can make a Strength ST to remove the brambles.
  • Piercing Arrow: Hits multiple targets in a line of 30 feet, no attack roll. On a failed Dex ST, deal damage and an extra 1d6 to all targets. If pass, they take half damage.
  • Seeking Arrow: If target has been seen in the last minute, she makes a Dex ST. On a fail, your arrow hits with an extra 1d6 damage, and you now know the target’s location. If pass, she takes half damage, and his location is not known.

Magic Arrow (level 7):

  • When you fire a nonmagical arrow, turn it magical for overcoming resistance/immunity to non-magical attacks.
  • The magical arrow fades after it is shot.

Curving Shot (level 7):

  • When you make an attack roll with a magical arrow and miss, you can use a bonus action to redirect the arrow to another target within 60 feet. Reroll the attack roll.

Damage Output at Level 20

Assume Charisma is maxed out to 20 and UA is accepted by DM.

Here are a few things you’ll accomplish in your first two turns:

Deal an average of 198 damage to a target you’ll have cursed with six attacks in the first turn, deal 79 damage and banish a second target in the second turn and another 27 damage to your cursed target, and shrapnel hit up to 24 additional targets who are near your cursed target.

Why focus on two targets?

The following example shows two turns with attacks that have conflicting abilities:

  • Hexblade Curse lasts one minute, gives you an additional bonus to damage against one target, and can be cast as a bonus action.
  • Banishing Smite lasts one minute, deals heavy damage, and is cast as a bonus action, but you also banish your target to another dimension.

If you banish the target you curse, you will be wasting your Hexblade Curse. Thus, we split the example into two rounds, where Hexblade Curse is set in the first turn and Banishing Smite in the second turn against different targets.

First Turn:

Bonus Action: Hexblade Curse

Attack 1: Choose a target to curse. The majority of this turn, you will attack that target.

  • Longbow (magical): 1d8
  • Charisma Modifier: +5
  • Superior Pact Weapon (UA): +2
  • Hexblade Curse: +6
  • Sharpshooter: +10
  • Bursting Arrow: 2d6 + up to 12 x 2d6 (for each creature within 10 feet of target, so up to 12 additional creatures)
  • Eldritch Smite: 5d8

Attack 2 (Extra Attack):

  • Longbow (magical): 1d8
  • Charisma Modifier: +5
  • Superior Pact Weapon (UA): +2
  • Hexblade Curse: +6
  • Sharpshooter: +10

Attack 3 (with Dread Ambusher):

  • Dread Ambusher: 1d8
  • Longbow (magical): 1d8
  • Charisma Modifier: +5
  • Superior Pact Weapon (UA): +2
  • Hexblade Curse: +6
  • Sharpshooter: +10

Attack 4 (Action Surge):

  • Longbow (magical): 1d8
  • Charisma Modifier: +5
  • Superior Pact Weapon (UA): +2
  • Hexblade Curse: +6
  • Sharpshooter: +10

Attack 5 (Extra Attack in Action Surge):

  • Longbow (magical): 1d8
  • Charisma Modifier: +5
  • Superior Pact Weapon (UA): +2
  • Hexblade Curse: +6
  • Sharpshooter: +10

Attack 6 (Dread Ambusher in Action Surge):

  • Dread Ambusher: 1d8
  • Longbow (magical): 1d8
  • Charisma Modifier: +5
  • Superior Pact Weapon (UA): +2
  • Hexblade Curse: +6
  • Sharpshooter: +10

Damage to Cursed Target: 13d8 + 2d6 + 138
Damage to Surrounding Creatures: Up to 12 x 2d6

Average to Cursed Target
: 59 + 7 + 138 = 204
Average to Surrounding Creatures: Up to 12 * 7

Second Turn:

Bonus Action: Cast Banishing Smite (concentration 1 minute)

Attack 1: Against a target you did not curse, but you will banish for a minute (unless it’s from another plane or dies).

  • Banishing Smite: 5d10
  • Longbow (magical): 1d8
  • Charisma Modifier: +5
  • Superior Pact Weapon (UA): +2
  • Sharpshooter: +10
  • Bursting Arrow: 2d6 + up to 12 x 2d6 (for each creature within 10 feet of target, so up to 12 additional creatures)
  • Eldritch Smite: 5d8

Attack 2: Against the target you cursed in turn 1

  • Longbow (magical): 1d8
  • Charisma Modifier: +5
  • Superior Pact Weapon (UA): +2
  • Sharpshooter: +10
  • Hexblade Curse: +6

Damage to Banished Target: 5d10 + 6d8 + 2d6 + 17
Damage to Cursed Target: 1d8 + 23
Damage to Surrounding Creatures: Up to 12 x 2d6

Average to Banished Target
: 28 + 27 + 7 + 17 = 79
Average to Cursed Target: 5 + 23 = 28
Average to Surrounding Creatures: Up to 12 * 7

Things to Note:


Ranger spells are up to you. Pay attention to Warlock spells available in case the effects overlap. Many Warlock spells are cast as a bonus action and require concentration. Try focusing on buffs, wards, or utility spells. However, note you can use your level 5 Warlock spell slots to cast your level 1 Ranger spells at a higher level.


An attack roll against a prone creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. With Close Quarter Shooting, you no longer have disadvantage on ranged attacks that are 5’ from a target. Thus, if the target is prone, and you are 5’ away, you have advantage with your longbow. Don’t be afraid to get into the thick of things!

Which Classes to Choose First?

Start with the Ranger class for level 1 for maximum hit points and equipment. It would be beneficial to take a Warlock level for level 2 to gain the Hexblade Warrior ability, which uses Charisma instead of Strength or Dexterity for attack rolls and damage. This way, you’re maximizing your high Charisma. You may have to use a melee weapon for the next few levels until you reach Level 5 Warlock, but you will still use Charisma to attack. Bonus: roleplay how you find your arcane focus and patron! This allows for great character development early in the game.

Next, you want to get to Warlock Level 5 as soon as possible to make your longbow your Pact weapon. This will give you many benefits.

Then start building to level 3 Ranger, level 7 Fighter, and level 10 Warlock. If you find being an Archer difficult due to close combat, take a level in Fighter early to get the Close Quarters Shooter Fighting Style, where range does not impose disadvantage.

Feats to Take

You don’t want to waste those six attacks on your first turn. Dealing 200 damage will easily cripple a big bad guy. So we recommend you take the Lucky feat to give you three extra chances to land your blows.

Other Ability Score Improvements should be used to get Charisma up to 20, Wisdom to at least 13, and Strength or Dexterity to 13 in order to multiclass.

Additional Build Options:

When a Warlock reaches level 14 with the Hexblade patron, he gains the ability to transfer his Hexblade’s Curse to another creature when his target dies. In longer battles, this is an incredible feature, as you will be able to apply 5 damage to every attack for a minute, provided you attack your cursed target.

To reach level 14 Warlock, start your build with at least 3 levels of Fighter, take only 5 levels in Fighter, and take 15 levels in Warlock. This will also give you the Mystic Arcanum Warlock feature, where you can cast a 7th level Warlock spell without expending a spell slot once per long rest.

However, you will lose the Dread Ambusher ability and two weapon attacks on your first turn (provided you Action Surge that turn).

Because Ranger and Warlock don’t synergize very well (see our Multiclass Combinations Guide for explanation), this alternative build may be better altogether through a building campaign.

Alternative Build

In the comments, Flutes Loot reader Chad A. Amidon lays out a powerful alternative build, suggesting 1 level of Rogue, 3 of Ranger, 5 of Warlock, and 11 of Fighter to get a second Extra Attack. Use the Crossbow Expert feat and maxed out Dexterity.

Please check out his comment below for the full explanation and build.

Need help multiclassing? See our Ultimate How To Multiclass Guide.

Interested in other multiclassing combinations? See what works in this Multiclass Combinations Article.

Need more ideas? See these other multiclass builds:
Aasimar Paladin/Warlock/Rogue
Monkey Fist: Druid/Monk
Assassin of the Grave: Rogue/Cleric
Master Assassin: Rogue/Fighter
Arcane Assassin Archer: Rogue/Fighter
Ranger Paladin Multiclass Analysis

23 thoughts on “<b>How to Play a HexArcher</b>: Ranger, Warlock, Fighter Multiclass for D&D 5e”

  1. So if full multiclassing is allowed my suggested iteration of this build is actually a Rogue1, Ranger3, Warlock5, Fighter11
    Ranger – Gloom Stalker
    Warlock – Hexblade – Pact of the Blade
    Fighter – Arcane Archer
    Take the first level in rogue for extra proficiencies and expertise which can be invaluable on something like perception through a campaign.
    The main difference here is that level 11 in fighter ups your total attacks in round one to 9 with the crossbow expert feat, often you’ll use the curse BA for 8 total attacks using action surge Round 1.

    Using the a pact hand crossbow for the +1 and sharpshooter average damage output round 1 on cursed target with smite and burst arrow is 248 average over 8 attacks at level 20.

    No need to max Charisma, full Dex main stat assumed. So more Feats if they’re used by your party once you max Dex.

    Damage total adds =16
    +1 magic bonus from pact weapon
    +10 sharpshooter
    +5 dex
    First turn looks like this:

    BA – Curse
    attack 1 1d6
    sneak attack 1d6
    attack 2 1d6
    attack 3 1d6
    dread ambush 1d6 +1d8
    action surge attack 1d6
    attack 2 1d6
    Attack 3 1d6
    Dread Ambush 1d6 +1d8

    totals: 9d6 + 2d8 + 128
    +curse damage 6×8 =48
    +busting arrow 4d6
    +smite lvl 3 spell slot= 4d8

    average on d6 =3.5 so I will be using 7 for the average of 2d6
    d8 = 4.5 so 9 for 2d8

    13d6 +6d8 +128+48
    13d6 =42+3.5 rounded down 45
    6d8 = 27
    128+48 = 176
    total round 1 damage on single cursed target = 248
    does not count the option of maximizing crits for sneak attack and smite usage granted with 8 attacks that crit on 19 or 20 which is approx 1 in 10 so you have a very strong chance to crit once in a string of 8 and doubling both smite and sneak attack damage if you hold them until the last hit trying.

    1. Wow! Thank you Chad, this a powerful alternative build that definitely fits the “HexArcher” theme! I will update the article to refer to your comment and build.

      1. [edited to correct me] Hi Agy, you’re correct as long as we’re making the distinction between Hex Warrior and Pact Weapon (I believe you are making that distinction). Handcrossbows lack the two-handed property, which qualifies them for the Hex Warrior feature from the Hexblade subclass. You are correct that the hand crossbow doesn’t have a way to become a Pact Weapon. It’s notable that this isn’t a Pact Weapon from Pact of the Blade that we’re talking about as that feature only works with melee weapons. It’s kinda funny how it fits into this blind spot where it can be a Hex Warrior weapon but not a Pact Weapon.
        The Hex Warrior feature applies to “one weapon you are proficient with that lacks the two-handed property.” This feature later can apply to any weapon that you get with your Pact Weapon from Pact of the Blade. If you choose the Improved Pact Weapon invocation in XGtE, you can then apply the Pact Weapon and Hex Warrior features to the weapons you described.
        Thank you for the comment to keep the conversation going!

      2. OP: You are partially correct so long as you’re referring to taking the “Improved Pact Weapon” invocation, which allows the use of Longbows, Shortbows, and both Heavy and Light Crossbows.

        1. I neglected the last line of that invocation, you’re right. That invocation will allow the use of those ranged weapons with the Pact Weapon feature. Hand crossbows end up fitting into a strange place between Pact Weapon and Hex Warrior, so it won’t qualify for Pact Weapon features even if it works with Hex Warrior. Weird!

    2. I know this is a couple years after the original post, but I simply wanted to say thank you Chad for the build idea. I am building a character in my DM’s world that will be using this exact build, though I won’t be going with Crossbow Expert as I can’t use my arcane archer shots with the crossbow. Other than that, though It’ll be the same. My DM has dragons in her world that we can actually play as. I’m playing a coastal sea dragon that can shape change into a human. He gets the assassinate feature from the Assassin Rogue as a racial feature at level 1. This build works wonders for my character. Once again, thanks Chad.

  2. This is an awesome build! Which order would you take the levels as you are leveling up? What is better to prioritize early on?

    1. Hey Vinzent! I would say the lineup depends on your campaign’s world and story, like if you need to be more of a Ranger/Archer for campaign purposes, or perhaps you’d multiclass into a more chaotic Warlock when you begin establishing character development, but I personally would build it out like this for ability efficiency:
      Start by getting your 3 levels of Ranger to gain Gloom Stalker benefits (3 of 3 levels in this class), then I would get up to 5 levels of Warlock in a row for decent Hex Blade and Eldritch Smite abilities (5 of 10 levels in this class).
      Then I might take a few levels in Fighter (maybe 5 in a row) for an additional fighting style and low-level abilities like Action Surge and Second Wind. By getting to level 5 Fighter, you’ll gain an extra attack. (5 of 7 levels in this class)
      After this, you will need to decide which abilities you want quicker: Warlock invocations and spells or Arcane Archer magic arrows.
      I hope this helps!

  3. Hey little question, when you take Thirsting Blade as the 3th Eldritch Invocation, you get another Attack with your pact Weapon PER ATTACK ACTION YOU TAKE, so you get 8 attacks when you action surge.

    1. Hi Agy,
      I believe you’re referring to the Warlock Invocation for Pact of the Blade known as ‘Thirsting Blade’. This Invocation does not stack with Extra Attack from the Fighter class. Extra Attack allows you to attack ‘twice’ when you take the attack action, and Thirsting Blade similarly allows you to attack ‘a second time’ when attacking with your pact weapon. So there is no need to choose Thirsting Blade since it won’t stack with Extra Attack from the Fighter multiclass in this Hexarcher build.

      1. Question: RAW states that all the smite spells apply only to melee attacks. So shouldn’t only Eldritch Smite work, even with the feats that allow for ranged pact weapons? What is allowing for ranged Banishing Skite, etc?

        1. Hi Flet,
          That’s a keen observation! Banishing Smite is a spell that breaks the mold; it allows itself to be used with any weapon attack, not just melee.
          “The next time you hit a creature with a weapon attack before this spell ends…”
          You are also correct that the Warlock’s Eldritch Smite works with any weapon.

  4. To reduce reliance on surprising foes and make a melee alternative, an idea is to not take the rogue levels and instead take three in barbarian (seems counter intuitive).
    Reckless attack at every opportunity (increase crit chances to save your eldritch smite for special occasions) and enter rage (with path of the totem warrioir (bear)) to shrug off enemy damage and boost your own. The downsides include no Banishing Smite (but you’ll need that bonus action to enter Rage) and enemies will want to hit you a lot. Therefore, make sure to wear heavy armour.
    An Elven Hexrager could take Elven accuracy (this is turning into a crit hunter build worryingly fast) and replace the arcane archer with battle master (which has more uses per day anyway) (cavalier works well too for more defensive methods). Don’t forget your greatsword (not greataxe since you won’t be getting brutal critical).
    The variation you outline and this build are two of my all time favourite builds.

    1. this build doesn’t really work, because if you are a barbarian you can’t wear heavy armor while you rage, and you don’t need a greatsword to get brutal critical extra dmg dice. in fact, you don’t even have brutal critical at 3rd lvl! and rage extra dmg won’t be very high at this level. otherwise, this an interesting build, and can inspire great backstory. i do like the Elven Accuracy idea.

      1. Hi Jake, did you mean to drop this comment on a different article? This build doesn’t involve Barbarians. (EDIT: I see now that you were responding to a comment, my bad)

    1. Oh, I see now, Jake. I didn’t see that you were responding to another comment. I approve and respond to comments in a WordPress tool, so that’s my bad.

  5. Hi, Opal, you seem to have made an error: in the damage breakdown, you put +5 damage for Hexblade’s Curse, but if you are level 20, the damage would be +6 rather, since this damage scales with your Proficiency Bonus. I hope you continue finding awesome builds like this, and you gave me a great idea: why not take the Elf or Half-elf race, to gain the Elven Accuracy feat, to improve your crit chances? I hope you get back to me soon, and by the way, Flutes, you didn’t answer my comment in the Feats Grading article. have a nice day!

    1. Hi, Jake! Opal asked me to verify and fix the mistake, so I’ve adjusted the damage quotes in the article to reflect the +6 damage from Hexblade’s Curse instead of +5 at level twenty. Thank you for the catch!
      Adding Elven Accuracy to the build would certainly increase damage potential when factoring in critical hit statistics.

  6. Looks like a fun build. For those going at it with a stat point buy system can you provide a break down? or some sort of allocation. Both for the alternate and primary builds. One uses Dexterity as the main stat block but does not provide a feats or stat allocation per level. The primary features a use of charisma and again a stat block would be appreciated.

    Would I be better served with a race that has bonuses to stats and select the sharpshooter later knowing that the first 7 levels are multiclass building block levels?

    1. Hi Whiterquick, I don’t think we can commit the time for a full breakdown by level for this article. Level-by-level builds aren’t of interest to us, so we keep our builds open-ended (at least so far). If you’re considering this build and have a specific question about it, maybe I can provide guidance.
      As to the specifics you already asked, here are my thoughts:
      Point-buy stats: Prioritize Dex or Charisma (depending on which one you’re going to focus on for attacks and how soon you plan to take Hexblade Warlock levels). You’ll need at least 13 in Charisma and Wisdom for multiclassing (I’m sure you’ll have at least 13 Dex regardless of attack stat of choice). Leftover points go into Constitution.
      Race: You don’t have to pick Variant Human, but it’s versatile, and the feat at level one is huge. If you’re using Tasha’s rules for racial ability scores, you can make many races work for this build. Don’t pick a small race since they have disadvantage to attack with heavy weapons like longbows (unless you want to use a non-heavy ranged weapon). Regardless of your race, I’d want to have Sharpshooter by level five.
      I’d likely go for five levels of Fighter to get Extra Attack quickly.

Leave a Comment

Your email address will not be published. Required fields are marked *

Scroll to Top