

Considering the large gaps between levels where the Fighter gains an additional attack, this might give the edge to the Rogue 15/Fighter 5 split. For games where other D&D party members routinely engage the enemy in melee, thus allowing consistent Sneak Attack for the ranged Rogue, the steady increase in damage over time from Sneak Attack could provide more immediate benefit. Sneak attack damage can only be delivered once per turn, so the Rogue 9/Fighter 11 split provides superior damage on average, in the end, as well as more Superiority Dice to aid with Precision Attack for accuracy. The character’s later feats should go to Lucky and Toughness.
FIGHTER SHARPSHOOTER 5E MANUAL
Unlike Strength, there is no official item in 5e D&D to replace a character’s Dexterity score, so natural increases are required (though a Manual of Quickness of Action could further increase Dexterity in high-magic games). Once these key feats have been obtained, the next two class levels that afford the choice between feats and ability score increases should go into ability scores to increase Dexterity to 20. The combination of Crossbow Expert and Sharpshooter makes hand crossbows a powerful weapon choice and extends their effective range to 120 feet without disadvantage - more than adequate for the vast majority of D&D battles. D&D designer Jeremy Crawford’s Sage Advice column clarifies that a character needs to have a hand crossbow in one hand and nothing in their off hand in order to made additional attacks through the bonus action attack afforded by Crossbow Expert or the Extra Attacks feature of the Fighter class.Īt class level 4, the next feat should be Sharpshooter, which allows the character to ignore most cover penalties, fire at long range without disadvantage, and offers the option to take a -5 penalty to hit in exchange for +10 to damage. The starting bonus feet from Variant Human should be Crossbow Expert, offering a bonus action attack option and eliminating both the disadvantage ranged characters normally suffer while engaged at melee range, as well as the limitations of the “loading” property on crossbow weapons. Expertise in Thieves Tools is useful with trap-heavy dungeon crawls, while other games might call for more Investigation checks, or social skills like Deception and Persuasion (and a higher Charisma score to go with them) in the event the party does not have a social-focused Bard character, or other similar archetype. Other Expertise choices might be dictated by the style of the game. This pairs well with Expertise in Stealth to make the character an excellent scout, and it can aid in the first round of battle when DMs use the Surprise rules correctly.

Starting with Expertise in Perception is generally the best choice, as a high Passive Perception aids with spotting many traps and ambushes. Related: D&D Announces Fundraising Stream With LGBTQ+ Charity Mermaids

Players should start with a 16 in Dexterity and Constitution when using point buy, typically 14 in Wisdom to bolster Perception and Insight, and either a 10 in Intelligence to aid with Investigation or a 10 in Charisma for social skills. Starting as Rogue rather than Fighter at level 1 is advantageous, as the superior skill proficiencies of the Rogue more than balance out the two-point difference in starting HP between the classes. As with many other optimal builds, like the polearm-focused Barbarian, the ranged Fighter/Rogue is ideally a Variant Human.
