Arcane Deadeye
This build can’t be any more straightforward than this. We are going the full length of taking 12 into
Fighter. Obviously
Arcane Archer is the subclass we’re going for.
The Build Planner will show the following build: 12
Fighter.
In the wise words of Lil’ John, this build will be all about:” SHOTS, SHOTS, SHOTS, SHOTS, SHOTS, SHOTS..!
The ultimate
Arcane Archer will eventually provide us with 10 shots of Arcane Arrows with great controlling effects to influence the battlefield from a distance. The build becomes progressively stronger as you level up because you gain more Arcane Arrows for your Arcane Shots. However, the build comes online fairly early.
If you’re curious about how your attacks work behind the scenes, your
Dexterity still determines the damage you do with your bow attacks, while
Intelligence influences the succes rate of your Arcane Shots’ effects.
If you would be inclined to multiclass, however, you might want to look into dipping into the
War Domain Cleric with just 1 level. This because level 11 of
Fighter grants you a third Extra Attack, which is great and the addition of that one level of War Domain Cleric grants you another additional attack in the form of a bonus action, which is also pretty good. Just don’t rely on offensive spells for the War Domain Cleric to be any good since you are relying on
Intelligence and not
Wisdom.
Optimal Race:
Wood-Elf,
Wood Half-Elf,
Githyanki.
Why?: Because the 2 Elven races have a mobility advantage and Githyanki get
Misty Step as a spell at level 5. So you will have less trouble moving your character out of the enemy’s range.
Githyanki also get Astral Knowledge; you can use that to enhance your
Wisdom to enhance skills like
Perception and
Survival when scouting or playing solo and pass some, if not most of their loot and trap checks while roaming the map.
Abilities for the actual build:
Level Progression
- Fighter – Fighting Style: Archery.
- Fighter – Skills of note: Action Surge.
- Fighter – Subclass:
Arcane Archer.
Arcane Shots: Banishing Arrow, Shadow Arrow and Seeking Arrow.
Cantrip:
Guidance. - Fighter – Feat: Ability Improvement in
Dexterity +2. - Fighter – Skill of note:
Extra Attack. - Fighter – Feat:
Sharpshooter. - Fighter – Arcane Shot: Bursting Arrow. Skill of note: Curving Shot.
- Fighter – Feat: Ability Improvement in
Dexterity +2. - Fighter – Skill of note:
Indomitable. - Fighter – Arcane Shot: Grasping Arrow.
- Fighter – Skill of note:
Improved Extra Attack. - Fighter – Feat:
Martial Adept and take Pushing Attack and Trip Attack.
Alternative Gear & Weapons:
The Build Planner shows the most optimal equipment but the alternatives are good replacements and/or can be found way earlier in the game.
* Ranged weapons will be your bread and butter! If you insist on using some melee weapon remember you are relying on your Dexterity so be sure you use “finesse” based weapons like Scimitars, Rapiers, Daggers and Shortswords!
** These shields aren’t mandatory for the build, but using them in combination with an Elixir of Hill Giant Strength between Long Rests, you can improve your Strength to make the skill “Shield Blow” more powerful and accurate.
Helmet
Act 1: Warped Headband of Intellect.
Act 2: Helmet of Arcane Acuity.
Act 3: Helmet of Arcane Acuity, Mask of Soul Perception.
Armor
Act 1: Hide Armour +2, Adamantine Splint Armour.
Act 2: Adamantine Splint Armour.
Act 3: Helldusk Armour.
Cloak:
Act 2: Cloak of Elemental Absorption.
Act 3: Cloak of Elemental Absorption.
Gloves
Act 1: Gloves of Archery.
Act 2: Gloves of Archery.
Act 3: Legacy of the Masters.
Boots
Act 1: Boots of Genial Striding, Spiderstep Boots.
Act 2: Boots of Genial Striding.
Act 3: Boots of Genial Striding.
Weapon
Act 1: *
Act 2: *
Act 3: *
Shields:
Act 1: Safeguard Shield, Glowing Shield.
Act 2: Sentinel Shield, Shield of Devotion**.
Act 3: Sentinel Shield, Swires’ Sledboard**, Abdel’s Trusted Shield**.
Ranged:
Act 1: The Joltshooter, Bow of the Banshee.
Act 2: The Joltshooter, Bow of the Banshee.
Act 3: Gontr Mael, The Dead Shot.
Amulet:
Act 1: Moondrop Pendant, Aberration Hunters’ Amulet.
Act 2: Amulet of the Harpers.
Act 3: Amulet of the Harpers.
Rings:
Act 1: Crusher’s Ring, Ring of Protection, Caustic Band, Strange Conduit Ring. (Lots of options throughout all Acts!)
Act 2: Ring of Protection, Crusher’s Ring, Killer’s Sweetheart, Strange Conduit Ring, Ring of Twilight.
Act 3: Band of the Mystic Scoundrel, Killer’s Sweetheart, Ring of Regeneration.
Act One:
Main Hand : Club of Hill Giant Strength (its alot more useful for this build than it lets on. having the ability to be able to push people or throw people away is huge. Also works with Titanstring Bow
Ranged: Joltshot is great, but if you get the Hill giant strength club, Titanstring goes of that strength. Powerful through both act one and two. Plus in act two i belive that is where you get the risky ring. It works well with sharpshooter. you will be hitting huge damage.
Just another opinion.