Gloom Stalker 5 / Assassin 4 / Champion 3

Your Role: Alpha strike archer. Start every fight from stealth, surprise enemies, and unload 7+ attacks on turn one -- most of them automatic critical hits. End fights before enemies take a single turn.


At a Glance

Race: Wood Half-Elf (extra movement, Darkvision, Stealth proficiency, Fey Ancestry) Other strong picks: Halfling (Lightfoot -- reroll natural 1s, Advantage on Stealth), Deep Gnome (Superior Darkvision, Gnome Cunning), Githyanki (free Misty Step at level 5) Background: Urchin (Sleight of Hand + Stealth)

Stats: STR 8 / DEX 16 / CON 14 / INT 8 / WIS 14 / CHA 10 DEX is your primary stat. Attacks, damage, AC, and Initiative all scale with it. WIS 14 for Ranger spells and Perception.

Note on DEX 16 vs 17: Since Karlach gets Auntie Ethel's Hair (+1 STR), start at 16 DEX and take two +2 DEX ASIs (Ranger 4 and Rogue 4) to reach 20.


Level-by-Level

Level 1 -- Ranger 1

Start Ranger for medium armor, shields, martial weapons, and DEX + STR saving throw proficiencies.

You gain:

Gameplay: Equip Lae'zel's Githyanki Half Plate (15 AC) if she's not using it, grab a longbow, and start shooting from high ground for the +2 attack roll bonus.


Level 2 -- Ranger 2

You gain:


Level 3 -- Ranger 3 (Gloom Stalker)

The subclass that defines the build.

You gain:

New Spell: Goodberry (create 40 HP of healing berries, great out-of-combat healing)

First turn at level 3 (from stealth): 1 normal attack + 1 Dread Ambusher attack (+ 1d8 bonus) = 2 attacks total. Then Hide as bonus action. Enemies can't target you.


Level 4 -- Ranger 4

You gain:

With Sharpshooter active, each arrow deals: Weapon die (1d8 longbow) + DEX mod + Sharpshooter (+10) + Hunter's Mark (1d6) + Dread Ambusher (1d8 on first attack) = roughly 25-30 damage per hit at level 4.


Level 5 -- Ranger 5

Major power spike: Extra Attack.

You gain:

New Spell:

Turn 1 from stealth at level 5: 3 attacks (Extra Attack + Dread Ambusher), all with Sharpshooter + Hunter's Mark. If enemies are Surprised, you have Advantage on all of them.


Level 6 -- Rogue 1

You gain:


Level 7 -- Rogue 2

You gain:


Level 8 -- Rogue 3 (Assassin)

The second pillar clicks into place.

You gain:

Turn 1 from stealth at level 8:

  1. Pre-turn (Alacrity): 3 attacks (Extra Attack + Dread Ambusher), all auto-crits
  2. Turn 1: 2 attacks (Extra Attack), still with Advantage
  3. Total: 5 attacks on turn one, the first 3 are guaranteed crits

Level 9 -- Rogue 4

You gain:


Level 10 -- Fighter 1

You gain:


Level 11 -- Fighter 2

Action Surge. The third pillar.

You gain:

This is the build at its peak damage. 7 Sharpshooter attacks, 3+ auto-crits, all in a single turn. With proper gear, this can deal 200+ damage before any enemy acts.


Level 12 -- Fighter 3 (Champion)

You gain:


The Alpha Strike (Turn 1 from Stealth)

  1. Alacrity pre-turn: 3 attacks (Extra Attack + Dread Ambusher) -- all auto-crits vs Surprised
  2. Turn 1 Action: 2 attacks -- still with Advantage
  3. Action Surge: 2 more attacks
  4. Total: 7 attacks. With Elixir of Bloodlust, killing anything grants another Action = 9 attacks.

Each arrow with Sharpshooter + Hunter's Mark: ~25-35 damage. On crits, double all dice. Total turn-one damage: 200-400+ before enemies act.


Gear to Grab

Act 1

Titanstring Bow Where: Sold by Brem in Zhentarim Hideout (under Waukeen's Rest). Also at Grat the Trader in Goblin Camp. Why: Adds your STR modifier to damage. With Elixir of Hill Giant Strength (STR 21, +5 mod), every arrow gets +5 extra damage on top of DEX and Sharpshooter.

Elixir of Hill Giant Strength Where: Craft from Hill Giant Fingernails + any sublimate. Buy fingernails from vendors. Why: Sets STR to 21. Normally useless for DEX builds, but with Titanstring Bow, adds +5 per arrow. Craft in bulk.

Gloves of Archery Where: Goblin Camp, Shattered Sanctum area (locked chest near torture room) Why: +2 to ranged weapon attack damage. Free damage boost until Act 3.

Killer's Sweetheart (ring) Where: Gauntlet of Shar, Self-Same Trial room Why: When you kill a creature, your next attack is a guaranteed critical hit. On your alpha turn, your first kill procs this for a guaranteed crit on the next attack. Extends the crit chain into Action Surge attacks.

Haste Helm Where: Blighted Village, locked chest (X: 29, Y: 405) Why: Start-of-combat Momentum (+1.5m movement). Helps reposition on the crucial first turn.

Disintegrating Night Walkers Where: Grymforge, looted from True Soul Nere Why: Free Misty Step per short rest, immune to web/entangle. Crucial mobility.

Caustic Band (ring) Where: Sold by Derryth in Myconid Colony (Underdark) Why: +2 acid damage on all weapon attacks. Flat damage boost on every arrow.

Act 2

Yuan-Ti Scale Mail Where: Sold by Quartermaster Talli at Last Light Inn Why: 15 + DEX (max 2) = 17 AC. Grants Advantage on Initiative rolls. Going first is everything for this build.

Elixir of Bloodlust Where: Craft from Worg Fang + any sublimate. Buy ingredients at Last Light Inn. Why: Kill an enemy = 5 temp HP + extra Action. Combined with Alacrity + Action Surge + Bloodlust, you can potentially have 4 Actions on turn one (9 attacks).

Oil of Accuracy Where: Craft from Ashes of Balsam + sublimate Why: +2 to attack rolls for the coated weapon. Stacks with Archery. Further offsets Sharpshooter's -5. Brew in bulk.

Boots of Speed Where: Last Light Inn vendors Why: Double movement speed as bonus action (1/short rest). Sprint to high ground, then unload.

Act 3

Gontr Mael (longbow) Where: Steel Watch Foundry, from the Steel Watcher Titan boss Why: Legendary +3 bow. Celestial Haste (free Haste 1/long rest), enemies you hit glow for Advantage on next attack (Guiding Bolt aura). Best ranged weapon in the game.

Legacy of the Masters (gloves) Where: Sold by Dammon, Lower City Why: +2 to weapon attack rolls and damage. Direct power boost. Replaces Gloves of Archery.

Boots of Persistence Where: Sold by Dammon at Forge of the Nine, Lower City Why: Freedom of Movement (immune to difficult terrain, paralysis, restraint) + Legendary Resistance 1/short rest.

Cloak of Displacement Where: Wyrm's Crossing, Danthelon's Dancing Axe shop Why: Attackers have Disadvantage until they hit you. Resets each turn.


Quick Tips

ALWAYS initiate from stealth. Cast Pass Without Trace (+10 Stealth for all 8 party members), position on high ground, and stealth. Your entire alpha strike depends on Surprise.

Elixir of Bloodlust is mandatory for peak performance. Kill anything on your alpha turn and Bloodlust gives you ANOTHER Action. 9 attacks in one turn.

High ground = +2 to ranged attack rolls. With Archery (+2) and 20 DEX (+5), that's +9 to hit, making Sharpshooter's -5 effectively only -1.

Hide after your alpha turn. Dread Ambusher: Hide or Cunning Action: Hide makes you invisible. Enemies can't target you.

Killer's Sweetheart extends crit chains. First kill procs a guaranteed crit on your next attack. Combined with Assassinate auto-crits, you might crit 5+ times on turn one.

Pass Without Trace is a party buff. +10 Stealth for ALL 8 party members. This character enables the whole group to initiate from stealth.

Action Surge recharges on short rest. Use it every fight. Short rest between encounters.


Party Gear Assignments

This build gets: Gontr Mael, Killer's Sweetheart, Yuan-Ti Scale Mail, Legacy of the Masters, Cloak of Displacement

Passes to others:


Revision #1
Created 2026-04-06 02:14:52 UTC by Cruv
Updated 2026-04-06 02:15:18 UTC by Cruv