Character Build: Arcane Archer Fighter

Character Build: Arcane Archer Fighter

Hey there! So you want to play a fighter who can shoot magical arrows with amazing precision and versatility? Then let me tell you about the arcane archer build I’ve been working on.

This is a subclass of the fighter class that specialises in ranged combat combined with arcane magic.

I’ll share some tips on how I created and played this character.

What I’m Trying to Achieve With This Build

Glass Cannon Approach

When I say glass cannon, I mean a ranged character who sits at the back of the group and deals massive amounts of damage. This build can dish out some heavy single-target burst damage as well as sustained long-range attacks.

I’m achieving this by multiclassing both arcane archer fighter and assassin rogue – these two have excellent synergy for this type of character, trust me.

Making It Self-Sufficient

Now, the downside to glass cannons is that they’re not very sturdy, right? But here’s the thing thanks to heavy armor proficiency from the fighter class and the evasion and uncanny dodge abilities from rogue levels, I can avoid a fair amount of damage coming my way.

On top of this, cunning action is a great rogue ability that helps me put some distance between myself and the target.

With the sharpshooter feat, I have no issues fighting from hundreds of feet away from the battlefield. Pretty neat, isn’t it?

Starting at Level 1

Class: Fighter

Background: Urban Bounty Hunter
Note: Background doesn’t make a huge difference for this build. As you know, I’m a big fan of this background personally!

Race: Variant Human or any Elf
Note: I opted for the variant human to get the Sharpshooter feat right away. However, elves work very well for this build – especially high elves, wood elves, shadar-kai, and eladrin.

Stats: I did this using the point buy method.

  • STR: 8 (-1)
  • DEX: 16 (+3)
  • CON: 14 (+2)
  • INT: 16 (+3)
  • WIS: 10 (+0)
  • CHAR: 8 (-1)

Note: Dexterity is by far the king of this build. Intelligence comes next as it dictates the save DC of my Arcane Shots.

Constitution is useful for survival, but despite being called an arcane archer, I won’t be casting many spells. I boosted Wisdom over strength and charisma because it’s a much more frequent saving throw ability.

Skills: Acrobatics and Perception
Note: Proficiency in acrobatics or athletics is pretty much required to ensure I can avoid grapples. The key to this build is staying as far away from danger as possible.

Beyond Level 1

Fighter 13/Rogue 7 Split

Here’s where things get a little tricky, and I had to pre-plan my next steps since I’m multiclassing from here on out. This is a basic 13/7 split build where I can grab all the great stuff from the rogue class while still gaining 3 attacks per action with my fighter levels. It’s the best of both worlds for combining burst and steady damage for my glass cannon arcane archer.

Levelling Path – Option 1

  • 1-7th Level: Fighter
  • 8-10th Level: Rogue
  • 11-16th Level: Fighter
  • 17-20th Level: Rogue

The first 10 levels of this build are non-negotiable, I tell you. I want to focus on being an arcane archer and rush to get Magic Arrow and Curving Shot. Afterwards, I’ll dip into rogue and get Sneak Attack and Assassinate.

Option 1 is focused on being a true glass cannon. I’m focusing on dealing damage by rushing to get Improved Extra Attack at the 16th total level. I’ll also gain another Arcane Shot option quicker this way and an additional ASI sooner than option 2.

Levelling Path – Option 2

  • 1-7th Level: Fighter
  • 8-14th Level: Rogue
  • 15-20th Level: Fighter

This path gives me a bit more survivability by gaining Evasion and Uncanny dodge sooner. I’ll gain some more burst damage by increasing my Sneak Attack damage as well, but it’s not nearly as good as getting Improved Extra Attack comparatively quicker in option 1.

I prefer option 1, honestly. But if I find myself at the receiving end of AoE attacks and taking a lot of damage, option 2 has its merits.

Ability Score Increases (ASIs)

This build gives me 5 total ASIs to choose from.

Stat Priorities:
Dexterity >>> Intelligence ≥ Constitution >> Wisdom > Charisma = Strength

I’ll have 5 ASIs to allocate if I choose variant human, and 4 if I don’t and need to take the sharpshooter feat. 2 of these ASIs have to go into Dexterity to cap me out at 20 total. After that, I have 2-3 more to put into my other stats. There are merits for choosing all of these depending on my play style.

Intelligence will boost my arcane archer save DC, which is very useful, but that’s about it. Constitution aids with my survivability and is one of the more common saving throw abilities in the game. The rest of the stats are less desirable mechanically, but still have their uses in the game for this build.

Feats I’m Taking

Sharpshooter* – This feat is absolutely required for this build, no questions asked. It allows me to attack at long range without imposing disadvantage, which for longbows is 600 ft. away from my target. My ranged weapon attacks ignore half cover and three-quarters cover, which is another huge bonus.

Lastly, I can choose to make a ranged attack with -5 to attack and +10 to damage each time I attack with a ranged weapon I’m proficient with. I actually made a calculator for this portion of the feat because of how integral it was for my build.

Alert – I gain +5 bonus to initiative, I can’t be surprised when I’m conscious, and other creatures don’t gain advantage on attack rolls against me for being hidden from me. While this doesn’t have great synergy with the arcane archer portion of the build, it’s amazing for my Assassinate feature from the assassin rogue archetype.

This helps guarantee that I go before my enemies on round 1 of combat, which gives me advantage on my attacks against them.

Elven Accuracy – This is a pretty solid feat for this build. I gain 1 point in either Dexterity, Intelligence, Wisdom, or Charisma. Also, when I have an advantage on an attack roll using one of those abilities, I can reroll one of the dice.

Just like Alert, this feat has some great synergy with my build since Assassinate gives me a pretty reliable source of advantage for my longbow attacks in round 1 of combat.

Lucky – Lucky is a great feat for any build, period.

Crossbow Expert – While RAW arcane archers specifically only use bows, my DM could allow me to use crossbows without any major repercussions. That being said, this feat still gives me the ability to make ranged attacks in melee range, which is pretty decent.

Fighter Class Features I’m Using

Fighting Style – Level 1

This should come as no surprise to you – I’m taking the Archery Fighting Style. This gives me a +2 bonus to attack rolls I make with ranged weapons, which helps offset the -5 from Sharpshooter’s 5/+10 attacks.

Second Wind – Level 1

On my turn, I can use a bonus action to gain hit points equal to 1d10 + my Fighter Level. This is a solid feature that gives my glass cannon build a bit of survivability when I’m in a tight spot. This also recharges on a short rest or long rest, so it’s a pretty reliable source of survivability.

Action Surge – Level 2

This is easily one of the most powerful features in my arcane archer build. I can use this feature to take an additional action on my turn. The reason this is so great is that at level 5+,

I’ll be able to make 4-6 weapon attacks in a single turn of combat. That’s a ton of potential damage, I’m telling you.

It’s also useful for instances where I may need to use my action for survivability, but still want to make some attacks.

For example, I could use the Dodge and Attack actions on the same turn if I used Action Surge. After I dip at least 2 levels into rogue, I won’t need to use Action Surge for this, but until then, it’s an option.

Once I’ve used this feature, I regain it on a short or long rest. I save this for when I need to deal some massive damage very quickly.

Extra Attack – Level 5 & 11

After level 5, when I take the attack action, I get to make extra weapon attacks. At level 5 I can make 2 attacks, and at level 11 I can make 3 attacks per action.

Indomitable – Level 9 & 13

Using this feature, I can reroll a saving throw I fail. I have to use the new roll and I can’t use the feature until I complete a long rest. I also gain a second use of this feature at level 13. Interestingly enough, this is the only feature that requires me to complete a long rest to regain the use of it.

This is a great feature to help bolster my survivability. Saving throws (particularly Wisdom, Charisma, and Strength) are one of the main weaknesses of this build, so having 1 or 2 extra chances to prevent a failed saving throw is a huge asset.

Martial Archetype – Arcane Archer Features

Arcane Archer Lore – Level 3

This feature is purely based on flavour. I get the choice between gaining proficiency in either the Arcana or the Nature skill, and I can choose between learning prestidigitation or druidcraft. None of this has any bearing on combat, so the choice is entirely mine.

Arcane Shot – Level 3, 7, & 10

When I first get this feature at level 3, I gain 2 uses of Arcane Shot, which are regained on a short or long rest. Once per turn, I can decide to use one of my Arcane Shots after my arrow has hit the target. Also at the 3rd level, I can learn 2 of the 8 different Arcane Shot options. At levels 7 & 10, I learn an additional one from the list.

They all have their uses, but here are my top 4:

  • Bursting Arrow
  • Grasping Arrow
  • Enfeebling Arrow
  • Shadow Arrow

Bursting Arrow and Grasping Arrow are my recommendations for level 3, as they give me a good mix of AoE damage and crowd control.

In fact, they’re all pretty decent options for this arcane archer build outside of Piercing Arrow. It’ll be very rare that I’ll be within 30 ft. of multiple enemies, as I’ll generally want to be as far away from my target as humanly possible at all times.

Most of the Arcane Shots have a save DC. This is equal to 8 + proficiency bonus + Intelligence mod.

Note: There’s a typo in Xanathar’s Guide where it states this can only be used when firing a magic arrow. Jeremy Crawford corrected that – any arrow can be used for this feature!

Magic Arrow – Level 7

Whenever I fire a nonmagical arrow from a longbow or a shortbow, it’s now considered magical for overcoming resistance and immunity to nonmagical attacks and damage. Short, sweet, and to the point. It’s a solid feature if I don’t already have a magical bow.

Curving Shot – Level 7

This feature is excellent and finally gives me a use for my bonus action outside of second wind. When I miss an attack with an arrow, I can make a bonus action to reroll the attack roll against a different target within 60 ft. of the original target.

Having another chance to deal some damage this turn is a great feature. Curving Shot is the primary reason this build focuses on rushing to level 7 fighter so quickly.

Rogue Class Features I’m Getting

Multiclassing Proficiencies – Level 1

Just from dipping a level into Rogue, I gain proficiency in light armor, one skill from the rogue’s skill list, and thieves’ tools. Gaining a skill and thieves’ tools (if my background doesn’t give it to me) is a pretty nice perk. Regardless, this doesn’t affect the combat prowess of my arcane archer a whole lot unless I’m picking up Stealth or Acrobatics at this point.

Expertise – Level 1 & 6

I choose two of my skill proficiencies or one and my thieves’ tools proficiency, and double my proficiency with them for any check I make that uses these. At 6th level, I can choose two more or one and my thieves’ tools and gain the same bonus.

For the first one, I want to gain expertise in at least Acrobatics, if not both Acrobatics and Stealth.

Gaining expertise with Thieves’ Tools is also a pretty awesome bonus if I don’t already have a dedicated trap disabler.

Athletics can also be a great option if I decide to opt for a bit more strength than what this build suggests. I make sure at least one of my options for breaking out of a grapple gets the benefit of expertise.

Sneak Attack – Level 1, 3, 5, & 7

Sneak Attack is one of the primary reasons I’m adding a rogue multiclass to my arcane archer.

Once per turn, I can deal an extra xd6 to a creature I hit with an attack if I have advantage on the roll or an enemy of the creature is within 5 ft. of it.

Sneak Attack starts at 1d6 (3.5) extra damage and ends at 4d6 (14) extra damage per use by the end of my build.

I have to use a finesse weapon or a ranged weapon for this to work, but considering I’m an arcane archer, I’ve got my bases covered.

This is a solid amount of single-target burst damage that’s a major perk for this build, along with some of the other great rogue features that focus on defence and manoeuvrability.

Thieves’ Cant – Level 1

Rogues get a secret language that they can read and write. Pretty cool, but it doesn’t add much to my arcane archer build in terms of combat mechanics.

Cunning Action – Level 2

I don’t have a lot of bonus action abilities or features outside of Curving Shot and the occasional Second Wind. That all changes once I’m a level 2 rogue and gain this feature. I can now Dash, Disengage, or Hide using a bonus action!

All of these give me a way to either put some distance between me and my enemy or hide in the shadows and potentially gain a sneak attack on my next attack.

At this point, there’s no reason for me not to be taking a bonus action on my turn, even if I don’t miss any of my attacks. I can hit a target with my longbow from 600 ft. away, so I’m not afraid to make as much distance between me and the fray as possible by using my bonus action to Dash.

There’s always something I can be doing which significantly improves my personal action economy!

Uncanny Dodge – Level 5

I can now use a reaction to halve an attack’s damage made by an attacker that I can see. This is excellent since I rarely gain attacks of opportunity due to being almost exclusively ranged, and those can only be done with melee attacks.

I’ll almost have a free reaction ready that I can now use to reduce my damage taken without second-guessing myself as to whether or not I should’ve held it to deal a bit more damage this round.

I shouldn’t frequently have to use this ability, as I should aim to be far away from the battle. However, it’s an amazing feature to have, the few times I have to use it!

Evasion – Level 7

When I have to make a Dexterity throw to take half damage on an AoE, I now take no damage if I succeed and half damage if I fail the save. This is an amazing ability for this build as it gives me yet another way to minimise the damage I take.

Due to my ability to stay at ridiculously long ranges in combat, AoEs will be one of the few things I’ll have to regularly deal with. Couple this with the fact that I have a very high Dexterity modifier, and I’ll be able to skirt out of these AoEs with 0 damage taken a fair amount of the time.

Roguish Archetype – Assassin Features

Bonus Proficiencies – Level 3

I gain proficiency with the disguise and poisoner’s kit. A nice perk, plus applying poison to my arrows will give me some added damage or crowd control options.

Assassinate – Level 3

I get an advantage on attack rolls against any creature that hasn’t taken a turn in combat yet. If that creature is surprised, my hit is a critical hit. Advantage is always useful to have for a class that relies on making lots of attacks at a time, and it’s also one of the requirements for using Sneak Attack.

Because of my high initiative bonus from my Dexterity modifier, I’ll have a great chance at being at the top of the initiative order, meaning I’ll get a lot of mileage out of this feature.

Assassinate also gives me an easier and more reliable way to gain advantage on attack rolls, which is also great for ensuring my -5/+10 sharpshooter attacks hit their mark. This feature has a ton of great synergy with my arcane archer build, no matter how I look at it!

Strengths of This Build

I’m probably one of the better characters to annihilate mages and long-range threats in the party. I can shoot up to 600 ft. away without any penalties, and I ignore half and three-quarters cover, so I can regularly hit ranged enemies without fear of them hitting me. If I see a group of enemies in an open field ahead of me, I can probably kill most of them before they even reach my party.

In addition to this insane amount of range, I also have a great personal action economy. At max level, I have 3 attacks, movement, a guaranteed bonus action, Action Surge, and a reliable use of my reaction each round of combat.

This opens up a ton of different options for what I’d like to do on my turn.

At max level, I’ll be able to deal an average of 1d8+10+4d6+5+2d6 (40.5) damage for one of my attacks and 1d8+10+5 (24.5) for the other two while still having +6 to hit when using Sharpshooter.

This doesn’t include magical items or weapons that may affect those scores. This is a very solid amount of damage for being up to 600 ft. away from my target. This build definitely met its original goal of being a glass cannon.

Weaknesses of This Build

Outside of combat, I’m pretty useless, honestly. I have low Charisma and have built my character entirely around dealing a ton of damage from very far away.

I also don’t have any magic outside of Prestidigitation or Druidcraft, so I can’t offer much in the way of utility outside of deciphering Thieves’ Cant codes and disabling traps.

I’ve also made Wisdom and Charisma my dump stats, so I’ll be more likely to fail these saving throws. Spells like Hold Person and Blindness/Deafness will be the bane of my existence and can take me out of combat or hinder the use of my abilities.

Even if I hit an attack at disadvantage while blinded, I still won’t be able to use Sneak Attack, and I can’t use Uncanny Dodge since I can’t see my attacker!

Strength saves are not as much of an issue since I at least have proficiency in those. I do have two uses of Indomitable to mitigate this issue, but that’s not going to allow me to get out of every save.

My Thoughts on the Arcane Archer Archetype

As a whole, I found the arcane archer to be a pretty fun archetype. However, it did have some issues with scaling since I only get a max of 4d6 damage with my shots at level 18 and only 2d6 prior to that.

I also felt that only having two uses of Arcane Shot per short rest was not enough for me to really feel like a spell-weaving archer.

It had some great flavour through the Arcane Archer Lore and Magic Arrow features. Curving Shot is also a very cool mechanic, but that was about where I felt I got the most out of the archetype.

I found more value in multiclassing into rogue than I did if I’d opted to continue to learn more Arcane Shots and get the Ever-Ready Shot feature.

Frequently Asked Questions

1. Do I really need to multiclass into Rogue, or can I just go pure Fighter?

Honestly? The multiclass is what makes this build shine. Sure, you can go pure Fighter if you want, but you’ll be missing out on Sneak Attack damage, Cunning Action for mobility, and those amazing defensive features like Uncanny Dodge and Evasion.

The Assassin’s Assassinate feature is also crucial for landing those massive first-round hits. Pure Fighter works, but the Rogue dip takes this build from good to absolutely devastating, trust me.

2. What’s the minimum level I need to reach before this build starts feeling powerful?

I’d say around level 7-8 is when things really click into place. At level 7 Fighter, I get Magic Arrow and Curving Shot, which are game-changers.

The,n once I dip into Rogue at level 8 and grab Sneak Attack and Cunning Action by level 9, the build starts feeling complete. Before that, you’re still effective but not quite the glass cannon you’re aiming for. Just be patient for those first few levels!

3. Can I use a crossbow instead of a longbow for this build?

Technically, RAW (Rules as Written) says Arcane Archer features only work with bows – shortbows and longbows specifically. However, I’ve seen many DMs allow crossbows without breaking anything since the mechanics are pretty similar.

You’ll need to talk to your DM about it. If they say yes, the Crossbow Expert feat becomes much more valuable for you. But if you’re playing strict RAW, stick to longbows – they have better range anyway!

4. How do I survive if enemies get close to me?

Great question! This is why I prioritised getting Cunning Action early. The moment an enemy gets close, I use my bonus action to Disengage and then move away – remember, I can shoot from 600 ft. away without penalty!

If I’m really in trouble, I can use Action Surge to Dodge and Attack in the same turn. Later on, Uncanny Dodge helps me halve damage from attacks I can see, and Evasion makes me nearly immune to AoE spells. The key is staying mobile and keeping a distance at all times.

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