The Stalker Killer – Ranger/Rogue Multiclass Build Guide
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For all D&D guides on Nat1gaming, they only use the main sourcebooks (Player’s Handbook, Tasha’s Cauldron of Everything, Xanathar’s Guide to Everything) as well as Strixhaven: A Curriculum of Chaos (mostly for Silvery Barbs) as those tend to be the most commonly used books at tables. Always be sure that if you’re following a guide that you’re adhering to your tables rules about what sourcebooks you are allowed to follow.
Any spell, class, feature, or other game item that is linkable on this website is covered by the 5th edition Open Games License and will be in the Player’s Handbook, but not everything in the Player’s Handbook will be linked to. All other materials that aren’t linked to are from other sourcebooks or aren’t allowed to be linked to per the 5th Edition Open Games License, so please refer to the appropriate sourcebooks for that information.
For spellcasters, you may notice substantial overlap between the spell lists of builds with the same base class. This is due to each guide utilizing a generically good spell list and not considering extenuating factors that will influence how you particularly sculpt your spell list. When creating your own spell list, you should take into account the campaign setting, what spells any other party members are capable of casting, potential overlap (ritual spells tend to overlap so it’s rare you need multiple people capable of casting them), or potential shortcomings in the parties total spell list. While this guide can definitely help point you in the right direction for crafting a spell list, you should use your judgement and preferences to figure out what spells make the most sense for your character.
To that end, please refer to the Spell List and Spell Tier list for any substitutions you’d want to make to the build.
Ranger Spell List and Spell Tier List
Why Stalker Killer?
Combining the Gloom Stalker Ranger and Assassin Rogue was an extremely popular multiclass combination in 5th edition as the Dread Ambusher and Assassinate abilities worked extremely well together to create characters that could deal incredible amounts of damage turn one at very early levels. Unfortunately, for any enjoyers of these two subclasses (or their combination), both abilities got nerfed making this interaction much weaker than it used to be. That being said, this is still a very viable combination that can enable to you to effectively stalk anything you need to and eliminate them.
Quick Level Up Guide
Level | Class Features/Feat | Notes |
1 – 1 Ranger | Spellcasting, Favored Enemy, Weapon Mastery | + Entangle + Goodberry + Hunter’s Mark (Favored Foe) |
2 – 2 Ranger | Deft Explorer, Fighting Style (Archery) | + Cure Wounds |
3 – 3 Ranger (Gloom Stalker) | Gloom Stalker, Gloom Stalker Magic, Dread Ambusher, Umbral Sight | + Absorb Elements + Disguise Self (Gloom Stalker) |
4 – 4 Ranger | Feat: Skulker (DEX) | + Detect Magic |
5 – 5 Ranger | Extra Attack | – Detect Magic + Pass Without Trace + Rope Trick (Gloom Stalker) + Spike Growth |
6 – 5 Ranger 1 Rogue | Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery | Sneak Attack 1d6 |
7 – 5 Ranger 2 Rogue | Cunning Action | None |
8 – 5 Ranger 3 Rogue (Assassin) | Assassinate Assassin’s Tools Steady Aim | Sneak Attack to 2d6 |
9 – 5 Ranger 4 Rogue | Feat: Dexterity to 20 | None |
10 – 5 Ranger 5 Rogue | Cunning Strike, Uncanny Dodge | Sneak Attack to 3d6 |
11 – 5 Ranger 6 Rogue | Expertise | None |
12 – 5 Ranger 7 Rogue | Evasion, Reliable Talent | Sneak Attack to 4d6 |
13 – 5 Ranger 8 Rogue | Feat: Inspiring Leader (WIS) | None |
14 – 5 Ranger 9 Rogue | Infiltration Expertise | Sneak Attack to 5d6 |
15 – 5 Ranger 10 Rogue | Feat: Constitution to 18 | None |
16 – 5 Ranger 11 Rogue | Improved Cunning Strike | Sneak Attack to 6d6 |
17 – 6 Ranger 11 Rogue | Roving | None |
18 – 7 Ranger 11 Rogue | Iron Mind | + Silence |
19 – 7 Ranger 12 Rogue | Epic Boon: Boon of Combat Prowess (DEX) | None |
20 – 8 Ranger 12 Rogue | Epic Boon: Boon of Fate (DEX) | None |
Questions About Multiclassing?
Not every inherent interaction here is going to be mentioned in the guide, so check out the multiclassing guide to help answer any additional questions you may have!
What’s The Game Plan Of The Stalker Killer?
The game plan here is super simple – skulk around and shoot first when possible. Ranger gives you access to some nice spells in case of emergencies, but otherwise, you are just peppering your enemies up from a distance!
Level One Build
Species: Halfling
Attributes:
POINT BUY | |
STRENGTH | 8 |
DEXTERITY | 15 (+2 background) = 17 |
CONSTITUTION | 15 (+1 background) = 16 |
INTELLIGENCE | 8 |
WISDOM | 15 |
CHARISMA | 8 |
Class: Ranger
Class Features: Spellcasting, Favored Enemy, Weapon Mastery
Skill Proficiencies: Insight, Perception, and Stealth
Background: Criminal (Alert)
Starting Equipment: Studded Leather Armor, Scimitar, Short Sword, Longbow, 20 Arrows, Quiver, Druidic Focus, Explorer’s Pack, and 7 gp + 50 gp from background
Starting Spells:
SPELL LEVEL | SPELL NAME |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
Species: Halfling
You do have a lot of good options here in terms of species, but I always like Halfling if you’re planning on using Hide in combat.
Attributes
POINT BUY | |
STRENGTH | 8 |
DEXTERITY | 15 (+2 background) = 17 |
CONSTITUTION | 15 (+1 background) = 16 |
INTELLIGENCE | 8 |
WISDOM | 15 |
CHARISMA | 8 |
Rangers are a bit MAD, so you need to prioritize DEX for damage, CON for health, and WIS for your spellcasting.
Proficiencies: Insight, Perception, and Survival
All excellent skills on a Ranger as they’re either using Wisdom or Dexterity.
Background: Criminal
Good skill proficiencies, good stat distribution, and an excellent origin feat.
Starting Equipment – Studded Leather Armor, Scimitar, Short Sword, Longbow, 20 Arrows, Quiver, Druidic Focus, Explorer’s Pack, and 7 gp + 50 gp from background
Extremely standard starting equipment for a Ranger. You could take the starting gold, but I wouldn’t worry about it much.
Class – Ranger
Rangers get three abilities to start off with in Spellcasting, Favored Enemy, and Weapon Mastery.
Spellcasting means you get spells immediately rather than level 2, but the spells themselves will be explained more in the next sections.
Favored Enemy changed from 2014 as now it gives you Hunter’s Mark permanently prepared and you can cast it twice for free (and it scales). Since you want to be casting this often anyway, this is a pretty nice feature.
Weapon Mastery gives you the Mastery property of two weapons and I would recommend Scimitars and the Longbow. To that end, make sure you are always using your Scimitar in your main hand to properly access the mastery property.
Starting Spells
SPELL LEVEL | SPELL NAME |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
Entangle and Goodberry are easily the best Ranger spells available to you at level one, so these are easy choices for you.
Since Hunter’s Mark is a really important part of your kit, you want to be mindful of all the other spells you have that also have concentration, and will be listed with an asterisk so you never accidentally cast a spell with that requires concentration your Hunter’s Mark up.
To that end, this guide will only be using a few concentration spells and they will generally be reserved for encounters where you need to deal with a lot of enemies, you need CC, or you need a unique effect, otherwise, you’ll be looking to cast Hunter’s Mark.
Finally, since you are going to be fighting with two weapons, you need to be mindful of what spells of yours require somatic and/or material components that will conflict with having your hands full until you have War Caster (which comes much, much later). Keep that in mind when choosing what to cast in combat.
The Build Level 2 Onward
Level 2-5
Level 2
Class: 2 Ranger
Class Features: Deft Explorer, Fighting Style (Archery)
Spell Change Log: + Cure Wounds
SPELL LEVEL | SPELL NAME |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
Level 2 brings Deft Explorer, your Fighting Style, and another spell!
Deft Explorer gives you Expertise in one of your proficient skills (I like Stealth, but any of them can work) and you get to learn two languages (whatever seems appropriate for your campaign).
The Fighting Style you’re going to pick is Archery! Making it easier to land your ranged attacks is obviously extremely important for this build.
For spell choice, you get to pick up Cure Wounds.
While not the healing spell of choice, Cure Wounds has gotten buffed and will effectively bring back a downed ally in a pinch. It is a bit awkward as you need to be right next to your ally to use this, but it can be pretty effective.
Level 3
Class: 3 Ranger (Gloom Stalker)
Class Features: Dread Ambusher, Gloom Stalker Magic, Umbral Sight
Spell Change Log: + Absorb Elements + Disguise Self (Gloom Stalker)
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Disguise Self (Gloom Stalker) |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
Level 3 brings your subclass, and of course, you’re picking Gloom Stalker!
Gloom Stalker brings a lot to the table right at level 3 with Dread Ambusher, Gloom Stalker Magic, and Umbral Sight.
Dread Ambusher was previously the best subclass ability, but was unfortunately changed to be weaker, but much more fair. Now you get to do a decent amount of additional damage a few times a day, 10 extra speed on turn one of combat, and a bonus to Initiative. While weaker, this ability is still very strong.
Gloom Stalker Magic, much like most of the other Ranger subclasses, adds some additional spells that you get for free. Out of all the Gloom Stalker’s abilities, I would say the magic is probably the “weakest” of the bunch as the quality of the spells is a bit all over the place, but you definitely get some solid ones in there.
For Gloom Stalker Magic, you get to pick up Disguise Self for free. Admittedly I’ve never liked this spell as it’s hard to imagine when you would need it, but if you need to do some crime, this can probably help you out to not get caught.
Your final ability for this level is Umbral Sight which is just a good Darkvision, but to make it even better, you are invisible to creatures relying on Darkvision to see. A little specific, but this is pretty strong.
For spell choice this level, you’re going to take Absorb Elements. It is a fantastic spell, but you’re generally not going to be hit with large swaths of elemental damage until later levels so it’s much less vital early. However, if you’re hit with a boatload of elemental damage, then this will be really helpful.
Level 4
Class: 4 Ranger
Feat: Skulker (DEX)
Class Features: None
Spell Change Log: + Detect Magic
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Disguise Self (Gloom Stalker) |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
You get your first feat and Skulker is perfect for this build! Getting some amount of Blindsight is nice, but the real prizes here are the advantage to hide in battle and missing with an attack doesn’t reveal you which gives you another chance to get that Sneak Attack! These are some really nice abilities that you’re going to get a lot of mileage out of.
While you do get a spell this level, I consider this a “gap” level. Whatever you take here should be swapped out for two second level spells next level, so your choice really doesn’t matter. I pretty arbitrarily picked Detect Magic, but again, this can really be anything you think may be useful.
Level 5
Class: 5 Ranger
Class Features: Extra Attack
Spell Change Log: – Detect Magic / + Pass Without Trace + Rope Trick (Gloom Stalker) + Spike Growth
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Disguise Self (Gloom Stalker) |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Rope Trick (Gloom Stalker) |
2nd Level Spell | Spike Growth* |
Level 5 brings the most important feature for martial characters – Extra Attack! Double the damage output is obviously incredible for anyone!
You get your next Gloom Stalker spell with Rope Trick. Realistically, this is super niche and can be good to short rest in dangerous territory, but otherwise, this isn’t going to be helpful.
For your spells, we want the broken second level spells as fast as possible so something has to go. As mentioned before, Detect Magic is getting kicked out to make room.
For the broken spells you get, you can pick up Pass Without Trace and Spike Growth.
First off, you get the best stealth spell in the game – Pass Without Trace. Pass Without Trace grants your squad a natural PLUS TEN on all stealth checks. That is absolutely egregious and can make even the most heavy-footed companions reasonably stealthy. While you may not cast this often, this spell is unbelievably powerful when you do need it.
Your second spell is yet another incredible option – Spike Growth. This spell is truly messed up for many reasons. First off, the range on this is absolutely massive with the AOE also being quite solid. Second, enemies take 2d4 damage for every 5 feet that it travels, and considering this is difficult terrain, that can add up. Lastly (as mentioned previously), this is 5 feet traveled, not moved. If you or your allies have a way to force movement, you can stack up an unholy amount of damage extremely quickly. Even if you have literally zero other ways to make this good, it’s still such a good spell that it doesn’t matter.
Level 6-10
Level 6
Class: 5 Ranger 1 Rogue
Class Features: Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Disguise Self (Gloom Stalker) |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Rope Trick (Gloom Stalker) |
2nd Level Spell | Spike Growth* |
Level 6 means you’re finally branching out of Ranger and into Rogue! With that, you get a bunch of abilities to start off with.
Expertise allows you to take two of your skills and add double your proficiency bonus to them to make them extremely reliable. While the skills you select really depends on what you personally prioritize, it’s hard to go wrong with Perception and Stealth. These are two excellent skills you are going to constantly use so making them as consistent as possible will constantly pay off.
The second ability is the Rogue’s most iconic one – Sneak Attack. Sneak Attack adds extra damage if you can attack an enemy while you have advantage from any means whether that’s through having allies near, attacking from hiding, or any other means of gaining advantage you may naturally have.
The third ability, which is really just pure flavor, is Thieves’ Cant. This is like its own language that only other rogues or similarly nefarious individuals would know so you can speak in code and such.
The final ability is Weapon Mastery, and you should take the Scimitar and Shortbow mastery considering that’s what you’re going to be using! As a note, make sure your Scimitar is in your main hand to make use of its Weapon Mastery property effectively.
Level 7
Class: 5 Ranger 2 Rogue
Class Features: Cunning Action
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Disguise Self (Gloom Stalker) |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Rope Trick (Gloom Stalker) |
2nd Level Spell | Spike Growth* |
2 levels in Rogue brings one of its most iconic feature, Cunning Action.
One of the best abilities on Rogue, you can now convert your Bonus Action into a Dash, Disengage, or the Hide action. While the Hide Action is going to be the most common action taken so you can continuously get Sneak Attacks, Dash and Disengage are also excellent actions to take if you really need to get out of wherever situation you’re in.
Level 8
Class: 5 Ranger 3 Rogue (Assassin)
Class Features: Assassinate, Assassin’s Tools, Steady Aim, Sneak Attack to 2d6
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Disguise Self (Gloom Stalker) |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Rope Trick (Gloom Stalker) |
2nd Level Spell | Spike Growth* |
3 levels in Rogue brings your subclass, Assassin, and you get three new abilities this level with Assassinate, Assassin’s Tools, and Steady Aim!
Your first ability is likely the whole reason you took this subclass, Assassinate! You get advantage on Initiative rolls which is excellent (especially with Alarm as your origin feat and Dread Ambusher from Gloom Stalker), you have advantage against any target that hasn’t taken a turn yet, and your Sneak Attack damage gets a bonus equal to your Rogue level. While this is a bit weaker than it used to be, this ability is still good enough to be a draw to this class.
Assassin’s Tools gives you proficiency for both the disguise kit and the poisoners kit. How good this ability is really depends on how much work the player wants to put in utilizing these, but these can be decent if they’re willing to work with them.
Finally, you get Steady Aim which lets you give up your bonus action and movement for a turn in order to have advantage on your next attack. If you have no way to gain advantage otherwise, this is a really nice way to get it!
Level 9
Class: 5 Ranger 4 Rogue
Feat: Dexterity to 20
Class Features: None
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Disguise Self (Gloom Stalker) |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Rope Trick (Gloom Stalker) |
2nd Level Spell | Spike Growth* |
You get your second feat, and while in theory I would like to take feats up to 20 Dexterity, just going straight into 20 Dexterity is likely the way to go. Getting the best attacks possible is just a bit too good to pass up!
Level 10
Class: 5 Ranger 5 Rogue
Class Features: Cunning Strike, Uncanny Dodge
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Disguise Self (Gloom Stalker) |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Rope Trick (Gloom Stalker) |
2nd Level Spell | Spike Growth* |
5 levels in Rogue brings two new features to the table with Cunning Strike and Uncanny Dodge.
Cunning Strike is an interesting ability that lets you trade in Sneak Attack damage dice for a small, but generally good additional effect. You start with three different options for your Cunning Strike – Poison, Trip, or Withdraw.
Poison can be solid, but Constitution saving throws are generally the easiest to save out of.
Trip is definitely solid if you have other martial allies and especially if they’re behind you in the turn order (which they will likely be).
Withdraw lets you reposition without drawing opportunity attacks so you don’t have to use your Cunning Action to disengage.
Overall, this ability is pretty good as you have versatile options that can all be impactful!
Uncanny Dodge lets you use your reaction to halve the damage of one incoming attack. Unfortunately, this is a pretty bad ability as multiattacks are going to become more common making the ability to halve just one of those attacks pretty forgettable. Furthermore, Defensive Duelist is going to be taking your reaction more often than not, but if you know that you have to take some damage on a turn, then this is here for you.
Level 11-15
Level 11
Class: 5 Ranger 6 Rogue
Class Features: Expertise
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Disguise Self (Gloom Stalker) |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Rope Trick (Gloom Stalker) |
2nd Level Spell | Spike Growth* |
You get two more bouts of Expertise to pass around, and once again, it really depends on whatever skills you find yourself using often. In a generic sense, I like picking up Insight and either Investigation (if no INT people in your party) or Sleight of Hand.
Level 12
Class: 5 Ranger 7 Rogue
Class Feature: Evasion, Reliable Talent, Sneak Attack to 4d6
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Disguise Self (Gloom Stalker) |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Rope Trick (Gloom Stalker) |
2nd Level Spell | Spike Growth* |
7 levels brings two neat abilities with Evasion and Reliable Talent.
Evasion is a really solid ability that makes any effects that forces Dexterity based saving throws way worse against you as you naturally mitigate half of their effect and potentially the whole effect if you pass the save.
Reliable Talent is a cool ability that makes all rolls for skills you’re proficient in be a minimum of a 10, which means you have a much higher chance of passing skill checks with skills you are proficient in and you’ll very rarely fail checks involving skills you have Expertise in.
Level 13
Class: 5 Ranger 8 Rogue
Feat: Inspiring Leader (WIS)
Class Features: None
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Disguise Self (Gloom Stalker) |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Rope Trick (Gloom Stalker) |
2nd Level Spell | Spike Growth* |
This level brings another feat and you have a wealth of options at this point. I like boosting Wisdom up to 16 for better saving throws and more potent spells, but the feat you take to get there is up in the air. If you don’t have anyone in your party with it already, I really like taking Inspiring Leader as it doles out a lot of temporary health for free. If you do have someone with it, you have other reasonable options like Resilient (which will be moot level 18 when you get Iron Mind from Ranger), Chef, Fey-Touched, or just taking something else entirely. You can’t really go wrong here so it’s really up to you what you need.
Level 14
Class: 5 Ranger 9 Rogue
Class Features: Infiltration Expertise, Sneak Attack to 5d6
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Disguise Self (Gloom Stalker) |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Rope Trick (Gloom Stalker) |
2nd Level Spell | Spike Growth* |
9 levels in Rogue brings your next subclass ability with Infiltration Expertise!
This ability has two parts where one is flavorful and the other is pragmatic. The flavor ability is you can create a whole false identity for yourself which is super cool, but the practical applications are extremely lacking. While a neat ability for a single player game, DND is played in groups and having one player go off on their own to do their own thing is generally rare and frowned upon. While a neat ability, it isn’t one you’ll likely use often. The more pragmatic part of this ability is Steady Aim no longer reduces your speed to 0 which is obviously excellent for this build.
Level 15
Class: 5 Ranger 10 Rogue
Feat: Constitution to 18
Class Features: None
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Disguise Self (Gloom Stalker) |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Rope Trick (Gloom Stalker) |
2nd Level Spell | Spike Growth* |
You get yet another feat and you have the choice between bolstering your Constitution or your Wisdom to 18 (or taking more feats if you prefer). You honestly can’t go wrong with either, I personally like Constitution just a bit more.
Level 16-20
Level 16
Class: 5 Ranger 11 Rogue
Class Feature: Improved Cunning Strike, Sneak Attack to 6d6
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Disguise Self (Gloom Stalker) |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Rope Trick (Gloom Stalker) |
2nd Level Spell | Spike Growth* |
Level 11 brings an improvement to your Cunning Strike! Now you can use two Cunning Strike features simultaneously, and while you still have to pay the associated costs, this is still a pretty solid ability! While I’m not the biggest fan of the initial Cunning Strike as reducing your damage for one potential effect is not that exciting, I don’t make taking an attack off for double the chance of getting an effect you’d be happy with.
Level 17
Class: 6 Ranger 11 Rogue
Class Features: Roving
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Disguise Self (Gloom Stalker) |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Rope Trick (Gloom Stalker) |
2nd Level Spell | Spike Growth* |
While it’s a weird time to pivot, you’re going back to Ranger for a few levels and you get to pick up a new ability with Roving!
As long as you aren’t wearing Heavy Armor, you have +10 feet of movement and a climb/swim speed equal to your base speed. Extra movement is always great so I’m not going to complain!
Level 18
Class: 7 Ranger 11 Rogue
Class Features: Iron Mind
Spell Change Log: + Silence
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Disguise Self (Gloom Stalker) |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Rope Trick (Gloom Stalker) |
2nd Level Spell | Silence |
2nd Level Spell | Spike Growth* |
7 levels in Ranger brings your next subclass ability, Iron Mind!
Iron Mind gives you proficiency in Wisdom saving throws. Simple, but really good considering a lot of really debilitating spells and effects will force WIS saving throws.
For your spell choice, you need to pick a second level spell that will still be relevant at this high level of play which obviously isn’t easy. However, you still have some decent options with Lesser Restoration or Silence, but my vote goes to Silence. Being able to potentially shut off spellcasters is still obviously going to be relevant, even for a low level spell.
Level 19
Class: 7 Ranger 12 Rogue
Epic Boon: Boon of Combat Prowess (DEX)
Class Features: None
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Disguise Self (Gloom Stalker) |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Rope Trick (Gloom Stalker) |
2nd Level Spell | Spike Growth* |
We’re going back to Rogue for the level 12 feat, and since your total level is 19, you can pick up an Epic Boon!
Your Epic Boon choice, as I will pick for every martial character, is the Boon of Combat Prowess. Converting a miss into a hit is functionally getting an Extra Attack, but way better when Sneak Attack is involved as well. This is invaluable for any martial character!
Level 20
Class: 8 Ranger 12 Rogue
Epic Boon: Boon of Fate (DEX)
Class Feature: None
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Disguise Self (Gloom Stalker) |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Rope Trick (Gloom Stalker) |
2nd Level Spell | Spike Growth* |
Finally, we take one last level in Ranger to get yet another Epic Boon pushing your Dexterity to 22!
For your Epic Boon choice, I like picking up Boon of Fate! Getting a 2d4 once per rest and combat to mess with rolls is just really powerful and can convert some potentially devastating misses or hits into the opposite!
There is an argument to instead take another level in Rogue for a better Sneak Attack and Envenom Weapons, but I believe having 2 Epic Boons and 22 Dexterity is the better of the two options.