

That assumes you're leaning into the +1d6 swarm damage, of course - I included it in the calculator.

I just did.įor example, for a Swarmkeeper with a Longbow at level 5 and Dex 16, with Hunter's Mark up and the Archery fighting style, attacking AC 15, Sharpshooter adds 2.8 DPR. You can feed all of that directly into LudicSavant's calculator, in fact. So with those in mind, why not take Sharpshooter a bit early? If you have allied melee buddies, and your DM remembers cover, Sharpshooter off the bat can act as a +2 (sometimes +5) to hit, which I think outweighs the +1 to both hit and damage, most of the time. They also get flight, but its pretty slow, which might not be enough speed to counter cover all by itself. So on that end, I'd say its fair to take the gamble of the -5+10. I am not sure exactly how much benefit a Swarmkeeper gets out of it, or how much you want to take Wisdom as well (though it's my understanding that Rangers don't really need too much Wisdom).īut from what I can tell, Swarmkeepers only need one hit per turn to get Swarmkeeper stuff (disregarding Hunter's Mark). I don't really play Ranger much, I usually play Fighter, who get ASI galore and I can take fun feats early. Of course, the counter to long range and cover is just gravy to be honest.Īt least, that's how I play. The extra Dex is useful, but it isn't exactly "fun". An extra Dexterity modifier is generally good, but I just like having the option of being able to power attack. I'm of the school of thought that I like fun stuff earlier.
