Shadow Shot Arcane Archer Assassin Build
This build fuses the Arcane Archer’s magical arrow toolkit with the Assassin rogue’s opening-burst mechanics to create a stealth-first ranged killer who removes threats before they act. The central idea is simple: set up a surprise round, use Banishing Arrow or another disabling arcane shot to neutralize the most dangerous enemy, then follow up with high-damage ranged attacks—often with Sharpshooter—to finish the rest of the fight before they can respond. The result is a character that excels at turn one dominance, single-target denial, and surgical crowd control while still being flexible enough to handle varied encounters.
This guide covers everything you need: stat priorities, level progression, arcane shot selection, gear and item priorities, combat tactics and rotations, feat choices, sample playthrough scenarios, common mistakes, and a thorough FAQ. The tone is practical and actionable: you’ll be able to pick this up and play immediately.
Build overview and role in a party
The Banishing Sniper is a control-damage hybrid. In a party, your role is to remove or neutralize the enemy’s key actor—casters, summoners, or high-damage melee threats—so your allies can operate without disruption. Solo, the build still performs well because banishing a single target often turns a dangerous multi-enemy fight into a manageable skirmish.
Start as Fighter to secure Fighting Style, Second Wind, and Action Surge, and to reach Fighter 5 for Extra Attack. Dip into Rogue (Assassin) for two to three levels to gain Assassinate and the massive opening-burst potential. Return to Fighter to pick Arcane Archer at Fighter 3 and continue stacking Fighter levels for more arcane shots and additional feats. The ideal balance preserves Extra Attack and Action Surge while giving you the Assassin’s surprise crit window and the Arcane Archer’s unique arrow effects.
Primary stats and why they matter
Dexterity is your primary stat. It governs attack rolls, damage with finesse/ranged weapons, and initiative. Aim for a starting Dex of 16–18 and push to 20 as soon as you can through ability score improvements or items.
Constitution is the second priority. You’ll be in the backline, but you’ll still take hits and need concentration and survivability. A Con of 14–16 is a solid baseline.
Intelligence is important for Arcane Archer because many arcane shot effects scale with your Intelligence modifier for save DCs. You don’t need to max it, but 12–14 is useful to make banish and other arcane shots harder to resist.
Wisdom and Charisma are tertiary. Wisdom helps perception and some saves; Charisma is largely irrelevant unless you plan roleplay choices that require it. Strength can be ignored.
Race and background recommendations
Choose a race that boosts Dexterity and offers useful utility. Half-Elf and Wood Elf are strong choices for Dex and mobility; Githyanki is excellent if you want early weapon proficiencies and a melee fallback. Tiefling or High Elf can be attractive if you want extra spell or cantrip options, but prioritize Dex first.
Backgrounds that grant stealth or skill versatility—such as Urchin or Criminal—fit the Assassin fantasy and help you secure surprise openings. If you want more social utility, Charlatan or Noble can be used, but they’re less mechanically synergistic.
Level-by-level progression (concise roadmap)
Start as Fighter 1 for HP, armor, and Fighting Style. Take Archery fighting style if available for +2 to ranged attack rolls. Progress to Fighter 2 for Action Surge. At Fighter 3 choose the Arcane Archer subclass; you’ll gain arcane shots and the first of your magical arrow options. Continue to Fighter 5 to secure Extra Attack—this is a hard breakpoint for damage output.
After Fighter 5, take Rogue 1 and Rogue 2 (Assassin) to gain Sneak Attack and Cunning Action, then Rogue 3 (Assassin) for Assassinate if you want the full opening-burst package. With Assassin, surprised enemies are auto-critted and you gain advantage on attack rolls against creatures that haven’t acted yet. This is the window you build around.
From there, return to Fighter to pick up more arcane shots and additional ASIs/feats. A typical endpoint is Fighter 11 / Rogue 3 or Fighter 9 / Rogue 5 depending on whether you want more Fighter features or more Rogue utility. Avoid spreading too thin across many classes; losing Extra Attack or Action Surge reduces your damage ceiling significantly.
Arcane shots and ability selection
Arcane shots are the heart of the Arcane Archer. Banishing Arrow is the signature pick: it temporarily removes a target from combat, denying actions and often breaking enemy plans. Use it on enemy spellcasters, summoners, or any single target whose absence will swing the fight.
Shadow/Blinding Arrow is your anti-melee tool. Blinding a frontline threat reduces incoming damage and makes it easier for your allies to control the battlefield. Seeking or Piercing shots are useful when you need guaranteed hits or to affect multiple targets.
Arcane shots are limited per rest, so use them on high-value targets. Save Banishing Arrow for the most dangerous enemy in each encounter. If you’re unsure whether a target is worth banishing, prioritize casters, summoners, and enemies with powerful reactions or area effects.
Feats and ability score improvements
Sharpshooter is the top damage feat. It lets you trade accuracy for massive damage and pairs perfectly with Extra Attack and Action Surge. Because Sharpshooter imposes a -5 penalty to hit, you’ll need to manage accuracy with advantage, buffs, or the Archery fighting style.
Alert is another excellent pick because it boosts initiative and helps you secure the surprise round that Assassin relies on. Crossbow Expert is situational—take it if you plan to use hand crossbows for bonus-action shots, but it’s less necessary if you prefer longbows and the Arcane Archer’s ranged focus.
Invest ASIs into Dex first, then Intelligence if you want tougher arcane shot DCs. A sample progression is Dex to 20, then take Sharpshooter, then Alert, then bump Int or Con as needed.
Gear and item priorities
Bows with high base damage and on-hit effects are ideal. Look for weapons that add elemental damage or critical modifiers. Items that grant see-in-magical-darkness are transformative: they let you create or exploit darkness while still seeing, giving you advantage and denying enemy sight. Rings or helmets that boost initiative, stealth, or perception are also high value.
Armor should favor stealth and mobility. Medium armor with stealth penalties can be problematic; if you can maintain stealth with light armor and high Dex, that’s usually better. Consumables like invisibility potions, scrolls that grant pass without trace, and items that restore arcane shot uses are all useful.
Prioritize items that increase your chance to hit (attack bonuses), increase critical chance, or add on-hit elemental damage. Anything that helps you land Sharpshooter shots reliably is worth pursuing.
Combat tactics and sample rotations
The opening sequence is the most important part of your toolkit. Your ideal start is to be hidden or in magical darkness with a way to see. Use stealth or invisibility to secure surprise. If you can force a surprise round, Assassinate turns your first attacks into guaranteed criticals against enemies that haven’t acted.
Round one: use Banishing Arrow on the highest-threat target—usually a caster or summoner. If Banishing Arrow succeeds, that enemy is removed for a round or more, and you can pivot to finish other targets. Use Action Surge in the same round if you need to apply multiple arcane shots or to double your attack output and secure kills.
If Banishing Arrow fails, immediately follow with a Blinding or Shadow shot to cripple the target, then use Extra Attack and Sharpshooter to finish. If you’re facing clustered enemies, use area arcane shots or reposition to avoid being flanked.
Maintain mobility. Use Cunning Action to disengage or dash when enemies close. Keep track of arcane shot charges and don’t waste them on low-value targets. Use elevation and cover to force enemies into predictable paths where you can pick them off.
Resource management and rest strategy
Arcane shots are limited per rest, and Action Surge is a once-per-short-rest resource early on. Use them on fights that matter: boss fights, ambushes, and encounters where removing one enemy will swing the outcome. In low-stakes fights, rely on normal attacks and Sneak Attack to conserve arcane shots.
Short rests are your friend if you can take them between fights. Plan your route and camp strategically so you can recover arcane shots and Action Surge before major encounters. If you’re playing a long dungeon with few rest opportunities, be conservative with banish and save it for the most dangerous rooms.
Play examples and situational decisions
Against a caster-heavy party, Banishing Arrow is your priority. Remove the caster and let your allies handle the rest. Against a melee-heavy group, use Shadow/Blinding Arrow to neutralize the front line and pick off stragglers. If you face a boss with minions, banish the boss to let your party clear minions safely, then return to finish the boss.
If you’re soloing, be more conservative with banish: removing one enemy can still leave you outnumbered. Use terrain and stealth to isolate fights and pick off enemies one at a time. Use consumables and scrolls to supplement your limited arcane shots.
Common mistakes and how to avoid them
A frequent error is over-dipping into too many classes. If you spread levels too thin, you lose Extra Attack or Action Surge, which drastically reduces your damage output. Another mistake is using Banishing Arrow on low-value targets; save it for casters, summoners, or enemies whose absence will change the fight. Don’t forget to manage concentration and avoid exposing yourself to AoE while lining up shots.
Relying solely on darkness without a way to see is another trap. If you create darkness but can’t see through it, you lose the advantage. Always secure items or spells that let you see in magical darkness before committing to that playstyle.
Final tips and playstyle polish
Play like a chess player: think two moves ahead. Your value is not just damage but the timing of your control. Use stealth, elevation, and cover to force enemies into bad positions. Communicate with your party: let them know which enemy you plan to banish so they can prepare to capitalize. Keep an eye on initiative order and use Alert or other initiative-boosting items to ensure you act first.
If you want a more aggressive variant, consider a Warlock dip for Eldritch Blast synergy and darkness spells, but be careful not to dilute your Fighter/Rogue core. The purest and most reliable path remains Fighter 5 / Rogue 3 / Fighter X for more arcane shots and feats.
FAQ
Is this build viable solo? Yes. With careful stealth, resource management, and tactical positioning, the Banishing Sniper can solo many encounters. Banish the most dangerous enemy, then pick off the rest while avoiding being surrounded.
Do arcane shots scale with level? Many arcane shot effects scale with your level and your Intelligence modifier for save DCs. Increasing Intelligence raises the DCs for Banishing Arrow and other effects, making them harder to resist.
Is magical darkness required? No. Darkness is a powerful enabler because it denies enemy sight while items that grant see in magical darkness let you exploit it. However, you can achieve similar results with stealth, invisibility, and elevation without relying on darkness.
When should I take Assassin levels? Take Rogue 2–3 early enough to secure Cunning Action and Assassinate. The Assassin’s surprise crits are the core of the opening-burst strategy, so getting to Rogue 3 before you invest too many Fighter levels is recommended.
What are the best early-game weapons? Any high-damage bow you find early is fine. Prioritize bows with on-hit effects or high base damage. Upgrade to unique or legendary bows as you find them, especially those that add elemental damage or critical modifiers.
What if Banishing Arrow fails? Have a backup plan: use Blinding or Shadow shots to cripple the target, then use Action Surge and Extra Attack to finish them. Don’t waste your follow-up arcane shots on the same target unless it’s necessary.
Which feats are essential? Sharpshooter and Alert are the top two. Sharpshooter multiplies your damage; Alert helps you secure the surprise round. Crossbow Expert is situational and useful if you prefer hand crossbow play.
How many arcane shots should I expect per rest? Arcane shot uses are limited and scale with Fighter level. Treat them as precious resources and use them on high-value targets.
Quick answer: Follow a tight Fighter-first route to secure Extra Attack and Action Surge, dip into Rogue (Assassin) for the opening burst, then finish Fighter to maximize arcane shots and feats—this gives the best balance of Banishing Arrow control and sustained ranged damage.
Level by level plan
Levels 1–2 (Fighter 1–2): Start Fighter to lock in Fighting Style: Archery and Second Wind. At level 2 take Action Surge—this is your emergency double-turn tool and a core part of the burst identity. Focus on Dexterity and Constitution; get comfortable with positioning and stealth setups.
Level 3 (Fighter 3 — Arcane Archer): Choose the Arcane Archer subclass. You gain your first arcane shot options; prioritize Banishing Arrow as your signature control tool and learn how its save mechanics interact with enemy casters. This level is the pivot: you now have magical arrows that change encounter pacing.
Levels 4–5 (Fighter 4–5): Take an ASI or Sharpshooter at level 4 depending on your hit rate; level 5 grants Extra Attack, the single most important damage breakpoint. With Extra Attack plus Sharpshooter and Action Surge you can reliably delete priority targets in one turn.
Levels 6–8 (Rogue 1–3): Dip into Rogue to gain Sneak Attack, Cunning Action, and at Rogue 3 choose Assassin. Assassinate turns surprise rounds into guaranteed criticals against foes who haven’t acted—this is how you convert Banishing Arrow openings into decisive outcomes. Use Cunning Action to reposition, hide, or dash after firing.
Levels 9–10 (Return to Fighter 6–7): Resume Fighter to expand arcane shot uses and gain additional class features. Take Alert or bump Dex via ASI to secure initiative and make your Assassinate windows more consistent. At these levels your arcane shot pool and combat toolkit become reliably repeatable.
Levels 11–12 (Fighter 8–9 or Fighter 9–10 depending on total cap): Push Fighter to reach more arcane shot charges and higher-tier Fighter features. If you reach a cap where another ASI is available, prioritize Dex to 20, then consider Intelligence to raise arcane shot DCs. By level 12 you should have multiple arcane shots per short rest, Extra Attack, Action Surge, and the Assassin opening—this is the finished Banishing Sniper.
Tactical notes tied to progression
At low levels, play conservatively: use stealth and single-target shots to avoid being overwhelmed. Once you have Extra Attack and Assassinate, plan your camp/rest cycles so you enter major fights with arcane shots and Action Surge available. Always reserve Banishing Arrow for the enemy whose removal will most reduce incoming damage or control (casters, summoners, or bosses). Learn to chain Action Surge with Assassinate crits for guaranteed one-turn kills on priority targets.
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