ranger gloom-stalker assassin rogue fighter war-cleric stealth honour-mode

Stealth Archer

Gloom Stalker Ranger 5 / Assassin Rogue 5 / Fighter 2 (alt: 5/4/2 + War Cleric 1)

Ranged DPS / surprise engine / battlefield control Difficulty: Hard Dark Urge (recommended) Updated 2026.07.18
Key levels
  1. L3
  2. L4
  3. L5
  4. L8
  5. L11

The strongest start of any class: two attacks and +3 initiative from level 3. Guaranteed crits on surprise rounds, Honour novas averaging 2,000+ (2,347 with Vicious Shortbow), and Darkness arrows for near-invulnerability. The cornerstone build for solo Honour Mode.

Stealth Archer (Honour Mode)

Final composition: Gloom Stalker Ranger 5 / Assassin Rogue 5 / Fighter 2 Previous iteration: Gloom Stalker 5 / Assassin 4 / Fighter 2 / War Cleric 1 — the bonus-action attack (War Priest) is “extremely inconsistent”, so the author now only uses it occasionally. Either variation works.

Why this split

Online from level 3 with two attacks and +3 Initiative — no other class has such a start. Initiative is king in Honour Mode: +3 saves you when a failed dialogue check or a bad roll drops you into combat. Assassin’s Assassinate turns surprise into guaranteed crits (2,000+ damage turn one), while Stealth + Greater Invisibility lets you attack without being seen, and Darkness arrows provide near-invulnerability even without Greater Invisibility.

Character Creation

FieldPick
OriginDark Urge (recommended)
RaceAny
BackgroundPlayer’s choice
ClassRanger
SkillsSleight of Hand, Stealth

L1 also picks: Favoured Enemy (Ranger Knight or Keeper of the Veil), Natural Explorer (Urban or Tracker), Wasteland Wanderer (Fire).

How the Surprise Engine Works (read once)

  • Assassinate: attacks against a surprised creature are automatic critical hits. With the right gear, 3-digit damage per attack (record ~2,000+ turn one).
  • Triggering surprise reliably: go invisible, then attack from within the target’s 5 m radius — very consistent. Weapon attacks from further away are unreliable.
  • ⚠️ Many ‘bosses’ — especially on Honour Mode — have Alert and cannot be surprised. Check targets before planning a surprise round.
  • Dread Ambusher: Hide (L3) breaks the enemy AI: out of line of sight, enemies either skip their turn or investigate your last known position. This is why you don’t often use Hunter’s Mark — Hide already takes your bonus action.
  • Greater Invisibility stealth checks (Patch 8, Honour): the DC scales quadratically: 15 + (previous successful checks)².
    TurnDC
    115
    216
    319
    424
    531
    640
    751
    Passing more than 4 checks is incredibly difficult — plan your turn-one budget accordingly. (Tactician and below scale linearly.)
  • Darkness usage: equip the Eversight Ring, generate Darkness, and use your bonus action to hide inside it — enemies cannot find you without see-in-magical-darkness. Darkness arrows last 3 turns (hover + press T to inspect the patch’s remaining duration); Darkness scrolls last 10 turns but are concentration.

Level-by-Level

L1 — Ranger 1

  • Favoured Enemy (Ranger Knight or Keeper of the Veil), Natural Explorer (Urban or Tracker), Wasteland Wanderer (Fire).

L2 — Ranger 2

  • Fighting Style: Archery (+2 to range attacks — big consistency boost).
  • Spells: Enhance Leap, Longstrider (ritual — no slot outside combat).

L3 — Ranger 3 — Gloom Stalker — power spike

  • Subclass: Dread Ambusher (+initiative, +movement, extra attack, +1d8 damage) + Dread Ambusher: Hide.
  • This is the build coming online.

L4 — Rogue 4 — first feat

  • Feat: Sharpshooter (+10 damage / −5 to hit; mitigate with Advantage, Bless, high ground, prone attacks, or the Risky Ring).

L5 — Rogue 5

  • Spells: Misty Step, Pass Without Trace (large Stealth bonus until your next long rest).

L6 — Rogue 6

  • Sneak Attack 1d6. Skills: Athletics + Stealth.

L7 — Rogue 7

  • Cunning Action: Dash / Disengage / Hide.

L8 — Rogue 8 — Assassin — power spike

  • Sneak Attack 2d6, Assassin’s Alacrity, Assassinate: Ambush + Initiative.

L9 — Rogue 9

  • Feat: Ability Improvement +2 DEX.

L10 — Fighter 10 (Fighter 1)

  • Fighting Style: Defence (+1 AC).

L11 — Fighter 11 (Fighter 2)

  • Action Surge — huge for the turn-one nova.

L12 — Rogue 12

  • Sneak Attack 3d6, Uncanny Dodge. (Previous-iteration variant: L12 is War Cleric 1 instead — bonus-action attack via War Priest.)

Build Variants

VariantStats (S/D/C/I/W/C)Notes
Ice Archer8/17/14/8/16/10Same core; Coldbrim Hat, Winter’s Clutches, Snowburst Ring, Drakethroat Glaive (Ice). Encrusted with Frost stacks in 2 attacks → Frozen target + slippery area. Free CC.
Eldritch Knight Archer8/16/14/16/10/10, EK Fighter 12Feats: Sharpshooter, Alert, ASI DEX ×2. Used for the Impossible Challenge (500% enemy HP). Loop: Arrow of Many Targets to build arcane acuity + eldritch inertia → bonus-action Hold Person/Monster → autocrit the field with Arrows of Many Targets. Band of the Mystic Scoundrel synergises with Eldritch Strike.
OTK Assassin by Stealth8/17/14/8/10/16, Swords Bard 6 / Assassin 3 / Gloom Stalker 3Feat: Sharpshooter. Not recommended personally: weak Act 1 initiative (no Alert yet), no longbow proficiency for the Titanstring, second martial attack only at level 6, only 1 feat with Swift Quiver.

Key Items

ItemActWhy⭐
Titanstring1Core Act 1 bow — 2,148 avg nova⭐
Vicious Shortbow22,347 avg nova⭐
Dead Shot32,058 avg nova, no bloodlust needed⭐
Eversight Ring1-2Darkness invisibility⭐
Shadow-Cloaked Ring1-2Stealth gear
Helmet of Arcane Acuity1-2Bosses: Hold + Arrow of Many Targets combo
Adamantine Shield1-2AC
Drakethroat Glaive3Setup: Thunder on Titanstring, Ice for Snowburst Ring, Acid for Ichorous Gloves⭐
Shadeclinger Armour3Equip/remove to offset the Risky Ring’s Disadvantage
Silver Pendant / Amulet of Greater Health / Broodmother’s Revenge2-3Neck: utility / survivability / damage
Cloak of Protection / Wavemother’s Cloak1-2Cloak slot options
Gloves of Archery / Winter’s Gloves1-2Damage / Ice Archer
Strange Conduit Ring / Snowburst Ring1-2Ring slot options
Elixir of Bloodlust, Hill Giant StrengthgeneralConsumables⭐
Potion of Speed / InvisibilitygeneralConsumables

Damage math (average turn-one nova: Dread Ambusher + Action (2 attacks) + Action Surge (2) + War Priest + Haste — War Priest is from the War Cleric variant):

BowPiercingPoisonPsychicForceTotal
Titanstring1,4581051504352,148
Vicious Shortbow1,5821191704762,347
Dead Shot1,4121191703572,058
vs. Gontr Mael1,4461191703572,092

The last row is the PDF’s “Gontr Mael damage” block — the same nova recalculated for that Honour encounter (higher STR term in the formula). Gontr Mael is a boss, not gear.

Combat Pattern

  1. Initiative: +3 from Gloom Stalker — you almost always go first.
  2. Turn one: invisible (Greater Invisibility or Darkness) → surprise attack within 5 m → guaranteed crits; spend Action Surge + Haste (+ War Priest charge on the War Cleric variant) for the full nova.
  3. Standard turn: Hide (bonus action) to skip enemy attention, reposition, repeat. Track your stealth-check budget (see table above).
  4. Sustained fights: Darkness arrows for re-invisibility windows; save Action Surge for boss round ones.

Act-by-Act Priority

ActPriorityNotes
1Titanstring, Archery style, Adamantine ShieldStrongest possible start — this is the whole point
2Vicious Shortbow, Sharpshooter mitigation (Advantage/high ground/prone), Eversight Ring100+ damage turn one becomes routine
3Dead Shot, Drakethroat setup, four-digit novasGear abundance makes the build trivially broken

Honour Mode Reminders

  • ⚠️ Check for Alert before every surprise plan — many Honour bosses can’t be surprised.
  • The +3 initiative is your safety net for the run: it recovers you from a botched dialogue check.
  • Stealth DCs get quadratic — stop hiding after ~4 successful checks and reposition instead.
  • Terazul is the Honour boss the nova math is calculated against; Bloodlust is the difference between 2k and 2.3k+ novas.
  • Infinite First Turns tech (see Tips) is most compatible with this build — thin the herd before committing to turn order.
  • Works in a party too: your nova leaves only stragglers for the cleanup crew.

Source