How can I have a shield and a way of attacking at distance at the same time? The 2019 Stack Overflow Developer Survey Results Are In Announcing the arrival of Valued Associate #679: Cesar Manara Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern)Are weapons with the “Thrown” property considered a “Ranged Weapon” for the purpose of sharpshooter?Does the Thrown property mean I can attack with my DEX?Is it possible to build a custom weapon, and if so, how will my character be able to use it?Can the Ghost Touch weapon property allow an attacker to perform incorporeal touch attacks?The DM allowed me to wield two shields, how can I get the most AC and HP, as a Bear Barbarian?Are there ways other than Kensei Weapons or Hex Warrior to use an ability other than STR for non-finesse melee weapons?Cheapest way to cast spells with sword and (heavy) shield?Is this homebrew “Throwing Weapons Master” feat balanced?Can Hexblade warlocks use a staff and shield?Are there any balance issues with allowing thrown Javelins to be drawn for free like ammunition weapons?Does an unattuned Frost Brand weapon still glow in freezing temperatures?Does a druid starting with a bow start with no arrows?Is it possible to build a custom weapon, and if so, how will my character be able to use it?

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How can I have a shield and a way of attacking at distance at the same time?



The 2019 Stack Overflow Developer Survey Results Are In
Announcing the arrival of Valued Associate #679: Cesar Manara
Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern)Are weapons with the “Thrown” property considered a “Ranged Weapon” for the purpose of sharpshooter?Does the Thrown property mean I can attack with my DEX?Is it possible to build a custom weapon, and if so, how will my character be able to use it?Can the Ghost Touch weapon property allow an attacker to perform incorporeal touch attacks?The DM allowed me to wield two shields, how can I get the most AC and HP, as a Bear Barbarian?Are there ways other than Kensei Weapons or Hex Warrior to use an ability other than STR for non-finesse melee weapons?Cheapest way to cast spells with sword and (heavy) shield?Is this homebrew “Throwing Weapons Master” feat balanced?Can Hexblade warlocks use a staff and shield?Are there any balance issues with allowing thrown Javelins to be drawn for free like ammunition weapons?Does an unattuned Frost Brand weapon still glow in freezing temperatures?Does a druid starting with a bow start with no arrows?Is it possible to build a custom weapon, and if so, how will my character be able to use it?



.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








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Apart from the Animated Shield, is there a way to fight with a shield (given that my character has proficiency with shields), and attacking at distance (I also have proficiency with some ranged weapons). Since ranged weapons are two-handed, it's seems very difficult to have a great defense and a ranged attack (that I'm aware of, I'm still pretty new to this game).



My goal is to still have the +2 AC while attacking ranged. I want to do it in a cheap way (Animated Shield is too rare and expensive). I have too little HP, and I want to stay far from combat. I already have studded leather armor.



I already had the idea of crafting a shield/bow (Is it possible to build a custom weapon, and if so, how will my character be able to use it?), but it seems very impractical at best.



If it can help, my character is a Rogue (Scout)/Ranger.










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New contributor




Eradash is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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$endgroup$







  • 2




    $begingroup$
    How far do you call "far from combat"? Is 30ft enough or do you want to be ~60-120ft away?
    $endgroup$
    – linksassin
    2 days ago










  • $begingroup$
    My character is a Scout with mobile, so 30ft is plenty enough. I really just don't want to be near, and I can move to be in range if necessary
    $endgroup$
    – Eradash
    2 days ago






  • 1




    $begingroup$
    What are your race and rogue/ranger levels?
    $endgroup$
    – Alk
    2 days ago










  • $begingroup$
    For now, I'm Rogue Scout lvl 4, but I'm planning taking 2 lvl in Ranger after lvl 5 (to gain Shields proficiency and 2 spells, mainly)
    $endgroup$
    – Eradash
    2 days ago






  • 1




    $begingroup$
    Additional tactic because I played a ranger/rogue for a while: stay > 30ft away and drop prone to give disadvantage on ranged attacks against you. That ~+5AC is way better than a shield.
    $endgroup$
    – SeriousBri
    yesterday

















12












$begingroup$


Apart from the Animated Shield, is there a way to fight with a shield (given that my character has proficiency with shields), and attacking at distance (I also have proficiency with some ranged weapons). Since ranged weapons are two-handed, it's seems very difficult to have a great defense and a ranged attack (that I'm aware of, I'm still pretty new to this game).



My goal is to still have the +2 AC while attacking ranged. I want to do it in a cheap way (Animated Shield is too rare and expensive). I have too little HP, and I want to stay far from combat. I already have studded leather armor.



I already had the idea of crafting a shield/bow (Is it possible to build a custom weapon, and if so, how will my character be able to use it?), but it seems very impractical at best.



If it can help, my character is a Rogue (Scout)/Ranger.










share|improve this question









New contributor




Eradash is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$







  • 2




    $begingroup$
    How far do you call "far from combat"? Is 30ft enough or do you want to be ~60-120ft away?
    $endgroup$
    – linksassin
    2 days ago










  • $begingroup$
    My character is a Scout with mobile, so 30ft is plenty enough. I really just don't want to be near, and I can move to be in range if necessary
    $endgroup$
    – Eradash
    2 days ago






  • 1




    $begingroup$
    What are your race and rogue/ranger levels?
    $endgroup$
    – Alk
    2 days ago










  • $begingroup$
    For now, I'm Rogue Scout lvl 4, but I'm planning taking 2 lvl in Ranger after lvl 5 (to gain Shields proficiency and 2 spells, mainly)
    $endgroup$
    – Eradash
    2 days ago






  • 1




    $begingroup$
    Additional tactic because I played a ranger/rogue for a while: stay > 30ft away and drop prone to give disadvantage on ranged attacks against you. That ~+5AC is way better than a shield.
    $endgroup$
    – SeriousBri
    yesterday













12












12








12


2



$begingroup$


Apart from the Animated Shield, is there a way to fight with a shield (given that my character has proficiency with shields), and attacking at distance (I also have proficiency with some ranged weapons). Since ranged weapons are two-handed, it's seems very difficult to have a great defense and a ranged attack (that I'm aware of, I'm still pretty new to this game).



My goal is to still have the +2 AC while attacking ranged. I want to do it in a cheap way (Animated Shield is too rare and expensive). I have too little HP, and I want to stay far from combat. I already have studded leather armor.



I already had the idea of crafting a shield/bow (Is it possible to build a custom weapon, and if so, how will my character be able to use it?), but it seems very impractical at best.



If it can help, my character is a Rogue (Scout)/Ranger.










share|improve this question









New contributor




Eradash is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$




Apart from the Animated Shield, is there a way to fight with a shield (given that my character has proficiency with shields), and attacking at distance (I also have proficiency with some ranged weapons). Since ranged weapons are two-handed, it's seems very difficult to have a great defense and a ranged attack (that I'm aware of, I'm still pretty new to this game).



My goal is to still have the +2 AC while attacking ranged. I want to do it in a cheap way (Animated Shield is too rare and expensive). I have too little HP, and I want to stay far from combat. I already have studded leather armor.



I already had the idea of crafting a shield/bow (Is it possible to build a custom weapon, and if so, how will my character be able to use it?), but it seems very impractical at best.



If it can help, my character is a Rogue (Scout)/Ranger.







dnd-5e weapons ranged-attack shield






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New contributor




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Check out our Code of Conduct.











share|improve this question









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share|improve this question




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edited yesterday







Eradash













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asked 2 days ago









EradashEradash

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808




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  • 2




    $begingroup$
    How far do you call "far from combat"? Is 30ft enough or do you want to be ~60-120ft away?
    $endgroup$
    – linksassin
    2 days ago










  • $begingroup$
    My character is a Scout with mobile, so 30ft is plenty enough. I really just don't want to be near, and I can move to be in range if necessary
    $endgroup$
    – Eradash
    2 days ago






  • 1




    $begingroup$
    What are your race and rogue/ranger levels?
    $endgroup$
    – Alk
    2 days ago










  • $begingroup$
    For now, I'm Rogue Scout lvl 4, but I'm planning taking 2 lvl in Ranger after lvl 5 (to gain Shields proficiency and 2 spells, mainly)
    $endgroup$
    – Eradash
    2 days ago






  • 1




    $begingroup$
    Additional tactic because I played a ranger/rogue for a while: stay > 30ft away and drop prone to give disadvantage on ranged attacks against you. That ~+5AC is way better than a shield.
    $endgroup$
    – SeriousBri
    yesterday












  • 2




    $begingroup$
    How far do you call "far from combat"? Is 30ft enough or do you want to be ~60-120ft away?
    $endgroup$
    – linksassin
    2 days ago










  • $begingroup$
    My character is a Scout with mobile, so 30ft is plenty enough. I really just don't want to be near, and I can move to be in range if necessary
    $endgroup$
    – Eradash
    2 days ago






  • 1




    $begingroup$
    What are your race and rogue/ranger levels?
    $endgroup$
    – Alk
    2 days ago










  • $begingroup$
    For now, I'm Rogue Scout lvl 4, but I'm planning taking 2 lvl in Ranger after lvl 5 (to gain Shields proficiency and 2 spells, mainly)
    $endgroup$
    – Eradash
    2 days ago






  • 1




    $begingroup$
    Additional tactic because I played a ranger/rogue for a while: stay > 30ft away and drop prone to give disadvantage on ranged attacks against you. That ~+5AC is way better than a shield.
    $endgroup$
    – SeriousBri
    yesterday







2




2




$begingroup$
How far do you call "far from combat"? Is 30ft enough or do you want to be ~60-120ft away?
$endgroup$
– linksassin
2 days ago




$begingroup$
How far do you call "far from combat"? Is 30ft enough or do you want to be ~60-120ft away?
$endgroup$
– linksassin
2 days ago












$begingroup$
My character is a Scout with mobile, so 30ft is plenty enough. I really just don't want to be near, and I can move to be in range if necessary
$endgroup$
– Eradash
2 days ago




$begingroup$
My character is a Scout with mobile, so 30ft is plenty enough. I really just don't want to be near, and I can move to be in range if necessary
$endgroup$
– Eradash
2 days ago




1




1




$begingroup$
What are your race and rogue/ranger levels?
$endgroup$
– Alk
2 days ago




$begingroup$
What are your race and rogue/ranger levels?
$endgroup$
– Alk
2 days ago












$begingroup$
For now, I'm Rogue Scout lvl 4, but I'm planning taking 2 lvl in Ranger after lvl 5 (to gain Shields proficiency and 2 spells, mainly)
$endgroup$
– Eradash
2 days ago




$begingroup$
For now, I'm Rogue Scout lvl 4, but I'm planning taking 2 lvl in Ranger after lvl 5 (to gain Shields proficiency and 2 spells, mainly)
$endgroup$
– Eradash
2 days ago




1




1




$begingroup$
Additional tactic because I played a ranger/rogue for a while: stay > 30ft away and drop prone to give disadvantage on ranged attacks against you. That ~+5AC is way better than a shield.
$endgroup$
– SeriousBri
yesterday




$begingroup$
Additional tactic because I played a ranger/rogue for a while: stay > 30ft away and drop prone to give disadvantage on ranged attacks against you. That ~+5AC is way better than a shield.
$endgroup$
– SeriousBri
yesterday










7 Answers
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oldest

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Use thrown finesse weapons and the Sharpshooter feat



Thrown weapons only require one hand to draw and throw. You can use your free object interaction each round to draw a new one each round. This just requires you to be carrying enough to get through a combat encounter or two.



As a rogue, most of your damage will be coming from Sneak Attack, so the smaller damage die of the weapon won't matter so much. You do need to use a finesse thrown weapon, however, to activate Sneak Attack. The best option for this is the dagger or dart. The dagger has the added benefit of being useful in melee, but the dart is cheaper and lighter, which makes it easier to pick up a bunch of them.



The dart and dagger both have range of 20/60, so if you are throwing them beyond 20 feet, you will have disadvantage and lose the ability to use Sneak Attack. The solution to this is the Sharpshooter feat, which allows you so throw up to the weapon's maximum range without disadvantage.



Alternative: Grab the Dual Wielder feat



The Dual Wielder feat will give you a +1 to AC while you are dual wielding, and allow you to draw 2 weapons per turn. Have a dagger in each hand and you can attack twice per turn (once with a bonus action) for only the loss of 1 AC compared to using a shield. It does cost a feat, but this can be a good option.






share|improve this answer











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  • $begingroup$
    Note: the -1 AC is in reference to a mundane shield (+2 AC), a magic shield can have a bonus from +1 to +3, and therefore shields in general range from +2 AC to +5 AC, while the Dual Wielder feat does not scale.
    $endgroup$
    – Matthieu M.
    yesterday






  • 1




    $begingroup$
    Unfortunately the Sharpshooter Feat doesn't help with disadvantage at long range. 'Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.' - From the Sharpshooter feat. Even when thrown, it's still a Melee weapon. Source from Sage advice - sageadvice.eu/2015/06/20/ranged-and-thrown-weapon
    $endgroup$
    – SoulMuncherr
    yesterday







  • 5




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    @SoulMuncherr Those are two different things - the archery feat specifies "attacks made with ranged weapons", which specifies a type of weapon, whereas sharpshooter specifies "ranged weapon attack rolls" which specifies a type of attack (i.e. ranged weapon attack) rather than a type of weapon. Throwing a melee weapon is a ranged weapon attack, so the feat applies.
    $endgroup$
    – Cubic
    yesterday











  • $begingroup$
    I just sort assumed that a ranged weapon attack was made with a ranged weapon, but what you say makes sense. I also found this previous question supporting your point: rpg.stackexchange.com/questions/87563/…
    $endgroup$
    – SoulMuncherr
    yesterday






  • 1




    $begingroup$
    @SoulMuncherr So, the problem of "ranged weapon attack" vs "attack with a ranged weapon" was known priot to 5e. The people who wrote 5e said "we don't care".
    $endgroup$
    – Yakk
    yesterday


















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The quick answer; spells.



Rangers, and Arcane Tricker rogues, both eventually get spells. So you can hide behind a shield with one hand free to cast spells. But I don't think that's the answer you want.



More in line answer; thrown weapons.



There are a number of one-handed weapons that have the "thrown" property. They are weapons that you can hold in one hand, but you can throw them a short distance. The problem is that they are still considered melee weapons and will use the character's Strength bonus instead of their Dexterity (which I'm sure you're hoping for). It's been pointed out that the dagger and dart also has the finesse attribute so it qualifies as using your Dexterity bonus.



However this will allow you to hide in the back, use a shield, and still get some distance between you and the bad guys while screaming "Not in the face!"




Double checking your post, you want 30 feet. Of that list, almost all of them max out at 20 feet before going into the disadvantage spectrum. However, the javelin does make it the full 30 feet.






share|improve this answer











$endgroup$








  • 1




    $begingroup$
    The dagger has both Thrown and Finesse, so you should be able to use Dex with that: rpg.stackexchange.com/questions/108337/…
    $endgroup$
    – divibisan
    2 days ago










  • $begingroup$
    It may be worth mentioning that there are a few thrown weapons with the finesse property, meaning you can use your Dex mod with those.
    $endgroup$
    – V2Blast
    2 days ago










  • $begingroup$
    30ft is not a minimum for me, even 20ft would be enough, I can easily move to this range if necessary.
    $endgroup$
    – Eradash
    2 days ago










  • $begingroup$
    I did not tough of thrown weapons, this is really awesome! It will be a bit more expensive than arrows, but it will still be cheaper than magical items!
    $endgroup$
    – Eradash
    2 days ago










  • $begingroup$
    It may also be worth mentioning that you can get a cantrip or two from a Feat as well, so a full level in a full casting class isn't necessary if you want to take the spell route.
    $endgroup$
    – Joel Harmon
    2 days ago


















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$begingroup$

Use the Magic Initiate feat to get access to a ranged attack cantrip.



The Magic Initiate feat grants two cantrips and one 1st-level spell. Some decent options from just the Core material for the unlimited use cantrips:



  • Acid Splash has a 60 ft range and hits two targets.

  • Chill Touch has a 120 ft range and shuts down healing. ^R

  • Create Bonfire has a 60 ft range and has other utility/control usage.

  • Eldritch Blast has a 120 ft, ties for highest damage, and is rarely resisted. ^R

  • Fire Bolt has a 120 ft range and the highest damage. ^R

  • Frostbite has a 60 ft range and causes Disadvantage on attacks.

  • Ray of Frost has a 60 ft range and slows movement. ^R

  • Toll the Dead has a 60 ft range and the most damage against wounded targets.

I marked the ones that make ranged attack rolls (as opposed to saving throws) with a ^R symbol in case you prefer those. Unfortunately, since spells aren't weapons, they don't trigger your Sneak Attack damage - options for one-handed ranged sneak attack are few, thrown finesse weapons are pretty much it.



When my party's Arcane Trickster asked me for help picking a ranged cantrip, I suggested Ray of Frost for the slow so they could stay at range easier. You'll also find more options with more books, of course. Using a cantrip or two for your ranged combat has the added benefit that you can basically never be disarmed, besides being in an anti-magic zone or similar.



You could take another ranged option with the other cantrip, get an area-effect, melee, or utility cantrip instead, or whatever you want to do with it; plus get a bonus 1st level spell to use once per day for an extra trick, but the point in this case will be unlimited access to a surprise ranged attack you can do with a shield in one hand and the other empty.



Example choices



  • Wizard: Ray of Frost, Minor Illusion, Disguise Self - buff your Rogue abilities with the ability to create objects or sounds, craft the perfect disguise, and slow your pursuers.


  • Cleric: Toll the Dead, Guidance, Healing Word - punish the wounded, boost key rolls (your own or others'), and put a fallen ally back into the fight.


  • Druid: Infestation, Thorn Whip, Earth Tremor - control the battlefield, moving enemies around as you wish and knocking them all prone.


  • Warlock: Eldritch Blast, Prestidigitation, Hex - spell-snipe, create half a dozen small magical effects, and get an hour-long buff against one foe at a time.






share|improve this answer











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  • 1




    $begingroup$
    You left out the best ranged cantrip Eldritch Blast. 120 ft and 1d10 that scales and Force damage too.
    $endgroup$
    – Eternallord66
    yesterday










  • $begingroup$
    @Eternallord66 I'm not familiar yet with the 5e Warlock and wasn't sure if there were good additional options to take for the second cantrip and the first level spell. It seems to be functionally identical to Fire Bolt except that you can split its scaled damage, so I didn't include it, but you can feel free to edit my answer. I also ruled out Magic Stone, a very interesting choice, because I felt the answer was getting too long and it would take some explaining of its own.
    $endgroup$
    – gatherer818
    yesterday










  • $begingroup$
    Magic Initiate for Warlock I would choose Eldritch Blast, Prestidigitation and for the 1st lvl spell Hex.
    $endgroup$
    – Eternallord66
    yesterday






  • 5




    $begingroup$
    Sneak Attack requires the attack to made with a (ranged or finesse) weapon, and so no cantrips (nor other spells) are eligible for it.
    $endgroup$
    – Someone_Evil
    yesterday







  • 2




    $begingroup$
    @gatherer818 Them being thrown does not make them ranged weapons, and they are not given finesse, so No. As a technical correction to my comment, cantrips like booming blade does trigger Sneak Attack as the have you make an attack with a weapon. These do not grant ranged options though.
    $endgroup$
    – Someone_Evil
    yesterday


















-1












$begingroup$

Homebrew a buckler



This would require buy-in from your DM, as a buckler in 5e isn't distinguishable from any other shield in the official rules. But in 3.5e they had a buckler which had the following effects:




+1 AC



Note: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You
can also use your shield arm to wield a weapon (whether you are using
an off-hand weapon or using your off hand to help wield a two-handed
weapon), but you take a -1 penalty on attack rolls while doing so.
This penalty stacks with those that may apply for fighting with your
off hand and for fighting with two weapons. In any case, if you use a
weapon in your off hand, you don’t get the buckler’s AC bonus for the
rest of the round.



You can’t bash someone with a buckler.




So basically if you can get your DM to agree to it, you could basically take a -1 to attack rolls (all the time when two-handed/dual wielding) but get a +1 to AC. You'd also lose the AC bonus (until your next turn) when you use a two-handed range weapon. Regarding the shield bash, I'd say a buckler wouldn't allow you to use the Shield Master feat to shove a creature.



This would give you a +1 to AC when you felt you really needed it, or when combat changed to melee range (and you went to single handed weapon wielding), but would cost you a -1 to your attack rolls when using a two-handed range weapon.






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    -2












    $begingroup$

    If you want to go with shield and crossbow, you can have a hand-crossbow, which is one-handed (no need to homebrew - it's in the PHB 149). Note, however, that you need a free hand to reload a ranged weapon that requires ammunition (it's done as a part of attack, PHB 146), so if you want to shoot more than once, you'll have to drop the shield before attack and pick it up afterwards.






    share|improve this answer








    New contributor




    Kuz Iztacmizton is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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    $endgroup$








    • 2




      $begingroup$
      Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Also, you can't just drop a shield that you have equipped, or reequip it just by picking it up; it takes an action to don or doff, meaning you can't do it on the same turn as your attack.
      $endgroup$
      – V2Blast
      5 hours ago


















    -3












    $begingroup$

    The sling is a powerful weapon in real life, but in D&D it only does 1d4. I think sling and shield is neat, but it might be underpowered.






    share|improve this answer









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    • 2




      $begingroup$
      That won't work - though the sling is a one-handed weapon, it has the Ammunition property, which means "...you need a free hand to load a one-handed weapon". You won't be able to sport a shield and (re)load your sling.
      $endgroup$
      – Andrzej Doyle
      yesterday


















    -3












    $begingroup$

    From the comments, I see you are not yet proficient with shields, so in the meantime:



    • The Cloak Of Protection is an uncommon magic item that raises your AC and Saving Throws by +1, though it requires attunement.


    • Glamoured Studded Leather is a very nice upgrade to your studded leather, though it is Rare. The Glamoured armor raises AC +1 and it allows you to change the appearance of the armor as a bonus action, non attunement.


    With one Rare and one Uncommon item you would have the equivalent of a shield, while keeping your hands free.



    At a Dex mod of +5 you would have an AC of 19, depending on what Ranger fighting style it could be an AC of 20. With the Rogue’s ability to hide as a Bonus Action, the Gloom Stalker ability to be invisible to dark vision the chance to actually be attacked is fairly low. On the off chance you are hit with a ranged attack you can use Uncanny Dodge to cut the damage in half. Depending on the setting of the environment your speed may allow you to be away from most dangers.






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      7 Answers
      7






      active

      oldest

      votes








      7 Answers
      7






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes









      20












      $begingroup$

      Use thrown finesse weapons and the Sharpshooter feat



      Thrown weapons only require one hand to draw and throw. You can use your free object interaction each round to draw a new one each round. This just requires you to be carrying enough to get through a combat encounter or two.



      As a rogue, most of your damage will be coming from Sneak Attack, so the smaller damage die of the weapon won't matter so much. You do need to use a finesse thrown weapon, however, to activate Sneak Attack. The best option for this is the dagger or dart. The dagger has the added benefit of being useful in melee, but the dart is cheaper and lighter, which makes it easier to pick up a bunch of them.



      The dart and dagger both have range of 20/60, so if you are throwing them beyond 20 feet, you will have disadvantage and lose the ability to use Sneak Attack. The solution to this is the Sharpshooter feat, which allows you so throw up to the weapon's maximum range without disadvantage.



      Alternative: Grab the Dual Wielder feat



      The Dual Wielder feat will give you a +1 to AC while you are dual wielding, and allow you to draw 2 weapons per turn. Have a dagger in each hand and you can attack twice per turn (once with a bonus action) for only the loss of 1 AC compared to using a shield. It does cost a feat, but this can be a good option.






      share|improve this answer











      $endgroup$












      • $begingroup$
        Note: the -1 AC is in reference to a mundane shield (+2 AC), a magic shield can have a bonus from +1 to +3, and therefore shields in general range from +2 AC to +5 AC, while the Dual Wielder feat does not scale.
        $endgroup$
        – Matthieu M.
        yesterday






      • 1




        $begingroup$
        Unfortunately the Sharpshooter Feat doesn't help with disadvantage at long range. 'Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.' - From the Sharpshooter feat. Even when thrown, it's still a Melee weapon. Source from Sage advice - sageadvice.eu/2015/06/20/ranged-and-thrown-weapon
        $endgroup$
        – SoulMuncherr
        yesterday







      • 5




        $begingroup$
        @SoulMuncherr Those are two different things - the archery feat specifies "attacks made with ranged weapons", which specifies a type of weapon, whereas sharpshooter specifies "ranged weapon attack rolls" which specifies a type of attack (i.e. ranged weapon attack) rather than a type of weapon. Throwing a melee weapon is a ranged weapon attack, so the feat applies.
        $endgroup$
        – Cubic
        yesterday











      • $begingroup$
        I just sort assumed that a ranged weapon attack was made with a ranged weapon, but what you say makes sense. I also found this previous question supporting your point: rpg.stackexchange.com/questions/87563/…
        $endgroup$
        – SoulMuncherr
        yesterday






      • 1




        $begingroup$
        @SoulMuncherr So, the problem of "ranged weapon attack" vs "attack with a ranged weapon" was known priot to 5e. The people who wrote 5e said "we don't care".
        $endgroup$
        – Yakk
        yesterday















      20












      $begingroup$

      Use thrown finesse weapons and the Sharpshooter feat



      Thrown weapons only require one hand to draw and throw. You can use your free object interaction each round to draw a new one each round. This just requires you to be carrying enough to get through a combat encounter or two.



      As a rogue, most of your damage will be coming from Sneak Attack, so the smaller damage die of the weapon won't matter so much. You do need to use a finesse thrown weapon, however, to activate Sneak Attack. The best option for this is the dagger or dart. The dagger has the added benefit of being useful in melee, but the dart is cheaper and lighter, which makes it easier to pick up a bunch of them.



      The dart and dagger both have range of 20/60, so if you are throwing them beyond 20 feet, you will have disadvantage and lose the ability to use Sneak Attack. The solution to this is the Sharpshooter feat, which allows you so throw up to the weapon's maximum range without disadvantage.



      Alternative: Grab the Dual Wielder feat



      The Dual Wielder feat will give you a +1 to AC while you are dual wielding, and allow you to draw 2 weapons per turn. Have a dagger in each hand and you can attack twice per turn (once with a bonus action) for only the loss of 1 AC compared to using a shield. It does cost a feat, but this can be a good option.






      share|improve this answer











      $endgroup$












      • $begingroup$
        Note: the -1 AC is in reference to a mundane shield (+2 AC), a magic shield can have a bonus from +1 to +3, and therefore shields in general range from +2 AC to +5 AC, while the Dual Wielder feat does not scale.
        $endgroup$
        – Matthieu M.
        yesterday






      • 1




        $begingroup$
        Unfortunately the Sharpshooter Feat doesn't help with disadvantage at long range. 'Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.' - From the Sharpshooter feat. Even when thrown, it's still a Melee weapon. Source from Sage advice - sageadvice.eu/2015/06/20/ranged-and-thrown-weapon
        $endgroup$
        – SoulMuncherr
        yesterday







      • 5




        $begingroup$
        @SoulMuncherr Those are two different things - the archery feat specifies "attacks made with ranged weapons", which specifies a type of weapon, whereas sharpshooter specifies "ranged weapon attack rolls" which specifies a type of attack (i.e. ranged weapon attack) rather than a type of weapon. Throwing a melee weapon is a ranged weapon attack, so the feat applies.
        $endgroup$
        – Cubic
        yesterday











      • $begingroup$
        I just sort assumed that a ranged weapon attack was made with a ranged weapon, but what you say makes sense. I also found this previous question supporting your point: rpg.stackexchange.com/questions/87563/…
        $endgroup$
        – SoulMuncherr
        yesterday






      • 1




        $begingroup$
        @SoulMuncherr So, the problem of "ranged weapon attack" vs "attack with a ranged weapon" was known priot to 5e. The people who wrote 5e said "we don't care".
        $endgroup$
        – Yakk
        yesterday













      20












      20








      20





      $begingroup$

      Use thrown finesse weapons and the Sharpshooter feat



      Thrown weapons only require one hand to draw and throw. You can use your free object interaction each round to draw a new one each round. This just requires you to be carrying enough to get through a combat encounter or two.



      As a rogue, most of your damage will be coming from Sneak Attack, so the smaller damage die of the weapon won't matter so much. You do need to use a finesse thrown weapon, however, to activate Sneak Attack. The best option for this is the dagger or dart. The dagger has the added benefit of being useful in melee, but the dart is cheaper and lighter, which makes it easier to pick up a bunch of them.



      The dart and dagger both have range of 20/60, so if you are throwing them beyond 20 feet, you will have disadvantage and lose the ability to use Sneak Attack. The solution to this is the Sharpshooter feat, which allows you so throw up to the weapon's maximum range without disadvantage.



      Alternative: Grab the Dual Wielder feat



      The Dual Wielder feat will give you a +1 to AC while you are dual wielding, and allow you to draw 2 weapons per turn. Have a dagger in each hand and you can attack twice per turn (once with a bonus action) for only the loss of 1 AC compared to using a shield. It does cost a feat, but this can be a good option.






      share|improve this answer











      $endgroup$



      Use thrown finesse weapons and the Sharpshooter feat



      Thrown weapons only require one hand to draw and throw. You can use your free object interaction each round to draw a new one each round. This just requires you to be carrying enough to get through a combat encounter or two.



      As a rogue, most of your damage will be coming from Sneak Attack, so the smaller damage die of the weapon won't matter so much. You do need to use a finesse thrown weapon, however, to activate Sneak Attack. The best option for this is the dagger or dart. The dagger has the added benefit of being useful in melee, but the dart is cheaper and lighter, which makes it easier to pick up a bunch of them.



      The dart and dagger both have range of 20/60, so if you are throwing them beyond 20 feet, you will have disadvantage and lose the ability to use Sneak Attack. The solution to this is the Sharpshooter feat, which allows you so throw up to the weapon's maximum range without disadvantage.



      Alternative: Grab the Dual Wielder feat



      The Dual Wielder feat will give you a +1 to AC while you are dual wielding, and allow you to draw 2 weapons per turn. Have a dagger in each hand and you can attack twice per turn (once with a bonus action) for only the loss of 1 AC compared to using a shield. It does cost a feat, but this can be a good option.







      share|improve this answer














      share|improve this answer



      share|improve this answer








      edited 2 days ago









      V2Blast

      26.9k594164




      26.9k594164










      answered 2 days ago









      linksassinlinksassin

      10.4k13476




      10.4k13476











      • $begingroup$
        Note: the -1 AC is in reference to a mundane shield (+2 AC), a magic shield can have a bonus from +1 to +3, and therefore shields in general range from +2 AC to +5 AC, while the Dual Wielder feat does not scale.
        $endgroup$
        – Matthieu M.
        yesterday






      • 1




        $begingroup$
        Unfortunately the Sharpshooter Feat doesn't help with disadvantage at long range. 'Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.' - From the Sharpshooter feat. Even when thrown, it's still a Melee weapon. Source from Sage advice - sageadvice.eu/2015/06/20/ranged-and-thrown-weapon
        $endgroup$
        – SoulMuncherr
        yesterday







      • 5




        $begingroup$
        @SoulMuncherr Those are two different things - the archery feat specifies "attacks made with ranged weapons", which specifies a type of weapon, whereas sharpshooter specifies "ranged weapon attack rolls" which specifies a type of attack (i.e. ranged weapon attack) rather than a type of weapon. Throwing a melee weapon is a ranged weapon attack, so the feat applies.
        $endgroup$
        – Cubic
        yesterday











      • $begingroup$
        I just sort assumed that a ranged weapon attack was made with a ranged weapon, but what you say makes sense. I also found this previous question supporting your point: rpg.stackexchange.com/questions/87563/…
        $endgroup$
        – SoulMuncherr
        yesterday






      • 1




        $begingroup$
        @SoulMuncherr So, the problem of "ranged weapon attack" vs "attack with a ranged weapon" was known priot to 5e. The people who wrote 5e said "we don't care".
        $endgroup$
        – Yakk
        yesterday
















      • $begingroup$
        Note: the -1 AC is in reference to a mundane shield (+2 AC), a magic shield can have a bonus from +1 to +3, and therefore shields in general range from +2 AC to +5 AC, while the Dual Wielder feat does not scale.
        $endgroup$
        – Matthieu M.
        yesterday






      • 1




        $begingroup$
        Unfortunately the Sharpshooter Feat doesn't help with disadvantage at long range. 'Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.' - From the Sharpshooter feat. Even when thrown, it's still a Melee weapon. Source from Sage advice - sageadvice.eu/2015/06/20/ranged-and-thrown-weapon
        $endgroup$
        – SoulMuncherr
        yesterday







      • 5




        $begingroup$
        @SoulMuncherr Those are two different things - the archery feat specifies "attacks made with ranged weapons", which specifies a type of weapon, whereas sharpshooter specifies "ranged weapon attack rolls" which specifies a type of attack (i.e. ranged weapon attack) rather than a type of weapon. Throwing a melee weapon is a ranged weapon attack, so the feat applies.
        $endgroup$
        – Cubic
        yesterday











      • $begingroup$
        I just sort assumed that a ranged weapon attack was made with a ranged weapon, but what you say makes sense. I also found this previous question supporting your point: rpg.stackexchange.com/questions/87563/…
        $endgroup$
        – SoulMuncherr
        yesterday






      • 1




        $begingroup$
        @SoulMuncherr So, the problem of "ranged weapon attack" vs "attack with a ranged weapon" was known priot to 5e. The people who wrote 5e said "we don't care".
        $endgroup$
        – Yakk
        yesterday















      $begingroup$
      Note: the -1 AC is in reference to a mundane shield (+2 AC), a magic shield can have a bonus from +1 to +3, and therefore shields in general range from +2 AC to +5 AC, while the Dual Wielder feat does not scale.
      $endgroup$
      – Matthieu M.
      yesterday




      $begingroup$
      Note: the -1 AC is in reference to a mundane shield (+2 AC), a magic shield can have a bonus from +1 to +3, and therefore shields in general range from +2 AC to +5 AC, while the Dual Wielder feat does not scale.
      $endgroup$
      – Matthieu M.
      yesterday




      1




      1




      $begingroup$
      Unfortunately the Sharpshooter Feat doesn't help with disadvantage at long range. 'Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.' - From the Sharpshooter feat. Even when thrown, it's still a Melee weapon. Source from Sage advice - sageadvice.eu/2015/06/20/ranged-and-thrown-weapon
      $endgroup$
      – SoulMuncherr
      yesterday





      $begingroup$
      Unfortunately the Sharpshooter Feat doesn't help with disadvantage at long range. 'Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.' - From the Sharpshooter feat. Even when thrown, it's still a Melee weapon. Source from Sage advice - sageadvice.eu/2015/06/20/ranged-and-thrown-weapon
      $endgroup$
      – SoulMuncherr
      yesterday





      5




      5




      $begingroup$
      @SoulMuncherr Those are two different things - the archery feat specifies "attacks made with ranged weapons", which specifies a type of weapon, whereas sharpshooter specifies "ranged weapon attack rolls" which specifies a type of attack (i.e. ranged weapon attack) rather than a type of weapon. Throwing a melee weapon is a ranged weapon attack, so the feat applies.
      $endgroup$
      – Cubic
      yesterday





      $begingroup$
      @SoulMuncherr Those are two different things - the archery feat specifies "attacks made with ranged weapons", which specifies a type of weapon, whereas sharpshooter specifies "ranged weapon attack rolls" which specifies a type of attack (i.e. ranged weapon attack) rather than a type of weapon. Throwing a melee weapon is a ranged weapon attack, so the feat applies.
      $endgroup$
      – Cubic
      yesterday













      $begingroup$
      I just sort assumed that a ranged weapon attack was made with a ranged weapon, but what you say makes sense. I also found this previous question supporting your point: rpg.stackexchange.com/questions/87563/…
      $endgroup$
      – SoulMuncherr
      yesterday




      $begingroup$
      I just sort assumed that a ranged weapon attack was made with a ranged weapon, but what you say makes sense. I also found this previous question supporting your point: rpg.stackexchange.com/questions/87563/…
      $endgroup$
      – SoulMuncherr
      yesterday




      1




      1




      $begingroup$
      @SoulMuncherr So, the problem of "ranged weapon attack" vs "attack with a ranged weapon" was known priot to 5e. The people who wrote 5e said "we don't care".
      $endgroup$
      – Yakk
      yesterday




      $begingroup$
      @SoulMuncherr So, the problem of "ranged weapon attack" vs "attack with a ranged weapon" was known priot to 5e. The people who wrote 5e said "we don't care".
      $endgroup$
      – Yakk
      yesterday













      9












      $begingroup$

      The quick answer; spells.



      Rangers, and Arcane Tricker rogues, both eventually get spells. So you can hide behind a shield with one hand free to cast spells. But I don't think that's the answer you want.



      More in line answer; thrown weapons.



      There are a number of one-handed weapons that have the "thrown" property. They are weapons that you can hold in one hand, but you can throw them a short distance. The problem is that they are still considered melee weapons and will use the character's Strength bonus instead of their Dexterity (which I'm sure you're hoping for). It's been pointed out that the dagger and dart also has the finesse attribute so it qualifies as using your Dexterity bonus.



      However this will allow you to hide in the back, use a shield, and still get some distance between you and the bad guys while screaming "Not in the face!"




      Double checking your post, you want 30 feet. Of that list, almost all of them max out at 20 feet before going into the disadvantage spectrum. However, the javelin does make it the full 30 feet.






      share|improve this answer











      $endgroup$








      • 1




        $begingroup$
        The dagger has both Thrown and Finesse, so you should be able to use Dex with that: rpg.stackexchange.com/questions/108337/…
        $endgroup$
        – divibisan
        2 days ago










      • $begingroup$
        It may be worth mentioning that there are a few thrown weapons with the finesse property, meaning you can use your Dex mod with those.
        $endgroup$
        – V2Blast
        2 days ago










      • $begingroup$
        30ft is not a minimum for me, even 20ft would be enough, I can easily move to this range if necessary.
        $endgroup$
        – Eradash
        2 days ago










      • $begingroup$
        I did not tough of thrown weapons, this is really awesome! It will be a bit more expensive than arrows, but it will still be cheaper than magical items!
        $endgroup$
        – Eradash
        2 days ago










      • $begingroup$
        It may also be worth mentioning that you can get a cantrip or two from a Feat as well, so a full level in a full casting class isn't necessary if you want to take the spell route.
        $endgroup$
        – Joel Harmon
        2 days ago















      9












      $begingroup$

      The quick answer; spells.



      Rangers, and Arcane Tricker rogues, both eventually get spells. So you can hide behind a shield with one hand free to cast spells. But I don't think that's the answer you want.



      More in line answer; thrown weapons.



      There are a number of one-handed weapons that have the "thrown" property. They are weapons that you can hold in one hand, but you can throw them a short distance. The problem is that they are still considered melee weapons and will use the character's Strength bonus instead of their Dexterity (which I'm sure you're hoping for). It's been pointed out that the dagger and dart also has the finesse attribute so it qualifies as using your Dexterity bonus.



      However this will allow you to hide in the back, use a shield, and still get some distance between you and the bad guys while screaming "Not in the face!"




      Double checking your post, you want 30 feet. Of that list, almost all of them max out at 20 feet before going into the disadvantage spectrum. However, the javelin does make it the full 30 feet.






      share|improve this answer











      $endgroup$








      • 1




        $begingroup$
        The dagger has both Thrown and Finesse, so you should be able to use Dex with that: rpg.stackexchange.com/questions/108337/…
        $endgroup$
        – divibisan
        2 days ago










      • $begingroup$
        It may be worth mentioning that there are a few thrown weapons with the finesse property, meaning you can use your Dex mod with those.
        $endgroup$
        – V2Blast
        2 days ago










      • $begingroup$
        30ft is not a minimum for me, even 20ft would be enough, I can easily move to this range if necessary.
        $endgroup$
        – Eradash
        2 days ago










      • $begingroup$
        I did not tough of thrown weapons, this is really awesome! It will be a bit more expensive than arrows, but it will still be cheaper than magical items!
        $endgroup$
        – Eradash
        2 days ago










      • $begingroup$
        It may also be worth mentioning that you can get a cantrip or two from a Feat as well, so a full level in a full casting class isn't necessary if you want to take the spell route.
        $endgroup$
        – Joel Harmon
        2 days ago













      9












      9








      9





      $begingroup$

      The quick answer; spells.



      Rangers, and Arcane Tricker rogues, both eventually get spells. So you can hide behind a shield with one hand free to cast spells. But I don't think that's the answer you want.



      More in line answer; thrown weapons.



      There are a number of one-handed weapons that have the "thrown" property. They are weapons that you can hold in one hand, but you can throw them a short distance. The problem is that they are still considered melee weapons and will use the character's Strength bonus instead of their Dexterity (which I'm sure you're hoping for). It's been pointed out that the dagger and dart also has the finesse attribute so it qualifies as using your Dexterity bonus.



      However this will allow you to hide in the back, use a shield, and still get some distance between you and the bad guys while screaming "Not in the face!"




      Double checking your post, you want 30 feet. Of that list, almost all of them max out at 20 feet before going into the disadvantage spectrum. However, the javelin does make it the full 30 feet.






      share|improve this answer











      $endgroup$



      The quick answer; spells.



      Rangers, and Arcane Tricker rogues, both eventually get spells. So you can hide behind a shield with one hand free to cast spells. But I don't think that's the answer you want.



      More in line answer; thrown weapons.



      There are a number of one-handed weapons that have the "thrown" property. They are weapons that you can hold in one hand, but you can throw them a short distance. The problem is that they are still considered melee weapons and will use the character's Strength bonus instead of their Dexterity (which I'm sure you're hoping for). It's been pointed out that the dagger and dart also has the finesse attribute so it qualifies as using your Dexterity bonus.



      However this will allow you to hide in the back, use a shield, and still get some distance between you and the bad guys while screaming "Not in the face!"




      Double checking your post, you want 30 feet. Of that list, almost all of them max out at 20 feet before going into the disadvantage spectrum. However, the javelin does make it the full 30 feet.







      share|improve this answer














      share|improve this answer



      share|improve this answer








      edited 2 days ago









      Rubiksmoose

      61.4k10294452




      61.4k10294452










      answered 2 days ago









      MivaScottMivaScott

      7,00811547




      7,00811547







      • 1




        $begingroup$
        The dagger has both Thrown and Finesse, so you should be able to use Dex with that: rpg.stackexchange.com/questions/108337/…
        $endgroup$
        – divibisan
        2 days ago










      • $begingroup$
        It may be worth mentioning that there are a few thrown weapons with the finesse property, meaning you can use your Dex mod with those.
        $endgroup$
        – V2Blast
        2 days ago










      • $begingroup$
        30ft is not a minimum for me, even 20ft would be enough, I can easily move to this range if necessary.
        $endgroup$
        – Eradash
        2 days ago










      • $begingroup$
        I did not tough of thrown weapons, this is really awesome! It will be a bit more expensive than arrows, but it will still be cheaper than magical items!
        $endgroup$
        – Eradash
        2 days ago










      • $begingroup$
        It may also be worth mentioning that you can get a cantrip or two from a Feat as well, so a full level in a full casting class isn't necessary if you want to take the spell route.
        $endgroup$
        – Joel Harmon
        2 days ago












      • 1




        $begingroup$
        The dagger has both Thrown and Finesse, so you should be able to use Dex with that: rpg.stackexchange.com/questions/108337/…
        $endgroup$
        – divibisan
        2 days ago










      • $begingroup$
        It may be worth mentioning that there are a few thrown weapons with the finesse property, meaning you can use your Dex mod with those.
        $endgroup$
        – V2Blast
        2 days ago










      • $begingroup$
        30ft is not a minimum for me, even 20ft would be enough, I can easily move to this range if necessary.
        $endgroup$
        – Eradash
        2 days ago










      • $begingroup$
        I did not tough of thrown weapons, this is really awesome! It will be a bit more expensive than arrows, but it will still be cheaper than magical items!
        $endgroup$
        – Eradash
        2 days ago










      • $begingroup$
        It may also be worth mentioning that you can get a cantrip or two from a Feat as well, so a full level in a full casting class isn't necessary if you want to take the spell route.
        $endgroup$
        – Joel Harmon
        2 days ago







      1




      1




      $begingroup$
      The dagger has both Thrown and Finesse, so you should be able to use Dex with that: rpg.stackexchange.com/questions/108337/…
      $endgroup$
      – divibisan
      2 days ago




      $begingroup$
      The dagger has both Thrown and Finesse, so you should be able to use Dex with that: rpg.stackexchange.com/questions/108337/…
      $endgroup$
      – divibisan
      2 days ago












      $begingroup$
      It may be worth mentioning that there are a few thrown weapons with the finesse property, meaning you can use your Dex mod with those.
      $endgroup$
      – V2Blast
      2 days ago




      $begingroup$
      It may be worth mentioning that there are a few thrown weapons with the finesse property, meaning you can use your Dex mod with those.
      $endgroup$
      – V2Blast
      2 days ago












      $begingroup$
      30ft is not a minimum for me, even 20ft would be enough, I can easily move to this range if necessary.
      $endgroup$
      – Eradash
      2 days ago




      $begingroup$
      30ft is not a minimum for me, even 20ft would be enough, I can easily move to this range if necessary.
      $endgroup$
      – Eradash
      2 days ago












      $begingroup$
      I did not tough of thrown weapons, this is really awesome! It will be a bit more expensive than arrows, but it will still be cheaper than magical items!
      $endgroup$
      – Eradash
      2 days ago




      $begingroup$
      I did not tough of thrown weapons, this is really awesome! It will be a bit more expensive than arrows, but it will still be cheaper than magical items!
      $endgroup$
      – Eradash
      2 days ago












      $begingroup$
      It may also be worth mentioning that you can get a cantrip or two from a Feat as well, so a full level in a full casting class isn't necessary if you want to take the spell route.
      $endgroup$
      – Joel Harmon
      2 days ago




      $begingroup$
      It may also be worth mentioning that you can get a cantrip or two from a Feat as well, so a full level in a full casting class isn't necessary if you want to take the spell route.
      $endgroup$
      – Joel Harmon
      2 days ago











      4












      $begingroup$

      Use the Magic Initiate feat to get access to a ranged attack cantrip.



      The Magic Initiate feat grants two cantrips and one 1st-level spell. Some decent options from just the Core material for the unlimited use cantrips:



      • Acid Splash has a 60 ft range and hits two targets.

      • Chill Touch has a 120 ft range and shuts down healing. ^R

      • Create Bonfire has a 60 ft range and has other utility/control usage.

      • Eldritch Blast has a 120 ft, ties for highest damage, and is rarely resisted. ^R

      • Fire Bolt has a 120 ft range and the highest damage. ^R

      • Frostbite has a 60 ft range and causes Disadvantage on attacks.

      • Ray of Frost has a 60 ft range and slows movement. ^R

      • Toll the Dead has a 60 ft range and the most damage against wounded targets.

      I marked the ones that make ranged attack rolls (as opposed to saving throws) with a ^R symbol in case you prefer those. Unfortunately, since spells aren't weapons, they don't trigger your Sneak Attack damage - options for one-handed ranged sneak attack are few, thrown finesse weapons are pretty much it.



      When my party's Arcane Trickster asked me for help picking a ranged cantrip, I suggested Ray of Frost for the slow so they could stay at range easier. You'll also find more options with more books, of course. Using a cantrip or two for your ranged combat has the added benefit that you can basically never be disarmed, besides being in an anti-magic zone or similar.



      You could take another ranged option with the other cantrip, get an area-effect, melee, or utility cantrip instead, or whatever you want to do with it; plus get a bonus 1st level spell to use once per day for an extra trick, but the point in this case will be unlimited access to a surprise ranged attack you can do with a shield in one hand and the other empty.



      Example choices



      • Wizard: Ray of Frost, Minor Illusion, Disguise Self - buff your Rogue abilities with the ability to create objects or sounds, craft the perfect disguise, and slow your pursuers.


      • Cleric: Toll the Dead, Guidance, Healing Word - punish the wounded, boost key rolls (your own or others'), and put a fallen ally back into the fight.


      • Druid: Infestation, Thorn Whip, Earth Tremor - control the battlefield, moving enemies around as you wish and knocking them all prone.


      • Warlock: Eldritch Blast, Prestidigitation, Hex - spell-snipe, create half a dozen small magical effects, and get an hour-long buff against one foe at a time.






      share|improve this answer











      $endgroup$








      • 1




        $begingroup$
        You left out the best ranged cantrip Eldritch Blast. 120 ft and 1d10 that scales and Force damage too.
        $endgroup$
        – Eternallord66
        yesterday










      • $begingroup$
        @Eternallord66 I'm not familiar yet with the 5e Warlock and wasn't sure if there were good additional options to take for the second cantrip and the first level spell. It seems to be functionally identical to Fire Bolt except that you can split its scaled damage, so I didn't include it, but you can feel free to edit my answer. I also ruled out Magic Stone, a very interesting choice, because I felt the answer was getting too long and it would take some explaining of its own.
        $endgroup$
        – gatherer818
        yesterday










      • $begingroup$
        Magic Initiate for Warlock I would choose Eldritch Blast, Prestidigitation and for the 1st lvl spell Hex.
        $endgroup$
        – Eternallord66
        yesterday






      • 5




        $begingroup$
        Sneak Attack requires the attack to made with a (ranged or finesse) weapon, and so no cantrips (nor other spells) are eligible for it.
        $endgroup$
        – Someone_Evil
        yesterday







      • 2




        $begingroup$
        @gatherer818 Them being thrown does not make them ranged weapons, and they are not given finesse, so No. As a technical correction to my comment, cantrips like booming blade does trigger Sneak Attack as the have you make an attack with a weapon. These do not grant ranged options though.
        $endgroup$
        – Someone_Evil
        yesterday















      4












      $begingroup$

      Use the Magic Initiate feat to get access to a ranged attack cantrip.



      The Magic Initiate feat grants two cantrips and one 1st-level spell. Some decent options from just the Core material for the unlimited use cantrips:



      • Acid Splash has a 60 ft range and hits two targets.

      • Chill Touch has a 120 ft range and shuts down healing. ^R

      • Create Bonfire has a 60 ft range and has other utility/control usage.

      • Eldritch Blast has a 120 ft, ties for highest damage, and is rarely resisted. ^R

      • Fire Bolt has a 120 ft range and the highest damage. ^R

      • Frostbite has a 60 ft range and causes Disadvantage on attacks.

      • Ray of Frost has a 60 ft range and slows movement. ^R

      • Toll the Dead has a 60 ft range and the most damage against wounded targets.

      I marked the ones that make ranged attack rolls (as opposed to saving throws) with a ^R symbol in case you prefer those. Unfortunately, since spells aren't weapons, they don't trigger your Sneak Attack damage - options for one-handed ranged sneak attack are few, thrown finesse weapons are pretty much it.



      When my party's Arcane Trickster asked me for help picking a ranged cantrip, I suggested Ray of Frost for the slow so they could stay at range easier. You'll also find more options with more books, of course. Using a cantrip or two for your ranged combat has the added benefit that you can basically never be disarmed, besides being in an anti-magic zone or similar.



      You could take another ranged option with the other cantrip, get an area-effect, melee, or utility cantrip instead, or whatever you want to do with it; plus get a bonus 1st level spell to use once per day for an extra trick, but the point in this case will be unlimited access to a surprise ranged attack you can do with a shield in one hand and the other empty.



      Example choices



      • Wizard: Ray of Frost, Minor Illusion, Disguise Self - buff your Rogue abilities with the ability to create objects or sounds, craft the perfect disguise, and slow your pursuers.


      • Cleric: Toll the Dead, Guidance, Healing Word - punish the wounded, boost key rolls (your own or others'), and put a fallen ally back into the fight.


      • Druid: Infestation, Thorn Whip, Earth Tremor - control the battlefield, moving enemies around as you wish and knocking them all prone.


      • Warlock: Eldritch Blast, Prestidigitation, Hex - spell-snipe, create half a dozen small magical effects, and get an hour-long buff against one foe at a time.






      share|improve this answer











      $endgroup$








      • 1




        $begingroup$
        You left out the best ranged cantrip Eldritch Blast. 120 ft and 1d10 that scales and Force damage too.
        $endgroup$
        – Eternallord66
        yesterday










      • $begingroup$
        @Eternallord66 I'm not familiar yet with the 5e Warlock and wasn't sure if there were good additional options to take for the second cantrip and the first level spell. It seems to be functionally identical to Fire Bolt except that you can split its scaled damage, so I didn't include it, but you can feel free to edit my answer. I also ruled out Magic Stone, a very interesting choice, because I felt the answer was getting too long and it would take some explaining of its own.
        $endgroup$
        – gatherer818
        yesterday










      • $begingroup$
        Magic Initiate for Warlock I would choose Eldritch Blast, Prestidigitation and for the 1st lvl spell Hex.
        $endgroup$
        – Eternallord66
        yesterday






      • 5




        $begingroup$
        Sneak Attack requires the attack to made with a (ranged or finesse) weapon, and so no cantrips (nor other spells) are eligible for it.
        $endgroup$
        – Someone_Evil
        yesterday







      • 2




        $begingroup$
        @gatherer818 Them being thrown does not make them ranged weapons, and they are not given finesse, so No. As a technical correction to my comment, cantrips like booming blade does trigger Sneak Attack as the have you make an attack with a weapon. These do not grant ranged options though.
        $endgroup$
        – Someone_Evil
        yesterday













      4












      4








      4





      $begingroup$

      Use the Magic Initiate feat to get access to a ranged attack cantrip.



      The Magic Initiate feat grants two cantrips and one 1st-level spell. Some decent options from just the Core material for the unlimited use cantrips:



      • Acid Splash has a 60 ft range and hits two targets.

      • Chill Touch has a 120 ft range and shuts down healing. ^R

      • Create Bonfire has a 60 ft range and has other utility/control usage.

      • Eldritch Blast has a 120 ft, ties for highest damage, and is rarely resisted. ^R

      • Fire Bolt has a 120 ft range and the highest damage. ^R

      • Frostbite has a 60 ft range and causes Disadvantage on attacks.

      • Ray of Frost has a 60 ft range and slows movement. ^R

      • Toll the Dead has a 60 ft range and the most damage against wounded targets.

      I marked the ones that make ranged attack rolls (as opposed to saving throws) with a ^R symbol in case you prefer those. Unfortunately, since spells aren't weapons, they don't trigger your Sneak Attack damage - options for one-handed ranged sneak attack are few, thrown finesse weapons are pretty much it.



      When my party's Arcane Trickster asked me for help picking a ranged cantrip, I suggested Ray of Frost for the slow so they could stay at range easier. You'll also find more options with more books, of course. Using a cantrip or two for your ranged combat has the added benefit that you can basically never be disarmed, besides being in an anti-magic zone or similar.



      You could take another ranged option with the other cantrip, get an area-effect, melee, or utility cantrip instead, or whatever you want to do with it; plus get a bonus 1st level spell to use once per day for an extra trick, but the point in this case will be unlimited access to a surprise ranged attack you can do with a shield in one hand and the other empty.



      Example choices



      • Wizard: Ray of Frost, Minor Illusion, Disguise Self - buff your Rogue abilities with the ability to create objects or sounds, craft the perfect disguise, and slow your pursuers.


      • Cleric: Toll the Dead, Guidance, Healing Word - punish the wounded, boost key rolls (your own or others'), and put a fallen ally back into the fight.


      • Druid: Infestation, Thorn Whip, Earth Tremor - control the battlefield, moving enemies around as you wish and knocking them all prone.


      • Warlock: Eldritch Blast, Prestidigitation, Hex - spell-snipe, create half a dozen small magical effects, and get an hour-long buff against one foe at a time.






      share|improve this answer











      $endgroup$



      Use the Magic Initiate feat to get access to a ranged attack cantrip.



      The Magic Initiate feat grants two cantrips and one 1st-level spell. Some decent options from just the Core material for the unlimited use cantrips:



      • Acid Splash has a 60 ft range and hits two targets.

      • Chill Touch has a 120 ft range and shuts down healing. ^R

      • Create Bonfire has a 60 ft range and has other utility/control usage.

      • Eldritch Blast has a 120 ft, ties for highest damage, and is rarely resisted. ^R

      • Fire Bolt has a 120 ft range and the highest damage. ^R

      • Frostbite has a 60 ft range and causes Disadvantage on attacks.

      • Ray of Frost has a 60 ft range and slows movement. ^R

      • Toll the Dead has a 60 ft range and the most damage against wounded targets.

      I marked the ones that make ranged attack rolls (as opposed to saving throws) with a ^R symbol in case you prefer those. Unfortunately, since spells aren't weapons, they don't trigger your Sneak Attack damage - options for one-handed ranged sneak attack are few, thrown finesse weapons are pretty much it.



      When my party's Arcane Trickster asked me for help picking a ranged cantrip, I suggested Ray of Frost for the slow so they could stay at range easier. You'll also find more options with more books, of course. Using a cantrip or two for your ranged combat has the added benefit that you can basically never be disarmed, besides being in an anti-magic zone or similar.



      You could take another ranged option with the other cantrip, get an area-effect, melee, or utility cantrip instead, or whatever you want to do with it; plus get a bonus 1st level spell to use once per day for an extra trick, but the point in this case will be unlimited access to a surprise ranged attack you can do with a shield in one hand and the other empty.



      Example choices



      • Wizard: Ray of Frost, Minor Illusion, Disguise Self - buff your Rogue abilities with the ability to create objects or sounds, craft the perfect disguise, and slow your pursuers.


      • Cleric: Toll the Dead, Guidance, Healing Word - punish the wounded, boost key rolls (your own or others'), and put a fallen ally back into the fight.


      • Druid: Infestation, Thorn Whip, Earth Tremor - control the battlefield, moving enemies around as you wish and knocking them all prone.


      • Warlock: Eldritch Blast, Prestidigitation, Hex - spell-snipe, create half a dozen small magical effects, and get an hour-long buff against one foe at a time.







      share|improve this answer














      share|improve this answer



      share|improve this answer








      edited yesterday









      V2Blast

      26.9k594164




      26.9k594164










      answered yesterday









      gatherer818gatherer818

      17k44297




      17k44297







      • 1




        $begingroup$
        You left out the best ranged cantrip Eldritch Blast. 120 ft and 1d10 that scales and Force damage too.
        $endgroup$
        – Eternallord66
        yesterday










      • $begingroup$
        @Eternallord66 I'm not familiar yet with the 5e Warlock and wasn't sure if there were good additional options to take for the second cantrip and the first level spell. It seems to be functionally identical to Fire Bolt except that you can split its scaled damage, so I didn't include it, but you can feel free to edit my answer. I also ruled out Magic Stone, a very interesting choice, because I felt the answer was getting too long and it would take some explaining of its own.
        $endgroup$
        – gatherer818
        yesterday










      • $begingroup$
        Magic Initiate for Warlock I would choose Eldritch Blast, Prestidigitation and for the 1st lvl spell Hex.
        $endgroup$
        – Eternallord66
        yesterday






      • 5




        $begingroup$
        Sneak Attack requires the attack to made with a (ranged or finesse) weapon, and so no cantrips (nor other spells) are eligible for it.
        $endgroup$
        – Someone_Evil
        yesterday







      • 2




        $begingroup$
        @gatherer818 Them being thrown does not make them ranged weapons, and they are not given finesse, so No. As a technical correction to my comment, cantrips like booming blade does trigger Sneak Attack as the have you make an attack with a weapon. These do not grant ranged options though.
        $endgroup$
        – Someone_Evil
        yesterday












      • 1




        $begingroup$
        You left out the best ranged cantrip Eldritch Blast. 120 ft and 1d10 that scales and Force damage too.
        $endgroup$
        – Eternallord66
        yesterday










      • $begingroup$
        @Eternallord66 I'm not familiar yet with the 5e Warlock and wasn't sure if there were good additional options to take for the second cantrip and the first level spell. It seems to be functionally identical to Fire Bolt except that you can split its scaled damage, so I didn't include it, but you can feel free to edit my answer. I also ruled out Magic Stone, a very interesting choice, because I felt the answer was getting too long and it would take some explaining of its own.
        $endgroup$
        – gatherer818
        yesterday










      • $begingroup$
        Magic Initiate for Warlock I would choose Eldritch Blast, Prestidigitation and for the 1st lvl spell Hex.
        $endgroup$
        – Eternallord66
        yesterday






      • 5




        $begingroup$
        Sneak Attack requires the attack to made with a (ranged or finesse) weapon, and so no cantrips (nor other spells) are eligible for it.
        $endgroup$
        – Someone_Evil
        yesterday







      • 2




        $begingroup$
        @gatherer818 Them being thrown does not make them ranged weapons, and they are not given finesse, so No. As a technical correction to my comment, cantrips like booming blade does trigger Sneak Attack as the have you make an attack with a weapon. These do not grant ranged options though.
        $endgroup$
        – Someone_Evil
        yesterday







      1




      1




      $begingroup$
      You left out the best ranged cantrip Eldritch Blast. 120 ft and 1d10 that scales and Force damage too.
      $endgroup$
      – Eternallord66
      yesterday




      $begingroup$
      You left out the best ranged cantrip Eldritch Blast. 120 ft and 1d10 that scales and Force damage too.
      $endgroup$
      – Eternallord66
      yesterday












      $begingroup$
      @Eternallord66 I'm not familiar yet with the 5e Warlock and wasn't sure if there were good additional options to take for the second cantrip and the first level spell. It seems to be functionally identical to Fire Bolt except that you can split its scaled damage, so I didn't include it, but you can feel free to edit my answer. I also ruled out Magic Stone, a very interesting choice, because I felt the answer was getting too long and it would take some explaining of its own.
      $endgroup$
      – gatherer818
      yesterday




      $begingroup$
      @Eternallord66 I'm not familiar yet with the 5e Warlock and wasn't sure if there were good additional options to take for the second cantrip and the first level spell. It seems to be functionally identical to Fire Bolt except that you can split its scaled damage, so I didn't include it, but you can feel free to edit my answer. I also ruled out Magic Stone, a very interesting choice, because I felt the answer was getting too long and it would take some explaining of its own.
      $endgroup$
      – gatherer818
      yesterday












      $begingroup$
      Magic Initiate for Warlock I would choose Eldritch Blast, Prestidigitation and for the 1st lvl spell Hex.
      $endgroup$
      – Eternallord66
      yesterday




      $begingroup$
      Magic Initiate for Warlock I would choose Eldritch Blast, Prestidigitation and for the 1st lvl spell Hex.
      $endgroup$
      – Eternallord66
      yesterday




      5




      5




      $begingroup$
      Sneak Attack requires the attack to made with a (ranged or finesse) weapon, and so no cantrips (nor other spells) are eligible for it.
      $endgroup$
      – Someone_Evil
      yesterday





      $begingroup$
      Sneak Attack requires the attack to made with a (ranged or finesse) weapon, and so no cantrips (nor other spells) are eligible for it.
      $endgroup$
      – Someone_Evil
      yesterday





      2




      2




      $begingroup$
      @gatherer818 Them being thrown does not make them ranged weapons, and they are not given finesse, so No. As a technical correction to my comment, cantrips like booming blade does trigger Sneak Attack as the have you make an attack with a weapon. These do not grant ranged options though.
      $endgroup$
      – Someone_Evil
      yesterday




      $begingroup$
      @gatherer818 Them being thrown does not make them ranged weapons, and they are not given finesse, so No. As a technical correction to my comment, cantrips like booming blade does trigger Sneak Attack as the have you make an attack with a weapon. These do not grant ranged options though.
      $endgroup$
      – Someone_Evil
      yesterday











      -1












      $begingroup$

      Homebrew a buckler



      This would require buy-in from your DM, as a buckler in 5e isn't distinguishable from any other shield in the official rules. But in 3.5e they had a buckler which had the following effects:




      +1 AC



      Note: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You
      can also use your shield arm to wield a weapon (whether you are using
      an off-hand weapon or using your off hand to help wield a two-handed
      weapon), but you take a -1 penalty on attack rolls while doing so.
      This penalty stacks with those that may apply for fighting with your
      off hand and for fighting with two weapons. In any case, if you use a
      weapon in your off hand, you don’t get the buckler’s AC bonus for the
      rest of the round.



      You can’t bash someone with a buckler.




      So basically if you can get your DM to agree to it, you could basically take a -1 to attack rolls (all the time when two-handed/dual wielding) but get a +1 to AC. You'd also lose the AC bonus (until your next turn) when you use a two-handed range weapon. Regarding the shield bash, I'd say a buckler wouldn't allow you to use the Shield Master feat to shove a creature.



      This would give you a +1 to AC when you felt you really needed it, or when combat changed to melee range (and you went to single handed weapon wielding), but would cost you a -1 to your attack rolls when using a two-handed range weapon.






      share|improve this answer











      $endgroup$

















        -1












        $begingroup$

        Homebrew a buckler



        This would require buy-in from your DM, as a buckler in 5e isn't distinguishable from any other shield in the official rules. But in 3.5e they had a buckler which had the following effects:




        +1 AC



        Note: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You
        can also use your shield arm to wield a weapon (whether you are using
        an off-hand weapon or using your off hand to help wield a two-handed
        weapon), but you take a -1 penalty on attack rolls while doing so.
        This penalty stacks with those that may apply for fighting with your
        off hand and for fighting with two weapons. In any case, if you use a
        weapon in your off hand, you don’t get the buckler’s AC bonus for the
        rest of the round.



        You can’t bash someone with a buckler.




        So basically if you can get your DM to agree to it, you could basically take a -1 to attack rolls (all the time when two-handed/dual wielding) but get a +1 to AC. You'd also lose the AC bonus (until your next turn) when you use a two-handed range weapon. Regarding the shield bash, I'd say a buckler wouldn't allow you to use the Shield Master feat to shove a creature.



        This would give you a +1 to AC when you felt you really needed it, or when combat changed to melee range (and you went to single handed weapon wielding), but would cost you a -1 to your attack rolls when using a two-handed range weapon.






        share|improve this answer











        $endgroup$















          -1












          -1








          -1





          $begingroup$

          Homebrew a buckler



          This would require buy-in from your DM, as a buckler in 5e isn't distinguishable from any other shield in the official rules. But in 3.5e they had a buckler which had the following effects:




          +1 AC



          Note: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You
          can also use your shield arm to wield a weapon (whether you are using
          an off-hand weapon or using your off hand to help wield a two-handed
          weapon), but you take a -1 penalty on attack rolls while doing so.
          This penalty stacks with those that may apply for fighting with your
          off hand and for fighting with two weapons. In any case, if you use a
          weapon in your off hand, you don’t get the buckler’s AC bonus for the
          rest of the round.



          You can’t bash someone with a buckler.




          So basically if you can get your DM to agree to it, you could basically take a -1 to attack rolls (all the time when two-handed/dual wielding) but get a +1 to AC. You'd also lose the AC bonus (until your next turn) when you use a two-handed range weapon. Regarding the shield bash, I'd say a buckler wouldn't allow you to use the Shield Master feat to shove a creature.



          This would give you a +1 to AC when you felt you really needed it, or when combat changed to melee range (and you went to single handed weapon wielding), but would cost you a -1 to your attack rolls when using a two-handed range weapon.






          share|improve this answer











          $endgroup$



          Homebrew a buckler



          This would require buy-in from your DM, as a buckler in 5e isn't distinguishable from any other shield in the official rules. But in 3.5e they had a buckler which had the following effects:




          +1 AC



          Note: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You
          can also use your shield arm to wield a weapon (whether you are using
          an off-hand weapon or using your off hand to help wield a two-handed
          weapon), but you take a -1 penalty on attack rolls while doing so.
          This penalty stacks with those that may apply for fighting with your
          off hand and for fighting with two weapons. In any case, if you use a
          weapon in your off hand, you don’t get the buckler’s AC bonus for the
          rest of the round.



          You can’t bash someone with a buckler.




          So basically if you can get your DM to agree to it, you could basically take a -1 to attack rolls (all the time when two-handed/dual wielding) but get a +1 to AC. You'd also lose the AC bonus (until your next turn) when you use a two-handed range weapon. Regarding the shield bash, I'd say a buckler wouldn't allow you to use the Shield Master feat to shove a creature.



          This would give you a +1 to AC when you felt you really needed it, or when combat changed to melee range (and you went to single handed weapon wielding), but would cost you a -1 to your attack rolls when using a two-handed range weapon.







          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited yesterday









          V2Blast

          26.9k594164




          26.9k594164










          answered yesterday









          wakkowarner321wakkowarner321

          43229




          43229





















              -2












              $begingroup$

              If you want to go with shield and crossbow, you can have a hand-crossbow, which is one-handed (no need to homebrew - it's in the PHB 149). Note, however, that you need a free hand to reload a ranged weapon that requires ammunition (it's done as a part of attack, PHB 146), so if you want to shoot more than once, you'll have to drop the shield before attack and pick it up afterwards.






              share|improve this answer








              New contributor




              Kuz Iztacmizton is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
              Check out our Code of Conduct.






              $endgroup$








              • 2




                $begingroup$
                Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Also, you can't just drop a shield that you have equipped, or reequip it just by picking it up; it takes an action to don or doff, meaning you can't do it on the same turn as your attack.
                $endgroup$
                – V2Blast
                5 hours ago















              -2












              $begingroup$

              If you want to go with shield and crossbow, you can have a hand-crossbow, which is one-handed (no need to homebrew - it's in the PHB 149). Note, however, that you need a free hand to reload a ranged weapon that requires ammunition (it's done as a part of attack, PHB 146), so if you want to shoot more than once, you'll have to drop the shield before attack and pick it up afterwards.






              share|improve this answer








              New contributor




              Kuz Iztacmizton is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
              Check out our Code of Conduct.






              $endgroup$








              • 2




                $begingroup$
                Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Also, you can't just drop a shield that you have equipped, or reequip it just by picking it up; it takes an action to don or doff, meaning you can't do it on the same turn as your attack.
                $endgroup$
                – V2Blast
                5 hours ago













              -2












              -2








              -2





              $begingroup$

              If you want to go with shield and crossbow, you can have a hand-crossbow, which is one-handed (no need to homebrew - it's in the PHB 149). Note, however, that you need a free hand to reload a ranged weapon that requires ammunition (it's done as a part of attack, PHB 146), so if you want to shoot more than once, you'll have to drop the shield before attack and pick it up afterwards.






              share|improve this answer








              New contributor




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              $endgroup$



              If you want to go with shield and crossbow, you can have a hand-crossbow, which is one-handed (no need to homebrew - it's in the PHB 149). Note, however, that you need a free hand to reload a ranged weapon that requires ammunition (it's done as a part of attack, PHB 146), so if you want to shoot more than once, you'll have to drop the shield before attack and pick it up afterwards.







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              answered 6 hours ago









              Kuz IztacmiztonKuz Iztacmizton

              1




              1




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              Kuz Iztacmizton is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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              New contributor





              Kuz Iztacmizton is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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              Kuz Iztacmizton is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
              Check out our Code of Conduct.







              • 2




                $begingroup$
                Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Also, you can't just drop a shield that you have equipped, or reequip it just by picking it up; it takes an action to don or doff, meaning you can't do it on the same turn as your attack.
                $endgroup$
                – V2Blast
                5 hours ago












              • 2




                $begingroup$
                Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Also, you can't just drop a shield that you have equipped, or reequip it just by picking it up; it takes an action to don or doff, meaning you can't do it on the same turn as your attack.
                $endgroup$
                – V2Blast
                5 hours ago







              2




              2




              $begingroup$
              Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Also, you can't just drop a shield that you have equipped, or reequip it just by picking it up; it takes an action to don or doff, meaning you can't do it on the same turn as your attack.
              $endgroup$
              – V2Blast
              5 hours ago




              $begingroup$
              Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Also, you can't just drop a shield that you have equipped, or reequip it just by picking it up; it takes an action to don or doff, meaning you can't do it on the same turn as your attack.
              $endgroup$
              – V2Blast
              5 hours ago











              -3












              $begingroup$

              The sling is a powerful weapon in real life, but in D&D it only does 1d4. I think sling and shield is neat, but it might be underpowered.






              share|improve this answer









              $endgroup$








              • 2




                $begingroup$
                That won't work - though the sling is a one-handed weapon, it has the Ammunition property, which means "...you need a free hand to load a one-handed weapon". You won't be able to sport a shield and (re)load your sling.
                $endgroup$
                – Andrzej Doyle
                yesterday















              -3












              $begingroup$

              The sling is a powerful weapon in real life, but in D&D it only does 1d4. I think sling and shield is neat, but it might be underpowered.






              share|improve this answer









              $endgroup$








              • 2




                $begingroup$
                That won't work - though the sling is a one-handed weapon, it has the Ammunition property, which means "...you need a free hand to load a one-handed weapon". You won't be able to sport a shield and (re)load your sling.
                $endgroup$
                – Andrzej Doyle
                yesterday













              -3












              -3








              -3





              $begingroup$

              The sling is a powerful weapon in real life, but in D&D it only does 1d4. I think sling and shield is neat, but it might be underpowered.






              share|improve this answer









              $endgroup$



              The sling is a powerful weapon in real life, but in D&D it only does 1d4. I think sling and shield is neat, but it might be underpowered.







              share|improve this answer












              share|improve this answer



              share|improve this answer










              answered yesterday









              LongLong

              656




              656







              • 2




                $begingroup$
                That won't work - though the sling is a one-handed weapon, it has the Ammunition property, which means "...you need a free hand to load a one-handed weapon". You won't be able to sport a shield and (re)load your sling.
                $endgroup$
                – Andrzej Doyle
                yesterday












              • 2




                $begingroup$
                That won't work - though the sling is a one-handed weapon, it has the Ammunition property, which means "...you need a free hand to load a one-handed weapon". You won't be able to sport a shield and (re)load your sling.
                $endgroup$
                – Andrzej Doyle
                yesterday







              2




              2




              $begingroup$
              That won't work - though the sling is a one-handed weapon, it has the Ammunition property, which means "...you need a free hand to load a one-handed weapon". You won't be able to sport a shield and (re)load your sling.
              $endgroup$
              – Andrzej Doyle
              yesterday




              $begingroup$
              That won't work - though the sling is a one-handed weapon, it has the Ammunition property, which means "...you need a free hand to load a one-handed weapon". You won't be able to sport a shield and (re)load your sling.
              $endgroup$
              – Andrzej Doyle
              yesterday











              -3












              $begingroup$

              From the comments, I see you are not yet proficient with shields, so in the meantime:



              • The Cloak Of Protection is an uncommon magic item that raises your AC and Saving Throws by +1, though it requires attunement.


              • Glamoured Studded Leather is a very nice upgrade to your studded leather, though it is Rare. The Glamoured armor raises AC +1 and it allows you to change the appearance of the armor as a bonus action, non attunement.


              With one Rare and one Uncommon item you would have the equivalent of a shield, while keeping your hands free.



              At a Dex mod of +5 you would have an AC of 19, depending on what Ranger fighting style it could be an AC of 20. With the Rogue’s ability to hide as a Bonus Action, the Gloom Stalker ability to be invisible to dark vision the chance to actually be attacked is fairly low. On the off chance you are hit with a ranged attack you can use Uncanny Dodge to cut the damage in half. Depending on the setting of the environment your speed may allow you to be away from most dangers.






              share|improve this answer











              $endgroup$

















                -3












                $begingroup$

                From the comments, I see you are not yet proficient with shields, so in the meantime:



                • The Cloak Of Protection is an uncommon magic item that raises your AC and Saving Throws by +1, though it requires attunement.


                • Glamoured Studded Leather is a very nice upgrade to your studded leather, though it is Rare. The Glamoured armor raises AC +1 and it allows you to change the appearance of the armor as a bonus action, non attunement.


                With one Rare and one Uncommon item you would have the equivalent of a shield, while keeping your hands free.



                At a Dex mod of +5 you would have an AC of 19, depending on what Ranger fighting style it could be an AC of 20. With the Rogue’s ability to hide as a Bonus Action, the Gloom Stalker ability to be invisible to dark vision the chance to actually be attacked is fairly low. On the off chance you are hit with a ranged attack you can use Uncanny Dodge to cut the damage in half. Depending on the setting of the environment your speed may allow you to be away from most dangers.






                share|improve this answer











                $endgroup$















                  -3












                  -3








                  -3





                  $begingroup$

                  From the comments, I see you are not yet proficient with shields, so in the meantime:



                  • The Cloak Of Protection is an uncommon magic item that raises your AC and Saving Throws by +1, though it requires attunement.


                  • Glamoured Studded Leather is a very nice upgrade to your studded leather, though it is Rare. The Glamoured armor raises AC +1 and it allows you to change the appearance of the armor as a bonus action, non attunement.


                  With one Rare and one Uncommon item you would have the equivalent of a shield, while keeping your hands free.



                  At a Dex mod of +5 you would have an AC of 19, depending on what Ranger fighting style it could be an AC of 20. With the Rogue’s ability to hide as a Bonus Action, the Gloom Stalker ability to be invisible to dark vision the chance to actually be attacked is fairly low. On the off chance you are hit with a ranged attack you can use Uncanny Dodge to cut the damage in half. Depending on the setting of the environment your speed may allow you to be away from most dangers.






                  share|improve this answer











                  $endgroup$



                  From the comments, I see you are not yet proficient with shields, so in the meantime:



                  • The Cloak Of Protection is an uncommon magic item that raises your AC and Saving Throws by +1, though it requires attunement.


                  • Glamoured Studded Leather is a very nice upgrade to your studded leather, though it is Rare. The Glamoured armor raises AC +1 and it allows you to change the appearance of the armor as a bonus action, non attunement.


                  With one Rare and one Uncommon item you would have the equivalent of a shield, while keeping your hands free.



                  At a Dex mod of +5 you would have an AC of 19, depending on what Ranger fighting style it could be an AC of 20. With the Rogue’s ability to hide as a Bonus Action, the Gloom Stalker ability to be invisible to dark vision the chance to actually be attacked is fairly low. On the off chance you are hit with a ranged attack you can use Uncanny Dodge to cut the damage in half. Depending on the setting of the environment your speed may allow you to be away from most dangers.







                  share|improve this answer














                  share|improve this answer



                  share|improve this answer








                  edited yesterday

























                  answered 2 days ago









                  AlkAlk

                  29018




                  29018




















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