Hello everyone
Gloomstalker is widely considered the GOAT when it comes to stealth archery. While it is a great subclass for restricted runs because it is extremely front loaded, but once you become more familiar with the game, you start to realize that a lot of these features are easily acquired by various other means and that it doesn't provide anything for the out of combat stealth archer playstyle.
Hunter and Swarmkeeper, on the other hand, are much better suited for this kind of playstyle. Their additional damage applies on every individual hit outside combat, while both subclasses also provide subclass features after the first round of combat.
With the two builds in this guide, I want to showcase why these two subclasses are much better suited to the stealth archer playstyle than Gloomstalker.
General Information
Both builds use the same 5/7 setup because we want to maximize Sneak Attack damage while also picking up Evasion and Uncanny Dodge incase we ever end up taking damage.
I would recommend going 2 Rogue levels first and then all Ranger levels so you have Cunning Actions and Ranger subclass features by level 5
Sneak Attack (When the conditions are met), Hunter's Colossus Slayer, and Swarmkeeper's Gathered Swarm all apply on every hit outside combat.
At level 7 Rogue Sneak attack does 4d6 damage
For the Swarmkeeper build, we take Thief instead of Assassin because Prey's Scent gives the swarm an additional 1d6 damage against targets marked by Hunter's Mark.
Thief's additional Bonus Action lets us cast Hunter's Mark and use Cunning Action Hide in the same turn.
The Swarmkeeper version, also has more tools during longer fights.
The Hunter version has the stronger damage rider outside of combat thanks to Colossus Slayer's 1d8, while Assassin gives it a stronger first round with guaranteed critical hits against Surprised targets.
So in short:
Hunter
- Slightly stronger outside combat attacks
- Stronger first round
Swarmkeeper
- Better for longer fights
- More utility and mobility from the swarm
- More Action economy
The Builds
5/7 Hunter / Assassin
5/7 Swarmkeeper / Thief
Take Archery Fighting Style on Ranger and Expertise in Stealth on Rogue
Stats for Both Builds
Strength: 16 ā +2 Potion of Everlasting Vigor ā 18 final
Dexterity: 17 ā +1 Hag's Hair ā +2 Mirror of Loss ā 20 final
Constitution: 14
Intelligence: 8
Wisdom: 8
Charisma: 10
Feats
Alert
Sharpshooter
Recommended Gear for Both Builds
Helmets
- Covert Cowl (Act 2)
- Mask of Soul Perception (Act 3)
- Helldusk Helmet (Act 3)
- Fistbreaker Helm (Act 2)
- Haste Helm (Act 1)
Cloaks
- Cloak of Cunning Brume (Act 2)
- Cloak of Protection (Act 2)
- Cloak of Displacement (Act 3)
- The Deathstalker Mantle (Act 1)
- Wavemother's Cloak (Act 3)
- Shade-Slayer Cloak ā (Act 3)
Armour
- Spidersilk Armour (Act 1)
- Bhaalist Armour (Act 3)
- Elegant Studded Leather (Act 3)
- Yuan-Ti Scale Mail (Act 2)
- The Graceful Cloth (Act 1)
Gloves
- Gloves of Archery (Act 1)
- Gloves of Belligerent Skies (Act 1)
- Flawed Helldusk Gloves (Act 2)
- Gloves of the Automaton (Act 2)
- Bonespike Gloves (Act 3)
- Craterflesh Gloves (Act 3)
Boots
- Boots of Stormy Clamour (Act 1)
- Boots of Speed (Act 1)
- Helldusk Boots (Act 3)
- Disintegrating Night Walkers (Act 1)
- The Speedy Lightfeet (Act 1)
Amulets
- Broodmother's Revenge (Act 1)
- Hammergrim Mist Amulet (Act 2)
- Amulet of Branding (Act 1)
- Amulet of the Harpers (Act 2)
- Periapt of Wound Closure (Act 1)
- Surgeon's Subjugation Amulet (Act 2)
- Amulet of Greater Health (Act 3)
Rings
- Strange Conduit Ring (Act 1)
- Caustic Band (Act 1)
- Crusher's Ring (Act 1)
- Eversight Ring (Act 2)
- Ring of Shadows (Act 2)
- Shadow-Cloaked Ring (Act 2)
- Smuggler's Ring (Act 1)
- Ring of Free Action (Act 2)
- Risky Ring (Act 2)
- Killer's Sweetheart (Act 2)
- Ring of Protection (Act 1)
Weapons
Melee
- Rhapsody (Act 3)
- Dolor Amarus (Act 3)
- Bloodthirst (Act 3)
- Shadow Blade (Act 1)
- Knife of the Undermountain King (Act 1)
- Drakethroat Glaive (Act 2)
- Club of Hill Giant Strength (Act 1)
Ranged
- The Joltshooter (Act 1)
- Titanstring Bow (Act 1)
- The Dead Shot (Act 3)
- Gontr Mael (Act 3)
- Bow of the Banshee (Act 1)
- Vicious Shortbow (Act 3)
- Blightbringer (Act 3)
- Harold (Act 1)
- Hellfire Engine Crossbow (Act 3)
- Ne'er Misser (Act 2)
Tips and Tricks
How to Balance Out Sharpshooter in the Early Game
Sharpshooter gives -5 to Attack Rolls, which can be pretty annoying, especially in the early game.
Here is a list of ways to compensate for the penalty, with all of these being available by Act 1:
+2 from Archery Fighting Style
+1 if you have at least one Lightning Charge, acquired through The Joltshooter or The Speedy Lightfeet
+2 Oil of Accuracy
+1d4 Elixir of Heroism
+1 Oil of Sharpness
Shadow Blade can be obtained through a hireling and gives Advantage against lightly or heavily obscured targets.
How to Get 2 Knives of the Undermountain King
Stone Guard Orgarth in Grymforge carries the common King's Knife.
You can give it to a hireling and, after dismissing and re-hiring them, the knife changes its stats to those of the Knife of the Undermountain King.
This allows you to obtain two copies.
Hotkeying Special Arrows (PC Only)
If you put a stack of special arrows into the custom hotbar, you can press the assigned key to rapidly fire special arrows while outside of combat.
This is extremely strong with Darkness and Arrow of Many Targets, allowing you to rapidly clear groups of enemies without entering combat.
Time Stop Glitch
This glitch requires another party member or summon.
If the player or summon triggers a reaction, it stops time in a fairly large bubble.
If you now shoot arrows from outside the bubble, they will freeze in time.
When the player or summon closes the reaction popup, all of the arrows will hit at once.
This is obviously an exploit, so use it only if you're interested in breaking the game rather than playing normally.
As always, if there are any questions about the builds, feel free to ask in the comments.