What Makes an Archer
An archer deals steady weapon damage from a distance where most monsters cannot answer back. In D&D 2024 that comes from four things:
- Dexterity, which sets your attack rolls, damage and Armor Class.
- More attacks: Extra Attack, Action Surge or a Bonus Action that adds damage to every hit.
- Accuracy: the ArcheryArcheryFighting Style featYou gain a +2 bonus to attack rolls you make with Ranged weapons. fighting style, Advantage from hiding or aiming, and ways around cover.
- Weapon mastery: the property each weapon adds on a hit.
Spellcasters with attack cantrips play a similar role, but this guide is about weapons. It uses the 2024 rules, so ability score increases come from your background and any species can play any archer.
Thrain's take
An archer's real enemy is the map. Tell me where you're shooting from before the fight starts: a balcony, a ridge, behind the barricade. Stand in the open at 20 feet and you're just a fighter with a worse weapon.
Best Classes for an Archer
Legendary: build around it
Epic: excellent
Rare: good
Uncommon: works
Common: weak fit
Fighter
ArcheryArcheryFighting Style featYou gain a +2 bonus to attack rolls you make with Ranged weapons. at level 1, three weapon masteries,
Action Surge
Action SurgeLevel 2 featureYou can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action. Once you use this feature, you can't do so again until you finish a Short or Long Rest. for a second round of arrows, and more attacks than anyone by level 20. The simplest and strongest archer.
Legendary
Legendary
Epic
Warlock
Not a weapon user, but
Eldritch Blast
Eldritch BlastEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 ForceYou hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage. with the Agonizing Blast invocation plays like an archer with a magic bow and no ammunition to track.
Rare
Bard
The College of Valor (Player's Handbook) adds Extra Attack. A capable shot who also heals and talks, though never the party's best archer.
Uncommon
Paladin
Divine Smite needs a melee weapon or an Unarmed Strike, so a paladin with a bow gives up the feature that makes the class.
Common
Best Species for an Archer
Elf (Wood Elf)
A faster Speed for keeping distance, proficiency in Perception through Keen Senses, and
Pass without Trace
Pass without Trace2nd-level AbjurationConcentrationCastingActionRangeSelfDuration1 hourYou radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks. at level 5 for the ambush.
Legendary
Human
Versatile adds an Origin feat: AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll. on top of your background feat lets you shoot first. Resourceful gives Heroic Inspiration every day for the shot that has to land.
Epic
Halfling
Luck rerolls a natural 1 on an attack roll, and Naturally Stealthy lets a rogue hide behind the fighter between shots.
Epic
Goliath (Cloud Giant)
Cloud's Jaunt teleports you out of melee as a Bonus Action, a few times per Long Rest. Hard to pin down.
Rare
Orc
Adrenaline Rush Dashes as a Bonus Action to open the distance again, and 120-foot Darkvision spots targets first.
Rare
Dwarf
Extra Hit Points and long Darkvision, nothing that helps the shooting itself. A sturdy crossbow dwarf is still a classic.
Uncommon
Weapons, Masteries and Feats
Pick your weapon by its mastery.
- Longbow (Slow): the longest range and a big damage die. A hit cuts the target's Speed by 10 feet, which keeps melee enemies from closing on you. The default for fighters and rangers.
- Shortbow (Vex): a hit gives you Advantage on your next attack against that target. For a rogue, that means Sneak Attack on the next shot.
- Hand crossbow (Vex): one-handed, and a rogue can use it. Needs Crossbow Expert to fire repeatedly.
- Heavy crossbow (Push): shoves the target 10 feet away. Hits hard but has to be reloaded without the feat.
Fighting style. ArcheryArcheryFighting Style featYou gain a +2 bonus to attack rolls you make with Ranged weapons. gives +2 to ranged weapon attack rolls. Fighters get it at level 1 and rangers at level 2. Nothing else comes close.
Origin feats. AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll. adds your Proficiency Bonus to Initiative, and the first volley matters. A fighter or rogue can take Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. (Druid) for
Guidance
GuidanceDivination cantripConcentrationCastingActionRangeTouchDuration1 minuteDamage1d4You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill. and
Goodberry
Goodberry1st-level ConjurationCastingActionRangeSelfDuration24 hoursTen berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day., a little utility for a class with none.
Level 4 and up.
- Sharpshooter (Player's Handbook): ignore half and three-quarters cover, no Disadvantage at long range or with an enemy next to you. In the 2024 rules it no longer trades accuracy for damage.
- Crossbow Expert (Player's Handbook): ignore the Loading property and shoot point-blank without Disadvantage.
- Ability Score ImprovementAbility Score ImprovementGeneral featIncrease one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can't increase an ability score above 20.: Dexterity to 20 is never a wasted pick.
Best Spells for Archers
Ranger Spells
Lightning Arrow, Hail of Thorns and Conjure Barrage (Player's Handbook) are also good archer spells.

Hunter's Mark1st-level DivinationConcentrationCastingBonus ActionRange90 feetDuration1 hourDamage1d6 ForceYou magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.
Hunter's Mark
Hunter's Mark1st-level DivinationConcentrationCastingBonus ActionRange90 feetDuration1 hourDamage1d6 ForceYou magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.
Extra damage on every hit

Ensnaring Strike1st-level ConjurationConcentrationCastingBonus ActionRangeSelfDuration1 minuteSaveStrengthDamage1d6 PiercingAs you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends.
Ensnaring Strike
Ensnaring Strike1st-level ConjurationConcentrationCastingBonus ActionRangeSelfDuration1 minuteSaveStrengthDamage1d6 PiercingAs you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends.
Pin a runner in place

Spike Growth2nd-level TransmutationConcentrationCastingActionRange150 feetDuration10 minutesDamage2d4 PiercingThe ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.
Spike Growth
Spike Growth2nd-level TransmutationConcentrationCastingActionRange150 feetDuration10 minutesDamage2d4 PiercingThe ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.
They walk through thorns to reach you

Pass without Trace2nd-level AbjurationConcentrationCastingActionRangeSelfDuration1 hourYou radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
Pass without Trace
Pass without Trace2nd-level AbjurationConcentrationCastingActionRangeSelfDuration1 hourYou radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
Set up the ambush

Magic Weapon2nd-level TransmutationCastingBonus ActionRangeTouchDuration1 hourYou touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.
Magic Weapon
Magic Weapon2nd-level TransmutationCastingBonus ActionRangeTouchDuration1 hourYou touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.
+1 to attack and damage

Goodberry1st-level ConjurationCastingActionRangeSelfDuration24 hoursTen berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.
Goodberry
Goodberry1st-level ConjurationCastingActionRangeSelfDuration24 hoursTen berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.
Healing for a party with no cleric
From Other Lists

Haste3rd-level TransmutationConcentrationCastingActionRange30 feetDuration1 minuteSaveDexterityChoose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns.
Haste
Haste3rd-level TransmutationConcentrationCastingActionRange30 feetDuration1 minuteSaveDexterityChoose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns.
Ask your wizard: one more attack each turn

Eldritch BlastEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 ForceYou hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.
Eldritch Blast
Eldritch BlastEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 ForceYou hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.
The warlock's bow
Three Archer Builds
RangerThe Hawkeye
- Species
- Elf (Wood Elf)
- Class
- Ranger (Hunter)
- Background
- Criminal (AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll.)
- Style
- ArcheryArcheryFighting Style featYou gain a +2 bonus to attack rolls you make with Ranged weapons.
10STR
17DEX
15CON
8INT
13WIS
12CHA
Longbow with Slow,
Hunter's Mark
Hunter's Mark1st-level DivinationConcentrationCastingBonus ActionRange90 feetDuration1 hourDamage1d6 ForceYou magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it. on the biggest target, and Colossus Slayer from
Hunter's Prey
Hunter's PreyLevel 3 featureYou gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one. Colossus Slayer. Your tenacity can wear down even the most resilient foes. on anything already bleeding. Alert means you usually shoot first.
Build the Hawkeye
Free to start. No card needed.
FighterThe Gunline
- Species
- Human (AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll.)
- Class
- Fighter (Champion)
- Background
- Soldier (Savage AttackerSavage AttackerOrigin featYou've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.)
- Style
- ArcheryArcheryFighting Style featYou gain a +2 bonus to attack rolls you make with Ranged weapons.
12STR
17DEX
15CON
10INT
13WIS
8CHA
Longbow, Archery and
Action Surge
Action SurgeLevel 2 featureYou can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action. Once you use this feature, you can't do so again until you finish a Short or Long Rest..
Improved Critical
Improved CriticalLevel 3 featureYour attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20. turns a 19 into a critical hit, and Sharpshooter at level 4 removes cover and range from the equation.
Build the Gunline
Free to start. No card needed.
SniperThe Rafters
- Species
- Gnome
- Class
- Rogue (Thief)
- Background
- Criminal (AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll.)
8STR
17DEX
14CON
13INT
13WIS
10CHA
Shortbow with Vex. Hide with
Cunning Action
Cunning ActionLevel 2 featureYour quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide. or stand still for
Steady Aim
Steady AimLevel 3 featureAs a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn., land Sneak Attack, and let Vex line up the next one.
Second-Story Work
Second-Story WorkLevel 3 featureYou've trained to get into especially hard-to-reach places, granting you these benefits. Climber. You gain a Climb Speed equal to your Speed. Jumper. You can determine your jump distance using your Dexterity rather than your Strength. gets you onto the roof first.
Build the Rafters
Free to start. No card needed.
Playing an Archer at the Table
- Pick your perch. Before initiative, say where you want to be: high ground, behind cover, with a line of sight to the door. Your DM can only give you the position if you ask for it.
- Shoot what matters. The enemy spellcaster, the archer on the wall, the one that is about to reach your healer. Your range means you can choose.
- Keep a melee buffer. Stay behind your tank, and use Slow, Push or
Spike Growth
Spike Growth2nd-level TransmutationConcentrationCastingActionRange150 feetDuration10 minutesDamage2d4 PiercingThe ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels. to keep enemies from closing.
- Track the basics. Arrows, light and range. A
Pass without Trace
Pass without Trace2nd-level AbjurationConcentrationCastingActionRangeSelfDuration1 hourYou radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks. ambush at dusk is where an archer earns their keep.
Try it
Build any of the archers above and take your shots in a real campaign, with a Dungeon Master who rewards a good position.
Build an archer
FAQ
What is the best archer class in D&D 2024?
Fighter, for the Archery fighting style at level 1, Action Surge and the most attacks. Ranger is close behind with Hunter's Mark, and a rogue lands one big Sneak Attack shot a turn.
Is a longbow or a crossbow better in D&D 2024?
A longbow for most archers: longer range and the Slow mastery. A hand crossbow suits a rogue, and a heavy crossbow hits hard but needs Crossbow Expert to fire more than once per action.
Does Sharpshooter still give +10 damage?
No. In the 2024 rules Sharpshooter lets you ignore half and three-quarters cover and removes Disadvantage at long range and in melee. The -5 to hit, +10 damage option is gone.
What is the best species for an archer?
Wood Elf, for Speed, Perception and Pass without Trace. Human and Halfling are close behind. In the 2024 rules any species works, since your background sets your ability scores.
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This guide includes material from the System Reference Document 5.2
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