Point Spread:
Attribute /Ability Score/ Racial Bonus/ Total Score/ Ability Modifier/
Strength /8/ /0/ /8/ /-1/
Dexterity /15/ /2/ /17/ /+3/
Constitution /15/ /0/ /15/ /+2/
Intelligence /10/ /0/ /10/ /0/
Wisdom /14/ /0/ /14/ /+2/
Charisma /8/ /1/ /9/ /-1/
Mark of the Shadow Elf (Dex +2 Char +1)
Have access to misdirection/Utility spells and invisibility once a day plus 1d4 added to any stealth or performance roll
Will Attempt to be poison boy with Poison kit and make poisons to debuff enemies on hit (cause blindness or damage etc.)
Ranger 4 -Swarm Keeper
Starting with this mainly for for Stealth prof, Hunter's Mark, The Swarm Extra 1d6 Damage/Utility (Mage Hand), Archery Fighting style, Deft Explorer for doubling stealth prof on roll.
Fighter 12- Echo Knight
Getting staple Action Surge, Extra attack x2, Fighting style -Superior Technique of getting Sup Die for Precision attack
For the echo knight portion playstyle would be to stealth then attack from echo position and switch out short sword for Unleash Incarnation for another attack to proc hunters mark. Echo knight will also be there to OP attacks to proc hunters mark again.
Rogue 2-
Getting Expertise for Sleight of hand prof (would like to steal;) and Thieves tools. Getting Sneak attack, Cunning Action (to hide/disengage/dash bonus action)
Cleric 2- War Cleric
Extra spell slots, War Priest (another Extra attack or bonus action), Channel Divinity -Guided Strike, Divine Favor of extra damage as well.
Feats/ ASI- Going Sentinel (for the Echo knight) and Martial Adept (for 2 more Battle Master Maneuvers and 1 dice) Looking into more feats but 3 ASI sounds nice too Gunna max DEX and one more into Con for 16 fersure then I guess 2 into wisdom for another modifier?
Spell Slots
Ending up with 4 -1st Level Spell Slots and 3 second level
All Together Really just capitalizing on adding damage to bow hit and securing the hit with high DEX potentially +8 or +9 to attack roll, Guided strike and using Superiority die for Precision attack for more attack roll. (to start Procing the Damage and debuff with poison)
In Theory MAX Damage output Turn would be Longbow(1d8)+Swarm(1d6)+Hunters Mark(1d6)+Sneak attack(1d8) Also hopefully applying poison(debuff)+ Extra attack 1 bow(1d8)+ Hunters mark(1d6) + Extra attack 2 bow(1d8)+Hunters Mark(1d6)+ War Priest Bonus action to use bow again(1d8) +Hunters Mark(1d6)+Action Surge bow(1d8)+Hunters Mark(1d6)+Unleash Incarnation Short Sword(1d6)+Hunters Mark(1d6)
Leaving sword out for Echo to make OP attack when my turn is over
Still new tho am I understanding all this correctly? Hunter's mark is not once per turn and is on "weapon attack" so should this work?
Any Advice on how to optimize or add anything? or fix something?