Show16 Dex
At Level one. Studded Leather or Chain shirt both start you at 15 AC, but Scale mail gets you a 16 AC.
Starting at Level 3 Mage Armor gets you 16 AC.
400 GP Breast Plate 16 AC.
750 GP gets you Half plate and 17 AC.

So start with Scale mail, upgrade to Half Plate.

At 18 Dex
Studded Leather, Scale mail and Breastplate are all 16 AC
Mage Armor and Half plate are both 17 AC

At 20 Dex
Studded Leather and Half Plate are 17 AC
Mage Armor is 18 AC

IMO you may as well be Stealthy after your first Dex bump since it costs you nothing.


6 Multi-classing and Builds


Some sample build ideas.

Human Demon Hunter. Trained to find evil wherever it hides. A swirling cloak and the snap of a crossbow are last images of a Demon Hunter’s target. The Demon Hunter can stand shoulder to shoulder in the front lines, or move around the battlefield taking out high value targets.

ShowRace Variant Human; Class Fighter; Background Acolyte
Level 1 Attributes Str 8; Dex 16; Con 14; Int 12; Wis 15; Cha 8
Skill proficiencies: Stealth, Insight, Religion, Acrobatics, Perception
Starting AC 17 , Leather, shield, Dex. Starting HP 12
Progression:
1 Crossbow Expert
4 +2 Dex
6 Sharpshooter
8 +2 Dex
12 Resilient Wisdom
14 Shield Master

Human Battlefield Sniper: Battle hardened Archer, excels at ambushes and hit and runs.
Race Variant Human; Class Fighter; Background Soldier

ShowLevel 1 Attributes; Str 10; Dex 16; Con 12; Int 10; Wis 13 Cha 14
Skill Proficiencies: Stealth, Acrobatics, Perception, Athletics, Intimidation
Starting AC 15 Leather, Dex ;Starting HP 11
Progression:
1 Sharpshooter
4 Magic Initiate (Hex)
6 and 8 +2 Dex each
12 Skulker
14 Resilient Wisdom

Half-Elf Ranger: A quiet rustle of the bushes and a flash of Red hair. The last things many an outlaw or goblin ever saw when they ventured into the protected woods.
Race Half-Elf, Class Fighter, Background Outlander

ShowLevel 1 Attributes: Str 8; Dex 16; Con 12; Int 14; Wis 14; Cha 10
Starting AC 15 Leather, Dex ;Starting HP 11
Skill Proficiencies; Athletics, Survival, Perception, Insight, Stealth, Nature
4rth Sharpshooter
6 +2 Dex
8 Magic Initiate (Hex)
12 +2 Dex
14 Skulker
16 Resilient Wisdom

Halfling Tunnel Fighter: Recruited from the orphans of the city to clear sewer jams, hunt rats, and report on anything lurking below the city streets.
Race Lightfoot Halfling, Class Fighter, Background Urchin

ShowLevel 1 Attributes Str 8; Dex 16; Con 14; Int 13; Wis 14; Cha 10
Starting AC 15 Leather, Dex ;add shield at lvl 4; Starting HP 12
Skill proficiencies: Sleight of Hand, Stealth, Perception, Acrobatics
4 Crossbow Expert
6 +2 dex
8 +2 Dex
12 Sharpshooter
14 Resilient Wisdom
16 Shield Master

MultiClassing Notes:

Barbarian, Paladin – remember that 8 Strength we talked about?
Warlock, Wizard, Sorcerer – If you want to be a spellcaster, this is not the guide you’re looking for.
Ranger, Monk – I guess. Not sure what you’re getting here, but if you feel you must.
Bard, Cleric, Druid – Sure, dip Cleric or Druid to get guidance. I can see that. Bard for skill monkey or utility concepts.
War Cleric See comments below
Rogue – Yep. More for Sharpshooter builds. Crossbow Expert doesn’t get much from Cunning action since the bonus action is being used, but if DPR is your thing Assasin builds are the way to go. See comments below.

Couple things to consider when Multi classing. When, what, and how many.

When: For purposes of this guide I'm presuming at least Fighter -11 . Fighter-13 if you want Haste. 12, 14, 16, 19 are Ability Score levels. Really its all about Haste. If you're multi-classing into something that is going to give you a DPS boosting Concentration spell or you've picked up Hex via a feat, jump at 11 (12 if you need that one more stat boost/feat).

What: This gets more complex. I'm breaking it down based on what you want to boost or what your secondary party role is.

Party Face / Charisma or Skill Monkey

ShowSo you've started out with some social skills from Race or background, and you've got a decent Charisma, possibly even splashed Int. If you feel okay with your non-combat abilities Rogue-3 Assasin gets you all kinds of goodies. Pick up Stealth if you don't already have it. For multiclassing Rogue Gladiuslegis covers it in far more detail than I'm going to. Check out his Dealing Death Handbook His guide is Battlemaster not Eldrich Knight, but the Multiclassing advice for Rogue levels is still very applicable.

Bard - 3 college of lore if you're looking to pick up non-combat abilities. Expertise, more skill proficiences, Bardic Insperation, and caster levels. You've just become the teams skill monkey and non-combat go to character.

Obviously going to 4 and 8 in either gets you another Ability boost. Bard-5, 7 or 9, for spell caster levels if you've been boosting Charisma, and combo's very well with the EK's 10th level ability. Otherwise 3 levels of Bard gets you all you need and you should consider more Figher or Rogue levels.

Wisdom Secondary stat

Show

From Koga305's The Art of War:A Fighters Guide

Finieous wrote:

When you get to Multiclassing, look at War Cleric 9/EK 11. Hold Person, Bestow Curse, Contagion (even errata'd) and Hold Monster are good options. This is the most synergistic EK build I've found. War Cleric levels give you spellcasting and fighting abilities (War Priest, Guided Strike, War God's Blessing, Divine Strike). EK gives you Extra Attacks x2, spells like Shield, Blur, Bigby's Hand, etc., PLUS 1/3 spell slots (12th level caster at level 18). Int is a dump stat -- you have terrific cleric attack spells, no Int requirement for multiclassing. Bless + Guided Strike + Divine Strike + Great Weapon Fighting + Great Weapon Master = Fun.


That is the single most useful thing to do with Eldritch Strike I've seen. Pick up your 11 Fighter levels first then jump over to Cleric for at least 7 levels for Hold Monster. Level 19 and 20 either go EK two more levels or Cleric two more levels or split the difference. EK 12 gets you another caster level, and another stat advance, EK 13 of course gets you Hasten but you've got Divine Favor to compete withfor your concentration. Cleric 8 gets you another stat advance, Divine Strike and caster levels, Cleric 9 gets you 5th level spells. Or go one of each, get two more stat advances, count as a 12th level caster for spell slots and Divine Strike. Pretty much comes down to Hasten vs 5th Level Cleric spells. IMO 5th Level Cleric spells win out over Hasten when you've got Divine Favor .

Starting Stats go something like

Race Variant Human;
Level 1 Attributes Str 8; Dex 16; Con 14; Int 10; Wis 16; Cha 8
Advancement
1 Crossbow Expert
F4 and F6 +2 dex
F8 Sharpshooter
C4 +2 Wis
C8 or F12 +2 Wis

Divine Favor plus lots of attacks = good stuff. Fighter 11/Cleric 9 or Fighter13/Cleric7.

DPR

ShowSo you just want to boost DPR? Rogue is the answer and again, covered in far more detail here .

Spellcasting

ShowWant to boost your spellcasting? Depends on what off stats you went with at Character gen.

Charisma 16+ Bard-9 -Lore College best option for non-combat utility. Better than the Sorcerer or Warlock IMO due to class features.
Charisma 16+ Warlock - Eldritch Blast Ahoy! Pact of the Blade is Melee only, so no Lifedrinker for you! But Eldritch Blast is solid, more spells, and good clean fun with War Caster OAs and multi-zot pushes. Hex becomes your default concentration spell.
Wisdom 16+ Cleric-9 - War Cleric, best option for controls and moderate DPR boosts.
Int 16+ Wizard-9 - you've already got several Wizard spell options. You're essentially trading Stat boosts and HP for Caster Levels. Cleric or Bard get you the same Caster Levels and roughly equal control spells, but they also add either to DPR or Utility more so than Wizard.

In general adding damaging spells doesn't get a ranged character much. Your Multi-attack feature should always be the strongest choice for damage output. You're a much stronger character if you're adding abilities you don't have, and you've got ranged damage already covered by Figher - 11. Your spell choices should focus on boosting your Attack damage Divne Favor , control effects Hypnotic Pattern , or utility spells Invisibility .


Notes and Light Maths:

Cantrips vs Weapon attacks needs to be commented on, specifically when you would want to use cantrips vs a weapon attack. The most likely cantrips you'll be considering are Ray of Frost or Shocking Grasp. Both scale up the same, 1-4 1d8; 5-10 2d8; 11-16 3d8; 17+ 4d8. Most of the time a fighters Multi-attack feature is going to overshadow this, but there are times to consider it.

For the purposes of this exersise I'm going to assume Human with Crossbow Expert at 1, Sharpshooter at 4, 16 starting Dex and Int. Maxing Dex at 8th, maxing int at 14th. This is a spellcasting focused build. Pure theory crafting DPS, I wouldn't actually recomend that progression.

So, Cantrips
Level 1 and 2: No Cantrips.
Level 3 and 4: +5 to hit, 1d8 damage and debuff. - Note, still have bonus action.

Weapon
Level 1 to 3: +7 to hit, 1d6+3 damage, two attacks per round (action and Bonus action)
Level 4: +2 to hit; 1d6 +13 damage, two attacks per round (acion and Bonus action)

So really at no time 1 to 4 would you throw a cantrip when you could be making a weapon attack. Also, you see the insanity of Crossbow Expert plus Sharpshooter at low levels. Sharpshooter, with its huge static damage bonus and accuracy penalty has crazy synergy with your team. Bless, Fairy Fire, any one granting Accuracy or Advantage to a Sharpshooter is going to make a DM cringe.

Level 5 ; Multi attack vs 2d8, Multi Attack wins. However, if you're in a situation where you can make a single weapon attack *or* throw a cantrip (friendly mage throws haste?) :

Cantrips
+6 to hit, 2d8 damage and debuff. - still have bonus action.

Weapons
+3 to hit, 1d6+13. Triggers bonus action attack if you didn't use your action to multi-attack for some reason.

So it depends. Didn't trigger your bonus action attack? Weapon attack, bonus attack. Really want to land the debuff? Cantrip. Accuracy buff running? Weapon attack. Best damage output depends on AC of target, Weapons do 16.5 per hit; Cantrips are 9 per hit. So 20 AC is essentially even, cantrips are 2.7 on average weapons are 2.4 average. 21 AC + Cantrips pull ahead by fractions. However its never more than 1.

Level 6; Weapon users pick up another +1 to hit and damage, narrowing the accuracy gap to 2 points.

Level 7: War Magic. Cantrips now trigger a bonus action attack. You already had that with Crossbow Expert when you Multi Attacked. Really this is only going to matter in rare tactical situations where casting a Utility Cantrip is more important than Multi-attacking.

Level 8: Max Dex, Cantrips still +6 to hit and 2d8 damage; Weapon +5 to hit 1d6+15 damage. At no point ever would you attack with a Cantrip over a weapon unless landing the debuff was more important than damage.

Level 9 and 10: Proficiency increase bonus to both Weapon and Cantrip accuracy at 9, a wash.

Level 11 3d8 for Cantrips. 13.5 Average damage on a hit for Cantrips. 18.5 average damage on a hit for Hand Crossbow. Better accuracy favors Cantrips vs higher AC , but again, its a less than 1 point per round on average, Weapon damage pulls ahead at medium to low AC.

Level 12 +2 Int and more Multi-attacks. At 13th you're going to be able to throw Haste yourself so you'll commonly have an action to burn on attacking where you can't multi-attack. This is where Cantrips are the strongest but again its only by 1 hit point per round vs Higer AC (23ish) targets. So, if you've picked up a +1 hand crossbow by 12th level, and it seems likely that you would have, there is no difference between Cantrip and Weapon damage in the situation that favors Cantrips the most. Weapon damage pulls ahead as AC drops or anytime you can Mult-attack.

Level 14 +2 Int, more Cantrip accuracy so in some situations you're a tiny bit better off with Cantrips. Again not much more than a point or two.

Level 17 4d8 so Cantrip average damage per hit is now 14. So as long as you've never found a magic Hand Crossbow Cantrips are a better shot because of Accuracy when you can't multi attack. Of course if you're 17th level and your fighter doesn't have a magic weapon, I have to ask, what did you do to piss off your DM?

So there you go, Cantrips vs. Attacks. Cantrips are a tiny bit better at a limited range of levels, but only if you can't multi attack, and haven't found a magic weapon. And that is maxing out your int. So by dumping Int you give up 1 or 2 points of average damage per rounds at high levels, vs high ACs, if you haven't found a magic weapon. This is why you can dump Int as a EK. You're spending 9 attribuit points at char gen and giving up two feats (or other stat boosts) to pick up a situational damage boost, that goes away in most games as you'll have a magic weapon that pulls weapon damage even with Cantrips. In general this concept works for melee EKs too, there will be a few levels where Cantrip damage is fractionally better but Multi-attack wins. Polearm Master and Two-weapon Fighting Eks are pretty much the same as Crossbow Experts in that you have the bonus action attacks. Tanky-melee-Gishy builds without the bonus action attack will see more mileage from War Magic, but that isn't the focus of this guide.

Sub-guide S.A.D.gasm - Notes for Champion or Battlemaster Ranged builds.

SAD - Single Attribute Dependancy is a beutiful thing. Ranged and Finesse fighter builds need Dex and nothing else. I focused on Eldritch Knights since they have the most mechanical choices, and most folks look at the EK and think "oh, I should max out Int too" and its really a concept choice to max Int, not a mechanical choice. Here are my quick notes on Champions and Battle Masters.

Champions at 10th take Defense , all the other non-spellcasting advice up above applies.

Battle Masters are IMO better mechanically than Eldritch Knights. Take out all the spell-casting from above and toss in Martial Adept at mid or late levels. Crossbow builds Trip and Goading attack . Archers Evasive Footwork , Goading attack and Push or Trip .

Trip is so seriously good for handcrossbow builds. Your DM will hate you the first time you walk up to the BEG, fire off trip, give yourself advantage and proceded to Action Point - Multi-attack Nova and solo the BEG in a single round.

Warcaster
Lots of comments on Warcaster, see below. IMO you'd take it for the OA it grants. Somantic components are a minor issue for an EK, in the absolute worse case scenario you're occasionally using your bonus action and the otherwise useless Weapon Bond ability to pick up the weapon you dropped to cast your spell.

Crossbow Expert
My reading of Crossbow Expert is that you get the bonus action attack with one hand crossbow. Others disagree. Check with your DM before equiping a shield.