Can a ranged rogue effectively stand back and sneak attack opponents every turn with a ranged weapon while their allies fight on the front line?

Rogues can use ranged weapons to make sneak attacks. Also, the rogue rules state that:

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Does this mean that basically a ranged rogue can stand back and sneak attack opponents every turn as his buddies are fighting with them on the front line? Did I miss some rule about shooting into melee or does that sound pretty mighty?

What’s the highest amount of ranged attacks a pure fighter can make in one turn consistently?

I’ve been working on a 20th level character concept for a while and trying to optimize it for use in a future game, the requirements would be as follows:

  • Only 3.X WotC handbooks (No 3rd party books, no magazines, no online-only content except for web enhancements of handbooks, no adventure-specific content).
  • Only handbooks from the D&D 3E standard setting/Greyhawk (no eberron, faerun, dragonlance, etc).
  • The only base class used must be fighter, any prestige class is ok as long as it doesn’t grant any magical abilities (includes psionics, incarnum, etc), also no martial powers.
  • Optimized for ranged damage output, without relying on allies, consumables, or very low frequency abilities (1/day stuff and the like).

Given that, the concept I’ve got so far is a pure SAD dexterity fighter dual wielding auto-realoading hand-crossbows, boosting damage with feats Dead Eye and Crossbow Sniper, plus specialization and mastery feats. The damage per attack is not too bad (1d4+31), and I’m now looking for ways to increment the number of attacks I could make.

So far I get 4 attacks from BAB, 3 from TWF, 1 from Rapid Shot, and 1 from Haste, for a total of 9 attacks.

I’m specifically looking for methods to increase the number of attacks per full attack action. But I’d also welcome any general advice to improve the build given the previous requirements.

Can Armor of Hexes be used to cancel a ranged spell attack?

Can Armor of Hexes be used to cancel a ranged spell attack like Scorching Ray? Does one ray count as an attack roll because you roll to hit?

Armor of Hexes

"At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll."

Scorching Ray

"You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage."

Siege Weapons Ranged Attack and Melee Range

According to the PHB and the SRD Ranged Attacks are defined as follows:

You can make Ranged Attacks only against Targets within a specified range. If a ranged Attack, such as one made with a spell, has a single range, you can’t Attack a target beyond this range. Some Ranged Attacks, such as those made with a Longbow or a Shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your Attack roll has disadvantage when your target is beyond normal range, and you can’t Attack a target beyond the long range.

It then goes on to state that:

Aiming a ranged Attack is more difficult when a foe is next to you. When you make a ranged Attack with a weapon, a spell, or some other means, you have disadvantage on the Attack roll if you are within 5 feet of a Hostile creature who can see you and who isn’t Incapacitated.

Therefore, say someone is operating a Ballista, and on their turn someone moves into Melee range of them (the operator) would then the Ballista gain disadvantage on it’s next attack roll?

Are there any feats that grant at-will ranged attacks that scale off of character level?

Feats which grant damaging effects that scale based on character level seem to be uncommon, but they definitely exist–for example, for monk-type (Superior Unarmed Strike) and rogue-type (Craven) builds. I can’t find any designed for blaster mage-type builds, however.

Reserve feats effectively scale based on caster level, since their damage is based on your highest available spell level, which isn’t really the same as scaling based on character level. The Shape Soulmeld feat can get you Dissolving Spittle, which you can kinda force to scale off of character level, but only by buying more essentia feats. That’s closer to what I want, but it’s pretty feat-expensive.

So… Is there any other feat that can give heavily-multiclassed character some sort of pseudo-eldritch-blast that actually remains (at least somewhat) useful at higher levels?

How to allow my player to play a ranged paladin-style character?

So, I saw this question here. The way the questioner wrote it (at the time I am writing this one) was quite broad. I have been through a similar issue, which ultimately led me to homebrew a new class, and I decided to share my problem and my solution.

Background

I am running a new Curse of Strahd campaign with players that are more used to D&D than most groups I DM to. One of my players wants to play a ranged weapon-based character, but that, at the same time, has “holy” characteristics, similar to a Paladin or Cleric. Basically, the player wants to shoot arrows that deal radiant damage and deal some extra nice damage against Undeads and other evil creatures.

Additionally, the player feels like the holy aspect should provide some kind of support to the party, similar to what Paladins and Clerics do, not only be a damage dealer that deals radiant damage and extra against evil.

The Issue

Well, there is the first obvious issue: clerics don’t have much supporting ranged weapon-based playing style, nor do Paladins. But not only that, the Paladin class as a whole is quite melee-based, so, creating a new subclass to the Paladin that fits with ranged combat still seems hard – it is not just about changing Divine Smite to ranged and allowing Archery as a Fighting style. The channel divinities are melee based, the auras are mostly melee-tankish based. On the other hand, re-flavoring a Ranger to something more “sacred” also does not feel the same (especially since the player wants something to support the team).

The question

So, that said, how can I allow my player to play with the concept they have in mind and have a fun time? I should mention that I am totally okay with homebrew content, as long as it is fairly balanced, and I am also okay with build suggestions that make such a playstyle viable. Answers explaining why this is a bad idea are also welcome, if that is the case and I am unaware.

How does an NPC standing in the line of sight affect the attackability of a target by a ranged single-target attack?

Assuming in a battle in Savage Worlds (Adventure Edition) there are three Characters A, B, C standing in line: A — B — C

Can A hit C with a ranged single-target attack? (E.g. Bolt, Bow, Pistol)

If yes, does it also depend on whether B is moving or standing still?

If that’s also a yes, does only a motionless B provide cover?

I always assumed A cannot hit C, but recently read up on the Innocent Bystander rule, which states “hits a random victim […] directly in the line of fire to the original target”. If the answer is really “no”, how can there be a victim in the line of fire?

Can the Clockwork Amulet be used for all actions that require an attack? (melee, ranged, spells, etc)

Can the Clockwork Amulet be used for all actions that require an attack? Can it be used for melee, ranged attacks, spells that cause damage, any monster attack?

Because for me it is not obvious, for example, (from the lore side) that the Mechanus will affect attacking spells that cause damage.

Do ranged attacks end Time Stop?

How do ranged weapons work in a time stop? 5e Time Stop ends when I directly affect another creature. In other words, if I cast a spell that affects another creature or try to hit somebody with a melee weapon. How does this interact with ranged attacks? If I shoot an arrow or use a sling, will my missile keep going, or stop when it leaves my bow/sling? If I throw a bunch of knives, will they keep going and hit an enemy, breaking my Time Stop, or will they stop moving once they leave my hand and resume motion once the time has begun to move normally?

On a related note, if I were to use Creation in a Time Stop to drop a 5-foot cube of steel on top of an enemy’s head, that would wait until normal time to actually fall on them, right? It wouldn’t fall in stopped time and break it early, would it?

Why am I asking? No real reason, I just thought it might be nice to have this information.