Deadeye (5e Subclass)

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Deadeye

Fighter Subclass

While the Arcane Archer may specialise in using their magic with their archery, the Deadeye put all their time into using the bow more effectively. Their skill with the bow is unmatched, allowing them to make nigh impossible shots such as curving the arrow mid air and more.


Level 3

Bonus Proficiency

When you choose this archetype, you gain proficiency in the Perception or Performance skill. If you already have proficiency in these skills, you may choose another skill to gain proficiency with.

Trick Shot

You've become so skilled with the bow people now are starting to think you're just showing off. You can perform the most incredible shots of the likes that very few will ever see. You can use these tricks in place of one of your attacks unless otherwise specified. Your save DC for these tricks, if they require one, is DC = 8 + your proficiency bonus + your Dexterity modifier. You learn 4 of the following Trick Shots:

                                                                                Trick Shots
    Arrow Shot: You can shoot another arrow that is already in flight. When an enemy makes a ranged weapon attack, you can use your reaction to loose an arrow. When you 
         do so, the damage of the attack is reduced by your bow's damage die + your bow's attack modifier + your fighter level. (Similar to deflect missile, but can be used to 
         defend allies) If the arrow is directed at you and it is suitable for your weapon, you can catch the arrow and fire it back as a regular arrow. 
    Multi Shot You can shoot several arrows at once. You fire a volley of arrows in a 30 ft cone. Creatures in this area must make a Dexterity saving throw to avoid the 
         arrows. On a failed save, each creature takes your bow's regular damage. On a successful save they take half damage. You must have at least 12 arrows to use this           
         trick. This trick costs one full action to do. This ability improves at 11th level to allow you to choose your targets, narrowly missing allies and hitting enemies 
         with more than one arrow. You now deal an additional 1d6 damage to each enemy.
    Trip Shot You fire a low-blow, burying an arrow in your target's knee. They take 2 less damage (to a minimum of 1 damage) and are knocked onto one knee. Their 
         movement is halved until the end of their next turn. 
    Disarming Shot You fire a shot at your targets hand. They take 2 less damage (to a minimum of 1 damage) and drop whatever they are holding in that hand. You can 
         choose to shoot them in the hand or shoot what they are holding.
    Rope Arrow You fire an arrow attached to 50 ft of rope. You suffer no accuracy penalty for this trick. The arrow is strong enough to support 2 creatures of medium 
         size.
    Fire Arrow You fire an arrow with a modified tip allowing it to be lit. Your target must make a Dexterity saving throw to avoid catching fire.  On a failed save, the 
         target takes 1d8 fire damage at the start of their turn every turn until they spend their action to put out the flame. 
    Poison Arrow You coat your arrow in poison. Your target must make a Constitution saving throw to resist the poison.  On a failed save, the target is poisoned for 3 
         rounds, takes 1d6 poison damage, and suffers the poisoned condition. You need to buy the poison before you can use this ability, however one vial can coat 10 arrows.
    Exploding Shot You load an arrow with chemicals that explode on impact. You fire an explosive arrow at an enemy, injuring nearby enemies. You deal 1d4 bludgeoning 
         damage to your target, and the target makes an STR save against being knocked while every one in a 10 feet radius make a DEX save to avoid taking the damage on a failed Strength saving throw the target and all creatures within 10 ft takes 1d6 bludgeoning or piercing damage
         This arrow costs 5 gold pieces to craft and is destroyed on use. 
    Blinding Arrow You load an arrow with chemicals that explode on impact. You choose an area of 7.5 ft radius (15 ft diameter). All creatures in this area that can see 
         must make a Wisdom saving throw. On a failed save, they take 1d4 thunder damage and suffer the blinded and deafened conditions until the start of their turn. 
         Alternatively you can fire a smoke arrow. The smoke fills an area of 15 ft radius, heavily obscuring the area.  The smoke dissipates after 1 round. These arrows cost 5 
         gold to craft.
    Piercing Arrow You fire an arrow made of the sharpest metal around at full draw. You fire it in a line 5 ft wide and 60 ft long, all enemies in this area must make a 
         Dexterity saving throw. On a failed save they take your weapon's damage +2 damage. On a successful save they take half damage. This trick requires on full action to 
         do. When you reach 11th level in this class your damage is doubled instead of a +2.
    Shock Arrow You fire an arrow with an electric charge. You deal 2 less damage (to a minimum of 1 damage), but all your damage is electric. Your target loses 10 ft 
         of movement and can't take a reaction until the end of their next turn. Additionally, your damage is doubled if you fire this arrow at water to injure your enemy.
    Fist Arrow You fire a boxing glove on an arrow (yes, like the green arrow...) The target must succeed on a Wisdom Saving Throw. On a failed save, they suffer the 
         stunned condition until the end of its next turn. 
    Arrow Roulette You fire an arrow directly into the air, while screaming "ARROW ROULETTE!" (shamelessly stolen from the Grown Ups movie). All creatures that can hear 
         or see you (within 15 ft of you) must succeed on a Wisdom saving throw. If they succeed, they must spend their movement running away from you. This arrow deals double 
         damage and the DM decides where it lands.
    Grapple Arrow You fire an arrow at a target. On a successful hit, it fires two ropes around the target and trapping it. The target suffers the grappled condition. To 
         escape they must succeed on an Athletics or Acrobatics check against your Trick Shot DC.
    Short Arrow You use Bow-Fu to fire your arrows accurately in close quarters. You don't suffer disadvantage on close quarters targets. 
    Assassination Arrow You fire an arrow at an unsuspecting arrow. If you fire this arrow outside of combat it is a critical hit. 
    Bow Shot If your target is wielding a bow, you can shoot the string, snapping it. This string can be repaired with the mending spell, but otherwise the bow must be 
         restrung, requiring their entire action. This does not work if the bow is magical.

Level 7

Marksman

Your skill with a bow is unmatched. Your normal and long range attacks with ranged weapons doubles. Additionally, you can now choose to curve your arrows around corners. Your ranged attacks ignore cover.

Rapid Fire

You can make one ranged attack as a bonus action. This increases to two ranged attacks at 11th level in this class when you gain the Extra Attack (2) class feature. If you are using hand-crossbows you can make one additional attack, to a maximum of 3 bonus action shots.

Trick Shot

You learn 3 more trick shots.

Level 10

Arrow Coating Expert

You can now coat your arrows in different substances to deal different damage types. Before you take a shot, you can choose the type of damage you are dealing (eg poison, fire, cold etc.) These arrows are only lightly coated and deal no additional damage.

Trick Shot

You learn 3 more trick shots.

Level 15

Clean Shot

You take aim more effectively, allowing you to target the more vulnerable areas of your enemies: chinks in their armour, their eyes etc. Your ranged attacks now deal a 1d12 instead of their normal damage. For hand-crossbows your damage only increases to 1d10. Your shots are much more accurate. You gain expertise with your bow, doubling your proficiency with all ranged attacks.

Level 18

Trick Shot

You learn any remaining shots from the trick shots list. Having learned all the well known trick shots, you begin to invent new ones. You can pull off the most impossible shots, hitting whatever you may need to hit at any given time (basically you can invent your own trick shots at the DM's discretion)



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