Bowhunter (5e Class)
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Orion Bowmaster
Standing atop the wall of a castle, an archer stands, watching over the invading cavalry. He draws back his bow, letting loose a volley of flaming arrows, each one catching a rider and knocking him from his horse.
A dual pistol wielding orion crouches in the shadows, stalking a wolf pack, each firearm loaded and at the ready. She moves forward just enough to get in range, before loosing several bullets and striking the pack leader down.
An elven man wielding a crossbow whirls through the battlefield, sniping down oncoming attackers and sweeping their legs with his crossbow.
Creating an Orion Bowmaster
- Quick Build
You can make an Orion Bowmaster quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Far Traveler or Sage background. Third, choose any type of bow or crossbow.
Class Features
As a Orion Bowmaster you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Orion Bowmaster level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Orion Bowmaster level after 1st
- Proficiencies
Armor: Light Armor
Weapons: daggers, longbows, shortbows, crossbows
Tools: tinker’s tools
Saving Throws: Dexterity, Wisdom
Skills: Choose three from Acrobatics, Athletics, Stealth, Survival, Animal Handling, Arcana, Perception, and Insight.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortbow and 20 arrows or (b) a longbow and 20 arrows or (c) a crossbow with 20 bolts
- (a) leather armor and 5 daggers or (b) studded leather and 3 daggers
- (a) an explorer’s pack or (b) a dungeoneer’s pack
- If you are using starting wealth, you have 4d4x10gp in funds.
Level | Proficiency Bonus |
Features | Cantrips | —Spell Slots per Spell Level— | |||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | ||||
1st | +2 | Fighting Style, Targeting | - | — | — | — | — |
2nd | +2 | Scavenger | - | — | — | — | — |
3rd | +2 | Discipline | 2 | 2 | — | — | — |
4th | +2 | Ability Score Improvement, Ability Score Improvement | 2 | 3 | — | — | — |
5th | +3 | Extra Attack | 2 | 3 | — | — | — |
6th | +3 | Discipline Feature | 2 | 3 | — | — | — |
7th | +3 | Spark Snipe | 2 | 4 | 2 | — | — |
8th | +3 | Ability Score Improvement, Ability Score Improvement | 2 | 4 | 2 | — | — |
9th | +4 | Extra Attack | 2 | 4 | 2 | — | — |
10th | +4 | Ricochet | 3 | 4 | 3 | — | — |
11th | +4 | Discipline Feature | 3 | 4 | 3 | — | — |
12th | +4 | Ability Score Improvement, Ability Score Improvement | 3 | 4 | 3 | — | — |
13th | +5 | Final Stand | 3 | 4 | 3 | 2 | — |
14th | +5 | Extra Attack | 3 | 4 | 3 | 2 | — |
15th | +5 | Discipline Feature | 3 | 4 | 3 | 2 | — |
16th | +5 | Ability Score Improvement, Ability Score Improvement | 3 | 4 | 3 | 3 | — |
17th | +6 | Phantom | 3 | 4 | 3 | 3 | — |
18th | +6 | Extra Attack | 3 | 4 | 3 | 3 | — |
19th | +6 | Ability Score Improvement, Ability Score Improvement | 3 | 4 | 3 | 3 | 1 |
20th | +6 | Arrow of a Thousand Stars | 3 | 4 | 3 | 3 | 1 |
Fighting Style
You know two specific styles of fighting that aid your prowess with bow-like weapons. Choose two from this list.
- Soaring Shot
You gain a +1 to attack rolls using ranged weapons.
- Stinging Shot
You gain a +1 to damage rolls using ranged weapons.
- Hawkeye
You can use your bow as a melee weapon, dealing the damage dice for the bow but taking a -1 penalty to the damage. The attack counts as a melee weapon attack and does bludgeoning damage.
- Defensive Range
You gain a +1 AC for every ranged weapon you are wielding.
Targeting
You nearly always strike what you desire, the calming aura emanating from you aiding the flight of your arrows. When outside of combat, you do not need to roll to hit something with your bow.
Scavenger
After a combat, you can scour the battlefield for ten minutes to recover all of your expended ammunition instead of half. You also gain advantage on picking herbs, berries, and anything natural you’d find while searching.
Discipline
At 3rd level, you choose a Discipline. Choose between Elemental Arrow, Marksman (optional rule), and Archery Adept, all detailed at the end of the class description. Your choice grants you features at 7th level, and again at 11th and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
At 5th level, you learn to draw power faster than ever before. You can attack twice whenever you take the attack action on your turn. At 9th level, you can attack three times whenever you take the attack action on your turn. Increases again at 14th level and 18th level
Spark Snipe
Starting at 7th level, you can attempt to trip a creature instead of deal damage. The creature must succeed on a Dexterity saving throw of your level or fall prone.
Ricochet
At 10th level, when you miss a creature with a ranged attack, you still roll the damage. If the damage is equal to or higher than the target's AC, they take half the initial damage.
Final Stand
Starting at 13th level, when you drop to 0 hit points, you can spend your reaction to either; attack once with your weapon with advantage before you go unconscious, or you can choose to drop to 1 hit point instead of 0. Once you use this feature you cannot do so again until the next long rest.
Phantom
At 17th level you barely make sound. You gain +7 to stealth, and a hit while sneaking is an automatic crit. Attacking immediately reveals your position.
Arrow of a Thousand Stars
At 20th level your arrows are feared by all. You can make a number of attacks equal to your Dexterity modifier on your turn when you take the attack action.
Disciplines
Elemental Arrow
The Elemental Arrow Discipline holds those who rely on magic beside their ability to shoot a bow.
- Spellcasting
When you reach 3rd level, you augment your archery prowess with the ability to cast spells.
- Cantrips
You learn two cantrips of your choice from the Elemental Arrow spell list. You learn an additional cantrip of your choice at 10th level.
- Spell Slots
The Elemental Arrow Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
- Spells Known of 1st Level and Higher
You know a number of spells equal to half your Orion Bowmaster level + your Wisdom modifier.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Elemental Arrow spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
- Spellcasting Ability
Wisdom is your spellcasting ability for your spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Elemental Shot
At 3rd level, you gain the ability to imbue your shots with magic. You can spend a bonus action to make your arrows deal additional elemental damage until the end of your next turn. Choose one elemental ammunition type from the list below.
- Blazing Arrowhead: Your ammunition deals an additional 1d4 Fire damage. An item not being worn or carried hit by your ammunition catches fire for 1 round.
- Frozen Heart: Your ammunition deals an additional 1d4 Cold damage. Hit or miss, the arrow turns the space it was aimed at into difficult terrain.
- Holy Avenger: Your ammunition deals an additional 1d4 Radiant damage. This damage counts as magical for purposes of bypassing resistance and immunity.
- Death’s Grasp: Your ammunition deals an additional 1d4 Necrotic damage. This damage counts as magical for purposes of bypassing resistance and immunity.
- Storm Crown: Your ammunition deals an additional 1d4 Lightning damage. The target must make a Constitution saving throw or be stunned until the beginning of its turn.
- Elemental Discharge
At 6th level your elemental arrows have a chance to create a shockwave. On a hit, the target and everything within 5 feet of it must make a Dexterity saving throw. On a failed save, they take 4d6 damage of the arrows type, or half as much on a successful save. This Ability has a 40% chance of activating.
- Elemental Exploration
At 11th level, you have seen many elements. You choose another two options from the list above.
- Elemental Mastery
At 15th level Your shots always do a bonus 1d8 damage of one elemental choice. Your shockwave, hit or miss, activates centered on the point you aimed for, however only ever doing guaranteed half damage of elemental discharge. This element is chosen at 11th level and can only be changed each level afterwards. You can still pick an element for elemental shot and elemental Discharge.
Marksman
These Orion Bowmaster’s have found an alternate way to fight with ranged weapons. That of the firearm. When you choose this class you can choose up to 2 firearms to replace your bow.
- Firearm Proficiency
Starting when you choose this discipline at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
- Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide.
- Reload
The weapon can be fired a number of times equal to its Reload score before you must spend 1 action or 1 bonus action to reload. You must have one free hand to reload a firearm.
- Misfire
Whenever you make an attack roll with a firearm, and the dice roll is lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
- Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost.
Firearms Table
Name | Type | Cost | Damage | Weight | Properties | Reload | Misfire Score |
---|---|---|---|---|---|---|---|
Revolver | Firearm | 300 gp | 1d10 piercing | 2 lb. | Ammunition (range 60/300), light, finesse, reload | 6 | Misfire 2 |
Musket | Firearm | 200 gp | 1d12 piercing | 10 lb. | Ammunition (range 40/120), reload | 1 | Misfire 4 |
Rifle | Firearm | 350 gp | 2d6 piercing | 10 lb. | Ammunition (range 40/300), finesse, reload | 2 | Misfire 1 |
Bolt-action rifle | Firearm | 500 gp | 2d6 piercing | 9 lb. | Ammunition (range 30/1200), reload | 5 | Misfire 2 |
Blunderbuss | Firearm | 250 gp | 1d12 piercing | 5 lb. | Ammunition (range 30/60), reload | 1 | Misfire 1 |
Sawed-Off Shotgun | Firearm | 400 gp | 2d6 piercing | 5 lb. | Ammunition (range 30/60), reload | 2 | Misfire 6 |
Pump-action shotgun | Firearm | 500 gp | 2d8 piercing | 7 lb. | Ammunition (range 30/120), finesse reload | 6 | Misfire 3 |
- Quickdraw
When you reach 6th level, you add your proficiency bonus to your initiative. You can also reload a firearm without a free hand.
- Outlaw
At 11th level, you score a critical on an 18-20 attack roll. When you score a critical, you roll another damage dice and add it to the final damage.
- Master of Arms
At 15th level you’ve perfected your firearm prowess. You can spend a reaction to your weapon misfiring to roll 1d4. Add the number to your roll, potentially making it so the weapon doesn’t misfire.
Archery Adept
This discipline is for Orion Bowmaster's who have perfected the art of Archery.
- Long Shot
At 3rd level, you no longer have disadvantage on out of range shots. Your shots also do an extra 1d4 damage. Further increased at level 6, 11, and 15.
- Hunter's Eyes
At 11th level, you now have a +5 to all Perception checks. Whenever you roll an ability check or saving throw that is 9 or lower, treat it as a 10.
- Pin Point Accuracy
At 15th level, on ranged attack rolls natural 17-20 now critically succeed. You also get an extra +3 to ranged attack rolls.
Elemental Arrow Discipline Spell List
You know all of the spells on the basic Elemental Arrow Discipline spell list.
- Cantrips (Level 0)
Gust
Produce Flame
Shape Water
Mold Earth
Lightning Lure
Ray of Frost
Magic Stone
Toll The Dead
Shocking Grasp
Guidance
Light
- 1st Level
Absorb Abilities
Burning Hands
Chaos Bolt
Chromatic Orb
Create or Destroy Water
Entangle
Hunter’s Mark
Ice Knife
Witch Bolt
- 2nd Level
Barkskin
Continual Flame
Darkness
Dragon’s Breath
Earthbind
Flame Blade
Gust of Wind
Scorching Ray
- 3rd Level
Call Lightning
Daylight
Fireball
Haste
Sleet Storm
Tidal Wave
- 4th Level
Control Water
Dimension Door
Fire Shield
Grasping Vine
Ice Storm
Stoneskin
Multiclassing
Prerequisites. To qualify for multiclassing into the Orion Bowmaster class, you must meet these prerequisites: Dexterity 13, Wisdom 13
Proficiencies. When you multiclass into the Orion Bowmaster class, you gain the following proficiencies: Longbows, shortbows, crossbows
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