Archer, Variant (5e Class)

From D&D Wiki

Jump to: navigation, search

Archer

Elven Archers vs Crossbow Bounty Hunters

Originally trained by the elven race, these great archers undergo a strict training regimen. Long days and short nights corrupt these once great minds into rangers and other great ways of living. Traditionally the elves used would carve the number of fallen foes into the limb of their very bows, keeping a constant eye on their body count. If fallen in battle, dead or alive, they were known to+ take their own lives, unable to further live their lives in shame beneath the eyes of their fallen comrades.

The bounty hunters favored the crossbow, simply waiting long periods of time, never losing sight of their targets. Their methods of training were drummed into them at an adolescent stage from their parents, a skill passed on generation to generation. This brutal breed stops at nothing to get the job done and are willing to stomp over friend or foe for their cut.

Creating an Archer

How did your character come to specialize and master archery? Was it their specialty in the military? Did they have to rely on shooting from afar to survive in the wild? Whatever their background, they had to rely on their bow and arrow to get by.

Quick Build

You can make an archer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the soldier or outlander background. Third, choose the longbow with a quiver of 20 arrows, studded leather armor and an explorer's pack.

Class Features

As a Archer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Archer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Archer level after 1st

Proficiencies

Armor: Light, Medium
Weapons: Daggers, Shortswords, Bows, Crossbows
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Athletics, Insight, Investigation, Perception, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Archer

Level Proficiency
Bonus
Features Archery Points
1st +2 Fighting Style -
2nd +2 Overdraw,Archery Points 2
3rd +2 Archery Path,Trick Shot 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 Archery Path Feature 6
7th +3 Volley 7
8th +3 Ability Score Improvement 8
9th +4 Meticulous Observer 9
10th +4 Archery Path 10
11th +4 Fighting Style (2) 11
12th +4 Ability Score Improvement 12
13th +5 Archer's Luck 13
14th +5 Cowardly Gains 14
15th +5 Archery Path Feature 15
16th +5 Ability Score Improvement, Destructive Aim 16
17th +6 Foe Slayer,Bowman Meditation 17
18th +6 Archery Path Feature 18
19th +6 Ability Score Improvement 19
20th +6 Eagle Eye 20


Fighting Style

At 1st level and again at 11th level, you may adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Close Quarters Shooter

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.

Defense

While you are wearing light or meduim armor, you gain a +1 bonus to AC.

Piercing Shot

You gain a +1 bonus to damage rolls you make with ranged weapons.

Archery Points

At 2nd level, you unlock a way of using your learned archery abilities. Archery points (AP) is consumed when using class features, and can be restored after completing a long rest. The number of points you have is equal to the points shown in the Archery Points column of the Archer table.

Overdraw

At 2nd level, you can once per turn, expend 1 AP to deliver a powerful shot with your weapon. When using this ability, for the turn, all the ranged attacks damage dices increased by one size. This means that one d4 becomes a d6, one d6 a d8, one d8 a d10 and 1d12 a 2d8. If a weapon has two damage dies, both increase in size (2d4 changes to 2d6).

Trick Shot

At 3rd level, before you make a ranged weapon attack, you may choose to make it a trick shot. These trick shots have special effects that apply when you hit the target. You may apply one effect per ranged weapon attack you make and only one per attack action. You can use this feature a number of times equal to your Dexterity modifier, and you regain all uses of this feature after you finish a short or long rest.

Disarm

When you hit a creature with a ranged weapon attack, it drops one item (of your choice) that it is holding. That item flies 15 feet from the creature in a random direction.

Immobilize

When you hit a creature with a ranged weapon attack, its movement speed becomes 0 until the end of your next turn.

Head Shot

When you hit a creature with a ranged weapon attack, add 1d8 damage to the damage roll. This damage increases at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Forceful Shot

When you hit a creature with a ranged weapon attack, it is pushed back 10 feet. This effect only works against Large or smaller creatures.

Archery Path

At 3rd level, you may choose an archetype that determines what type of archer you are. Choose either Crossbow Specialist or Bow Master. Both are detailed at the end of this class description. Your archetype grants you features at 3rd level and again at 6th, 10th, 15th, and 18th levels.

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

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Volley

Beginning at 7th level, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target as normal, and you make a separate attack roll for each target. Each use of this feature costs 3 AP.

Meticulous Observer

Beginning at 9th level, before you make a Perception or Investigation check, you may use an bonus action to gain advantage on it. Each use of this feature costs 1 AP.

Archer's Luck

When you reach 13th level, when you roll a 1 or a 2 for an attack roll, ability check, or saving throw, you can reroll the die once. However, If you roll a 1 or a 2 on the damage die for a ranged weapon attack, you can expend 1 AP per reroll.

Cowardly Gains

At the 14th level, you become great at just fading away out of sight. As a bonus action, you can now use the Hide action. In addition, you gain proficiency in the Dexterity (Stealth) skill. If you are already proficient in this skill, double your proficiency bonus.

Destructive Aim

At the 16th level, your ability to use a bow becomes worrying for your foes. When you roll a critical hit, you may spend 3 AP to add 1 extra damage die to the damage roll.

Foe Slayer

At 17th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Bowman Meditation

At 17th level, you can use your bonus action to regain archery points equal to your Dexterity modifier. You are only able to use this feature once per short or long rest.

Eagle Eye

When you reach 20th level, your Dexterity score increases by 4. Your maximum for this score is now 24. In addition, you may never have disadvantage on attack rolls with ranged weapons and your ranged attacks are criticals on 19-20.

Archer Path

Bow Master

Arrow Adept

Starting at 3rd level you gain the following benefits due to your training with Bows:

If you don't move on your turn, you gain advantage on your next attack.

If you are under the effects of a Dex Saving Throw to evade damage you instead take no damage if you succeed, and half damage if you don't.

Fletcher

Starting at 6th level, for the cost of 2 AP you are able to create enchanted arrows that deal your choice of cold, fire, or lightning damage. These enchanted arrows deal 1d6 of the given type of damage on top of your normal damage. You are able to enchant 10 arrows after a long rest. You may only have one type of enchanted arrow at a time. At 15th level, this damage die increases to 1d8.

Favoured Target

Starting at 10th level, as an bonus action you are able to target a creature within range that you can see. For 1 minute, you deal one extra damage dice of your weapon to that creature. If the target takes the Hide action or goes out of the archer's sight, the effect of this feature ends. You can use this feature twice between long rest.

Quick Feet

Starting at 15th level, your movement speed increases by 10 feet.

Legendary Archer

Starting at 18th level, your bow damage die increases by one size, one d4 becomes a d6, one d6 a d8, one d8 a d10 and 1d12 a 2d8. If a weapon has two damage dies, both increase in size (2d4 changes to 2d6).

In addition, your arrows ignore all resistance to damage.

Crossbow Specialist

You have practiced extensively with crossbows and know how to fire bolts effectively with them.

Crossbow Adept

Starting at 3rd level, you gain the following benefits due to your training with crossbows:

You ignore the loading quality of crossbows with which you are proficient.

If you are under the effects of a Dex Saving Throw to evade damage you instead take no damage if you succeed, and half damage if you don't.

Extra Munitions

Starting at 6th level, you gain extra modified munitions that can only be used with a crossbow. For the cost of 2 AP you are able to create original munitions that count for a two-in-one shot. With this munitions, add 1 extra damage die to attacks using the two-in-one arrows. You are able to craft 20 munitions with the right ingredients in a short rest or at the end of a long rest. This upgrades to two extra damage die at 15th level.

Deadshot

Starting at 10th level, you can use your action to make three fast attacks, targeting one creature. A target affected by this must roll a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target is stunned for a number of rounds equal to your Dexterity modifier. On a successful one, takes only half damage and suffer no other effects. You can use this feature twice, regaining all your uses after finishing a long rest.

Terrain Master

Starting at 15th level, all non-magical difficult terrains are normal terrain for you.

Legendary Crossbowman

Starting at 18th level your crossbow damage die increases by one size, one d4 becomes a d6, one d6 a d8, one d8 a d10 and 1d12 a 2d8. Furthermore, any piercing damage from your crossbow ignore resistance, and treat immunity as resistance.

Multiclassing

Prerequisites. To qualify for multiclassing into the archer class, you must meet these prerequisites: 13 Dexterity.

Proficiencies. When you multiclass into the archer class, you gain the following proficiencies: martial ranged weapons.


Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: