Archer (Berserk Supplement)

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Archer

Archers are combatants who focus on killing over a large distance with ranged weapons.

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: None
Weapons: 1 ranged weapon tier
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose any three skills not including Arcana, and potentially including Riding

Equipment

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

Table: The Archer

Level Proficiency
Bonus
Features
1st +2 Fighting Style
2nd +2 Skirmisher
3rd +2 Fighting Styles feature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Extra Feat
7th +3 Trick Shot
8th +3 Ability Score Improvement
9th +4 Dexterous
10th +4 Fighting Styles feature
11th +4 Extra Feat
12th +4 Ability Score Improvement
13th +5 Extra Attack (2)
14th +5 Extra Feat
15th +5 Extra Feat
16th +5 Ability Score Improvement
17th +6 Action Surge
18th +6 Fighting Styles feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Fighting Style

At 1st level, you determine in what direction your throwing prowess develops. You may choose between Knight, Acrobat, Leader, or Assassin. You gain additional features at 3rd, 10th, and 18th level.

Skirmisher

At 2nd level, your movement speed increases by +10 ft., and you may take the Dodge action as a bonus action.

Ability Score Improvement

When you reach 4th level, and again at 8th, 14th, 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.

The number of attacks increases to three when you reach 13h level in this class and to four when you reach 20th level in this class.

Extra Feat

At 6th level, you may gain a feat of your choice, or take a level in another class, counting both this level and this class and that level in that class as the same level but only gaining the other class's hit die and any multiclassing proficiencies. You may do this again at 11th, 14th, and 15th level.

Trick Shot

At 2nd 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 1 + your Wisdom 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, it counts as a critical that automatically hits their head. This attack has disadvantage.

Forceful Shot

When you hit a creature with a ranged weapon attack, it is pushed back 10 feet. This effect only works against creatures no more than 1 size larger than you.

Dexterous

Beginning at 9th level, you can reroll any Dexterity or Strength saving throw, or Dexterity, Strength, or Wisdom skill check that you fail. If you do so, you must use the new roll. You may do this a number of times equal to your Dexterity or Strength modifier, whichever is higher, regaining all uses at the end of a long rest.

Action Surge

Starting at 17th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Fighting Styles

Bowman

Archery

At 1st level, when you make an attack with a ranged weapon that lacks the loading and reloading properties, you gain a +2 bonus to attack rolls.

Double Shot

At 3rd level, as a Trick Shot when you make an attack with a ranged weapon that lacks the loading and reloading properties, you can use a bonus action to make a second attack with the same weapon. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

Volley

At 10th level, as a Trick Shot, you may target a 10 ft. square area. Each creature in this area must attempt a DC 10 + your Dexterity modifier + your proficiency modifier Dexterity saving throw. On a failure, they take the weapon's damage. You lose a number of ammunition equal to the number of shots you would have made against each creature.

Archer's Focus

At 18th level, as a full turn action, you may center your skill in handling a bow. For 1 minute, you gain the following:

  • You may make 1 additional attack with Double Shot, and you may add your ability modifier to the damage of all Double Shot attacks.
  • You may make 3 Trick Shots without decreasing your number of available uses, and may make up to 3 on any attack action.
  • The area targeted by Volley increases to a 20 ft. square area.

You may do this once, regaining use at the end of a short or long rest.


Marksman

Point Blank

At 1st level, your attacks with ranged weapons with the loading or reload property have advantage if the creature is within 5 ft.

Shove Shot

At 3rd level, you may make a shove attack as a bonus action, and Point Blank Marksman's range extends to 10 ft.

Soldier

Starting at 10th level, whenever an effect requires you to make a Strength, Dexterity, or Constitution saving throw, you may use your reaction to add 1d6 to the roll before the results of the roll have been announced. If succeeding on the saving throw would make you only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You may do this a number of times equal to your proficiency bonus, regaining half as many uses (rounded up) at the end of a short or long rest.

Arcubalistus

At 18th level, you may ignore the loading property of any ranged weapon you wield, and any ranged weapons with the loading or reloading property gain a +2 bonus to attack and damage rolls.

Slinger

Two-Weapon Fighting

At 1st level, you can engage in two-weapon fighting while wielding two light ranged weapons, and when you reload a ranged weapon in one hand, you may reload a ranged weapon in your other hand without spending any form of action.

Focus Fire

At 3rd level, once per turn when you hit one creature with an attack from two ranged weapons you are wielding in each hand, they take an additional +3 damage.

Quick Shot

At 10th level, as a reaction, you may make an attack of opportunity using a ranged weapon. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. You may spend 1 use of Trick Shot to regain your reaction.

Mental Reload

At 18th level, as a full turn action, you may regain all uses of Trick Shot and Action Surge, as well as lose 1 level of exhaustion from trauma. You may do this once, regaining use at the end of a long rest.

Sniper

Sneak Attack

At 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal twice as much damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse ranged weapon.

Improved Critical

At 3rd level, your attacks with finesse ranged weapons score a critical hit on a roll of 19 or 20.

Finessing Strike

At 10th level, your finesse ranged attacks score a critical hit on a roll of 18–20, and any ranged weapons you wield gain the finesse property.

Long Range Execution

At 18th level, your finesse ranged attacks score a critical hit on a roll of 17-20, and you may spend 1 use of Trick Shot to deal twice as much limb damage when you score a critical.

Multiclassing

Prerequisites. To qualify for multiclassing into the Archer class, you must meet these prerequisites: 15 Dexterity, proficiency in at least 1 tier of ranged weapons if you do not gain it from multiclassing proficiencies.

Proficiencies. When you multiclass into the Archer class, you gain the following proficiencies: choose two from Acrobatics, Animal Handling, Riding, History, Insight, Persuasion, Perception, Survival, or 1 thrown weapon tier.


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