Archer, Variant (5e Class)

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Archer[edit]

Elven Archers vs Crossbow Bounty Hunters[edit]

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[edit]

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

Overdraw[edit]

At 1st level, you can use a bonus action 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).

Archery Points[edit]

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 short or a long rest. The number of points you have is equal to the points shown in the Archery Points column of the Archer table.

Trick Shots

Before you make a ranged weapon attack, you may choose to spend 1 AP 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.

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. At 5th level, you can spend 2 AP to add 2d8 damage, at 11th level you can spend 3 AP to add 3d8 to the damage and at 17th level you can spend 4 AP to add 4d8 to the damage.

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[edit]

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.

Destructive Aim[edit]

At the 3rd 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.

Ability Score Improvement[edit]

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[edit]

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

Meticulous Observer[edit]

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.

Bowman Meditation[edit]

At 9th level, when you roll initiative and have no archery points, you regain 1 archery point. This increases to 2 archery points at 13th level, 3 archery points at 13th level, and 4 archery points at 20th level.

Volley[edit]

At 11th 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.

Archer's Luck[edit]

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. You must use the new result.

In addition, if you roll a 1 or a 2 on the damage die for a ranged weapon attack, you can expend 1 AP to reroll the die.

Cowardly Gains[edit]

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.

Bow Slayer[edit]

At 17th level, you become an unparalleled archer. 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.

Eagle Eye[edit]

When you reach 20th level, your Dexterity score increases by 4, up to a maximum of 24.

In addition, you may never have disadvantage on attack rolls with ranged weapons, and your ranged weapon attacks score a critical hit on a 19-20.

Archer Path[edit]

Marksman[edit]

Arrow Adept

Starting at 3rd level, if you haven't moved on your turn, your next attack made on this turn is made at advantage. Your movement is reduced to 0 after the shot.

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[edit]

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

Crossbow Adept

Starting at 3rd level, you ignore the loading quality of crossbows with which you are proficient.

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.

Bird Trainer[edit]

An archer , but capable of training a bird to help with scouting. An Archer, Bird Trainer , calls upon their trained bird to scout up ahead, perhaps distract the enemies while they load and get ready to fire. Ever needed that extra sight to see if a camp was worth raiding? Ever got caught in a situation you never saw coming? If you want to avoid such, perhaps the Archer, Bird Trainer is the class for you.

Bird Companion

At the 3rd level, you gain a bird companion that travels with you. You must start the campaign with this bird companion. You can choose between an eagle, hawk, owl, or vulture.

Upon becoming your companion, your birds' Maximum Hit Points are equal to half of your Maximum Hit Points (rounded up) or their current Maximum Hit Points, whichever is higher. Likewise, their AC is equal to half of your AC (rounded up) or their current AC, whichever is higher. After this value is determined, they also gain a +2 bonus to their AC and a bonus to their Maximum Hit Points based on their CR. If you call a bird that has a CR of 0, they gain a +5 bonus to their Maximum Hit Points. If the called bird has a CR of 1/8 or 1/4, they gain a +3 bonus to their Maximum Hit Points. Finally, if the called bird has a CR of 1/2 or higher, they do not gain a bonus to their Maximum Hit Points. Your bird companion also gains a Hit Dice of 1d6 and gains an additional Hit Die each time you increase in level as if your bird companion was a Player Character.

During combat, your bird companion acts independently of you, but it always obeys your commands. It rolls its own initiative and acts on its own turn. Additionally, your bird companion can occupy the same space as you.

If your bird companion dies, you can use the Falconry Kit to capture a new bird companion of any species listed above. Since your new bird companion isn't as trustworthy and familiar with you as your former bird companion, you must spend 5 consecutive hours training it the commands and 5 hours training it in the field. After capturing a new bird companion, you can choose to make a Animal Handling skill check (DC 15) to halve this amount of time.

Whenever you or your bird companion force a creature to make a saving throw or skill check with a Archer, Bird Trainer class feature, they must roll against your Archer, Bird Trainer class DC unless noted otherwise.

Archer, Bird Trainer Class DC

8 + your Proficiency Bonus + your Dexterity modifier

Blinding Assault

At the 3rd level, you and your bird companion have learned to coordinate attacks. If your bird companion is within 25 feet of you, you can command your bird companion to make a melee attack against a creature within 25 feet of you using your bonus action, dealing 1d4 slashing damage on a successful hit. The damage from this feature increases to 1d6 slashing damage at the 5th Level, 1d8 slashing damage at the 9th Level, and to 1d12 slashing damage at the 13th level. Attack and damage rolls for this feature are calculated with your Dexterity modifier. After attempting an attack, your bird companion returns to its location prior to this feature being used. Your bird companion doesn't provoke opportunity attacks when it returns to its original location after using this feature.

Scouting Mission

As a Bird Trainer, at 6th level, you are also able to send your bird companion to scout ahead of you for treasure or danger. While you are not in combat, you can choose to send your bird companion on a scouting mission. Depending on where it's sent during its scouting mission, your bird companion may find treasures, secret passages, enemy positions, or other useful information for you. The furthest distance away your bird companion can be from you is determined by your Scouting Radius, a circular area with a radius that starts from your current position and ends at a distance equal to 100 feet x your level in this class. Your bird companion's ability to find anything still depends levels of visibility or any other external factors that would affect vision or hearing (i.e. light levels, canopy cover, foliage, cloaking spells, weather).

At the 6th level, you have the ability to vaguely understand the messages that your bird companion attempts to give to you. Additionally, you know your bird companion's exact location while it is within half of your Scouting Radius. At the 10th Level, you know its location while it is within your full Scouting Radius.

Mimic

At the 10th level, you have trained your bird to a point that it can better enunciate its messages and intentions. It can now speak certain phrases and short sentences as well as mimic certain noises to let you know slightly more specific details of what it has found on its scouting missions.

Special Delivery

At the 15th level, your feathered friend gains more trust in you and your decisions. You or any willing creature you choose can give an item to your bird companion to deliver to you or another creature within your Scouting Radius. You can also choose to have your bird companion drop an item given to it anywhere within your Scouting Radius. Items given to your bird companion must be light enough for it to reasonably carry. You can also choose to give it a brief verbal message that is one sentence or shorter.

Your scouting radius equals 100 feet x your Archer level.

Behind Enemy Lies

At the 18th level, your bird companion has unyielding loyalty to you, drastically increasing your combat capabilities. If your bird companion is within 5 feet of you, you can use an action to have it combine with you, lifting you into the air. While you are in this combined state, you gain a flying speed equal to your bird companion's flying speed and any attacks or harmful spells that would target your bird companion target you instead. Additionally, you gain a bonus to all attack rolls and Dexterity saving throws equal to half of your bird companion's Dexterity modifier (rounded up). While you are using this feature, your bird companion always shares the same space as you, you cannot use any Archer, Bird Trainer class features that would change your bird's location, and your bird companion doesn't take its own turn. You can use a bonus action to end this state and immediately make a ranged weapon attack against a creature within 20 feet of you. After using this feature, you cannot use it again until you've finished a long rest.

Multiclassing[edit]

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.


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