Arrowsmith (5e Class)

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Arrowsmith[edit]

The Arrowsmith, as the name implies, is a class focusing on applying effects trough different types of custom arrows via switching your standard arrows with explosive ones, or maybe freezing ones, or even soothing healing divine light arrows!

Uncommon Craftsmen[edit]

Arrowsmithing is an old craft, passed down from fletcher to fletcher, but otherwise, there isn't really much to say about it. Arrowsmithing has always been an uncommon craft, but it is still practiced in some countries.

Creating an Arrowsmith[edit]

Arrowsmith depiction... Beef baby (By Quel)

Arrowsmiths usually do their work from afar if possible, but it isn't completely unrealistic to get up close and personal. Think about how your player character would fight using custom arrows, and about what type of ranged weapon they are going to be using.

Quick Build

You can make an Arrowsmith quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Outlander background.

Class Features

As a Arrowsmith you gain the following class features.

Hit Points

Hit Dice: 1d10 per Arrowsmith level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Arrowsmith level after 1st

Proficiencies

Armor: Light, Medium
Weapons: Simple, Martial
Tools: Tinker's Tools
Saving Throws: Dexterity, Wisdom
Skills: Choose three from Arcana, Athletics, Insight, Investigation, Nature, Perception, Stealth, Slight of Hand, and Survival

Equipment

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

  • (a) A Longbow and a Quiver of 20 Arrows or (b) A Shortbow and a Hand Crossbow and a Quiver of 20 Arrows and Bolts
  • (a) Two Daggers or (b) One simple weapon
  • (a) Leather armor or (b) A Scale Mail
  • (a) A Burglar's pack or (b) An Explorer's pack or (c) A Dungeoneer's pack
  • Tinker's Tools and a Component Pouch
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Arrowsmith

Level Proficiency
Bonus
Features Custom Arrows Max Custom Arrows
1st +2 Arrowsmith 2 4
2nd +2 Fighting Style 3 6
3rd +2 Rolling Reload 4 8
4th +2 Ability Score Improvement 5 10
5th +3 Specialization Feature, Extra Attack 6 12
6th +3 Into The Frey 7 14
7th +3 Craftsman 8 16
8th +3 Ability Score Improvement, Specialization Feature 9 18
9th +4 Camouflage Crafter 10 20
10th +4 Made to Kill(1) 10 21
11th +4 Specialization Feature 11 22
12th +4 Ability Score Improvement 11 23
13th +5 Additional Fighting Style 12 24
14th +5 Specialization Feature 12 25
15th +5 Shared Knowledge, Made to Kill(2) 13 26
16th +5 Ability Score Improvement 13 27
17th +6 Trained Archer 14 28
18th +6 Combined Custom Arrows 14 29
19th +6 Ability Score Improvement 15 30
20th +6 Advanced Combined Custom Arrows, Made to Kill(3) 15 30

Arrowsmith[edit]

Starting at 1st level you know how to craft custom made arrows using your tinker's tools. At 1st level, you can craft up to 2 of these arrows per short/long rest. The number of arrows you can craft per rest increases as you gain levels in this class. The number of arrows that can be crafted at certain levels can be seen in the "Custom Arrows" column in the Arrowsmith table. And since arrows don't just magically disappear, and it would be stupid of a character was allowed to make an infinite amount of a certain arrow, therefore there is a max amount custom arrows you can carry. The max amount of custom arrows you can carry is shown in the "Max Custom Arrows" column in the Arrowhead table.

Using your smarts, your ingenuity, and a component pouch, you can craft arrows with certain effects. The table below shows which arrows you can craft at what level, what their effects are, and how they work. Custom Arrows are expended after use, returning them to normal arrows, and Custom Arrows given to other creatures also count towards your own "Max Custom Arrows", although you are not carrying them.

All custom arrow effect can also be applied to crossbow bolts or even darts.
The only tools you need to craft Custom Arrows is Tinker's tools, a component pouch, and an amount of normal arrows in porportion to the amount of Custom Arrows you want to craft.

Saving Throws

Some of your arrows require your target to make a saving throw to resist, weaken, or end the effects. The saving throw DC is calculated as follows:

Saving throw DC = 8 + your proficiency bonus + your Intelligence modifier

Arrowsmith Custom Arrows
Level Arrow Effect
1st Silent Arrow When you are hidden from a creature and miss it with this Custom Arrow, making the attack doesn't reveal your position. Additonally, the Custom Arrow critically hits on surprised enemy's.
1st Forceful Arrow When this Custom Arrow hits an enemy, they must succeed a strength saving throw, or be pushed 20 ft in the direction of the attack... Potent!
1st Fire Arrow When this arrow makes contact it deals an extra 1d10 fire damage and catches fire. Every turn it's on fire it takes an extra 1d6 fire damage you can put out the fire by going prone and succeeding a DC 10 dexterity check
2nd Shattering Arrow When this arrow hits an enemy, all enemies in a 10 ft cone behind the target are also hit. If everyone in the cone must make a Dexterity saving throw. If they succeed, they take half the damage.
2nd Smokescreen Arrow You create a 20-foot-radius sphere of fog centered on the point/enemy the Custom Arrow hits. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration of 1 minute, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
3rd Light Arrow This Custom Arrow is so light, it can be shot on a bonus action. The Custom Arrow deals as much damage as a normal attack would, and also ignores the reload property for ranged weapons.
3rd Snipers Arrow double range. (imagine the possibilities)
4th Piercing Arrow Can pierce up to 20 ft of enemies, unless resistant to pierce
4th Blinding Arrow After 10 to 30 ft of flight, this Custom Arrow lights up in a big bright explosion, blinding all creatures within 30 ft that can see the arrow. A creature must succeed a Constitution saving throw, or be blinded until the end of thier next turn.
5th Explosive Arrow The Custom Arrow explodes on impact and breaks, dealing 5d6 force damage to the target, and each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes on a failed save takes 5d6 force damage, or half as much damage on a successful one.
5th Knockdown Arrow The hit target creature must make a Strength saving throw. On a failed save, the target is knocked prone.

Fighting style[edit]

At 2nd level, you adopt a particular style of Fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.

Archery
You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Mariner
As long as you are not wearing armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC
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. Your ranged attacks ignore half cover and three-­‐‑quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks
Opportune Ranger
When a teammate misses an opportunity attack against an enemy you can see, you can use your reaction to make an opportunity attack against the same target, as long as they are in range.

Rolling Reload[edit]

At 3rd level, Whenever you are reloading a crossbow or other weapon requiring you to reload, you can move 5 ft while reloading. The movement is treated as a disengage, and does not provoke opportunity attacks.

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.

Arrowsmith Specializations[edit]

At 5th level, you chose a Arrowsmith Specialization. Choose between Magical, Toxins, or Support, all detailed at the end of the class description. Your choice grants you features at 5th level, and again at 11th, 15th and 19th level.

Extra Attack[edit]

At 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Into The Frey[edit]

At 6th level, being within 15 ft of 2 enemies increases your AC by +2, and an additional +1 for every additional 2 enemies.

Craftsman[edit]

At 7th level, get proficiency in 1 artisans tool of your choice.

Camouflage Crafter[edit]

At 9th level, your inginuity and creativity allows you to make camouflage out of what seems to be even the most reduntant things. Using 1 minute and whatever material that is around you, you can create a wearable camouflage. The camouflage allows you to add your profficiency to your Dexterity (Stealth) checks, and gives enemies without any detection bonuses disadvantage on spotting you. If you are wearing any armor that gives you disadvantage on stealth checks, the effects of the Wearable Camouflage change, instead it removes the disadvantage from your current armor. The Wearable Camouflage lasts for 10 minutes, or until you you move.

Made to Kill[edit]

Starting at 10th level, you are good at making arrows, and you put both thought and love into your craftsmanship. Your Custom Arrows have +1 to damage and attack rolls. This bonus increases again at 15th level to +2, and again at 20th level to +3.

Additional Fighting Style[edit]

At 13th level, you can choose a second option from the Fighting Style class feature.

Shared Knowledge[edit]

At 15th level, you can choose 2 additional special arrows from other specializations up to level 7 arrows or 1 arrow of level 8, 9 to be available for usage in the Arrowsmith ability.

Trained Archer[edit]

Starting at 17th level, range no longer has a say in wether or not you have disadvantage on a ranged attack.

Combined Custom Arrows[edit]

At 18th level, it is possible to combine the effects of one Custom Arrow from the Arrowsmith Custom Arrows table, with one of the effects from one of the Arrowsmith Specialization tables, respectively the Magic Arrowsmith table , the Toxins Arrowsmith table, and the Support Arrowsmith table (including effects achived from Shared Knowledge).

Combined effects can be a bit wierd, so what they actually do, is up to interpretation.

Advanced Combined Custom Arrows[edit]

At 20th level, your crafting skills become perfect. Now it is possible to combine effects of 2 Custom Arrows from the Arrowsmith Custom Arrows table, with one of the effects from one of the Arrowsmith Specialization tables, respectively the Magic Arrowsmith table , the Toxins Arrowsmith table, and the Support Arrowsmith table (including effects achived from Shared Knowledge). Unfortunalty, as crafting such arrows require more concentration, in order to do so, you must spend 2 points to craft the arrow instead of one, according to the "Custom Arrows" column in the Arrowsmith table.

Arrowsmith Specializations[edit]

You specialize in a field of either magic, toxins, or supportive arrows, and gain an expanded list of arrows plus a couple of complimentary skills for the specialization.

Magic Specialization[edit]

Focusing on magical / elemental effects, this specialization gives you access to a magical arrows, and also a few other neat things.

You also gain proficiency in Calligrapher's Supplies

Magic Arrowsmith

Your Arrowsmith table is expanded with the table below.

Level Arrow Effect
5th Elemental Arrow These arrows are infused with either Cold, Fire, Lightning, Necrotic, or Radiant, making them deal an additional 2d6 of the chosen damage type.
6th Spectral Arrow These arrows can traverse trough solid matter, making it possible to shoot enemies behind cover, or behind a wall. Any attacks made with these arrows ignore half, three-quarters, and full cover.
7th Cursed Arrow These arrows are cursed, making them deal 1d8 necrotic damage and will make an enemy unable to regain health until the start of your next turn.
8th Seeking Arrow These arrows never miss, and will always hit your opponent, as long as you can see them.
9th Shifter Arrow When this arrow hits something, the person who last touched the arrow will be teleported to it's location. The arrow looses it's effect if it is shot further than 50 ft.
Arcane Shot

At 8th level, all Custom Arrows now count as magical for the sake of overcoming resistances.

Magic Trick

At 11th level, whenever you crit on a ranged attack with a Custom Arrow, the arrow you shot will magically return to your quiver, thus not expending it.

Wise Aim

At 14th level, you can add your wisdom modifier plus your proficiency bonus to the damage of a ranged attack as pshycic damage.

Toxins Specialization[edit]

This specialization focuses on poisons and natural effects cause by toxin laced Custom Arrows.

You gain profficiency in Alchemyist's tools

Toxins Arrowsmith

Your Arrowsmith table is expanded with the table below. All of these Arrows effects are guaranteed if they crit. You also get proficiency in alchemy tools.

Level Arrow Effect
5th Intoxicating Arrow These arrows are coated in a poisonous toxin, granting the enemy disadvantage on attack rolls until the end of their next turn.
6th Paralytic Arrow These arrows are coated in a stiffening toxin, rendering an enemy completely unable to move for a period of time. The enemy must succeed a Constitution saving throw. On a failed save the enemy is paralyzed until the end of their next turn.
7th Toxic Cloud Arrow These arrows explode and create a 15ft poisonous gas cloud on impact for 1 minute. A creature that ends its turn within the cloud must succeed a Constitution saving throw or take 1d10 poison damage and become stunned until the start of its next turn. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses the cloud after 1 round.
8th Furious Arrow These arrows are coated in a fury causing toxin. They must succeed a Wisdom saving throw, or the creature hit by this arrow will attack the closest creature with an attack of the DM's choice.
9th Sleeping Arrow These arrows are coated in a sleep inducing toxin. Roll any number of d6 equal to half the damage dealt by the attack. If the total of the rolls are above the current health of the enemy, the enemy falls into a deep sleep for 1 minute, or until a creature performs the awaken action on it.
Sickly Arrows

At 8th level, All Custom Arrows are coated in a thin layer of poison, making them deal an additional 1d10 poison damage.

Icy Arrows

At 11th level, All Custom Arrows are coated with a frostbite toxin, making them deal an additional 1d10 cold damage, and slowing the enemy for 5 ft for 1 minute. the effect stacks up to 15 ft. of reduced movement.

Build Up Resistance

Starting at 14th level, working with poison has made your immune system more resilient. You gain proficiency in constitution saving throws, or expertise if already proficient, and resistance to poison.

Support Specialization[edit]

This specialization focuses on Custom Arrows that can be helpfull to their target, instead of harmfull. Plus, there is the bonus of shooting your friends, but with a good reason.

Support Arrowsmith

Your Arrowsmith table is expanded with the table below. All of these Arrows effects are doubled or guaranteed if they crit. (how they are doubled is up to interpretation). Stabbing yourself with a special arrow is also entirly possible, granting yourself the effects, but also expends the arrow.

You also gain proficiency in healing tools.

Level Arrow Effect
5th Healing Arrow These arrows deal no damage, but instead they heal the creature hit by them for the half of the "damage" dealt.
6th Vigorous Arrow These arrows deal no damage, but instead they give the target temporary HP equal to your Intelligence modifier + your proficiency bonus, and also increases the targets AC by +2 for 1 minute. Multiple arrows does not increase AC further.
7th Anti-Healing Arrow These arrows are cursed, and will make an enemy unable to regain health for 1 minute.
8th Adrenaline Arrow These arrows deal no damage, but instead the target shot by this arrow gains 15 ft. of movement and advantage on all attack and saving throws until the end of their next turn.
9th Affection Arrow An Arrow full of love. The creature hit by this arrow must succeed a Wisdom saving throw, or the creature hit by this arrow will be charmed for 1 minute.
Hold Still

At 8th level, You never miss a friendly creature with an arrow, unless it is impossible to hit them.

Medical Reaction

At 11th level, as a reaction, you can shoot a teammate who is being attacked by an enemy, with a special arrow.

Self Care

At 14th level, when hitting yourself with one of your arrows, you always crit, doubling the effects.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Arrowsmith class, you must meet these prerequisites: Dexterity and Intelligence of 13 or above

Proficiencies. When you multiclass into the Arrowsmith class, you gain the following proficiencies: Tinker's Tools, Martial Weapons.

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