Backliner (5e Class)

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Backliner[edit]

The Backliner is a master of ranged combat, controlling the battlefield from a distance with precision and support.

Introduction Leader[edit]

Explore the Backliner class in more detail to fully understand its tactical advantages and diverse support abilities.

Creating a Backliner[edit]

Quick Build

You can make a Backliner quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Outlander background. Third, choose the longbow, Dungeoneer’s pack, and 20 arrows.

Class Features

As a Backliner you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons, longbows, crossbows (light, heavy), darts
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Stealth, Perception, Investigation, Arcana, Insight, History

Equipment

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

  • (a) Longbow or (b) Heavy Crossbow
  • (a) A Dungeoneer’s pack or (b) An Explorer’s pack
  • (a) Leather armor or (b) A simple weapon or (c) 20 arrows or bolts
  • If you are using starting wealth, you have Starting wealth as per PHB in funds.

Table: The Backliner

Level Proficiency
Bonus
Features
1st +2 Tactical Positioning, Ranged Expertise
2nd +2 Precise Shot
3rd +2 Backline Specialty (Sniper, Supporter, Battlefield Controller)
4th +2 Ability Score Improvement, Ability Score Improvement
5th +3 Steady Aim
6th +3 Backline Awareness
7th +3 Backline Specialty Feature
8th +3 Ability Score Improvement, Ability Score Improvement
9th +4 Improved Tactical Positioning
10th +4 Evasion
11th +4 Improved Ranged Expertise
12th +4 Ability Score Improvement, Ability Score Improvement
13th +5 Backline Specialty Feature
14th +5 Tactical Retreat
15th +5 Master of the Backline
16th +5 Ability Score Improvement, Ability Score Improvement
17th +6 Backline Specialty Feature
18th +6 Ultimate Precision
19th +6 Ability Score Improvement, Ability Score Improvement
20th +6 Legendary Marksman

Tactical Positioning[edit]

At 1st level, you can use a bonus action to move up to half your movement speed without provoking opportunity attacks. You must end this movement further from any hostile creature than where you started. You can use this feature a number of times equal to your proficiency bonus per long rest.

Ranged Expertise[edit]

At 1st level, once per turn, when targeting enemies more than 30 feet away, you can gain advantage on one attack roll. You can use this feature a number of times equal to your Dexterity modifier (minimum of 1). You regain all expended uses when you finish a long rest.

Precise Shot[edit]

At 2nd level, once per turn, you can add your Intelligence modifier to a ranged weapon attack roll.

Backline Specialty[edit]

At 3rd level, you choose a Backline Specialty: Sniper, Supporter, or Battlefield Controller. Your choice grants you features at 3rd, 7th, 13th, and 17th levels.

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.

Steady Aim[edit]

At 5th level, if you did not move on your turn, you may take the Steady Aim action, granting yourself advantage on your next attack roll before the start of your next turn.

Backline Awareness[edit]

At 6th level, you cannot be surprised, and you have advantage on Wisdom (Perception) checks to detect hidden or invisible creatures within 60 feet.

Improved Tactical Positioning[edit]

At 9th level, you can now use Tactical Positioning as a reaction when a hostile creature ends its movement within 10 feet of you or targets you with an attack. Additionally, when using Tactical Positioning, you can move your full movement speed instead of half.

Evasion[edit]

At 10th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage on a success and only half damage on a failure.

Improved Ranged Expertise[edit]

At 11th level, your ranged attacks ignore half cover and three-quarters cover. Additionally, your ranged attacks score a critical hit on a roll of 19 or 20 when targeting creatures farther than 30 feet away from you.

Tactical Retreat[edit]

At 14th level, when you take damage from a creature within 60 feet, you can use your reaction to move up to half your speed and make a ranged attack against the attacker.

Master of the Backline[edit]

At 15th level, as a bonus action, you can mark a number of creatures equal to your Intelligence modifier (minimum of 1) within 120 feet. For the next minute, your ranged attacks against marked targets deal an extra 1d6 damage, and marked creatures have disadvantage on attack rolls against you. You can use this feature a number of times equal to half your proficiency bonus (rounded down) per long rest.

Ultimate Precision[edit]

At 18th level, your ranged weapon attacks score a critical hit on a roll of 19 or 20.

Legendary Marksman[edit]

At 20th level, once per turn, when you make a ranged attack, you can choose for it to deal maximum damage. Additionally, once per long rest, you can choose to automatically hit with a ranged weapon attack, and this attack is considered a critical hit.


Backline Specialties[edit]

Sniper[edit]

Focused Shot

At 3rd level, if you haven't moved during your turn, you can add an additional 1d4 to the damage of your ranged attacks.

Sharpshooter's Focus

At 7th level, your ranged weapon attacks ignore half cover.

Headshot

At 13th level, on a critical hit, your ranged weapon attack deals an additional 1d6 damage.

Deadeye

At 17th level, you can use your reaction to reroll a failed ranged attack. You can use this feature a number of times equal to your proficiency bonus per long rest.


Supporter[edit]

Healing Arrows

At 3rd level, as a bonus action, you can imbue an arrow with restorative magic. When fired, this arrow heals a creature of your choice within 60 feet for 1d4 + your Intelligence modifier.

Quick Healer

At 7th level, you can cast *Cure Wounds* as a bonus action a number of times per day equal to half your Intelligence modifier (rounded down, minimum of 1).

Field Medic

At 13th level, when you use Healing Arrows or *Cure Wounds*, you may also grant the target temporary hit points equal to half your Backliner level (rounded down).

Tactical Healer

At 17th level, when you use Healing Arrows, the target also gains advantage on attack rolls and saving throws for 1 minute. This effect cannot stack, and a creature cannot be affected by it again until after a long rest.


Battlefield Controller[edit]

Pinning Shot

At 3rd level, when you hit a creature with a ranged attack, you can reduce its speed by 10 feet until the end of its next turn. You can use this feature a number of times equal to your Dexterity modifier (minimum of 1). You regain all expended uses when you finish a long rest.

Distracting Barrage

At 7th level, once per short rest, you can fire a volley at a 20-foot-radius area, forcing all creatures in the area to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, their movement speed is reduced to 0 until the start of your next turn.

Trap the Field

At 13th level, you can use an action to place a magical trap within 60 feet. Any enemy creature that moves within 10 feet of a trap must make a Dexterity saving throw or be restrained until the end of its next turn. You can place up to 3 traps, and regain all expended uses after a long rest.

Choking Miasma

At 17th level, once per long rest, you can create a cloud of toxic miasma in a 20-foot-radius sphere. All creatures within the sphere must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. Creatures can repeat the saving throw at the end of each of their turns to end the poisoned condition.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Backliner class, you must have a Dexterity score of 13.

Proficiencies. When you multiclass into the Backliner class, you gain the following proficiencies: Light armor, simple weapons. [| Backliner Subclass]