Backliner (5e Subclass)

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Backline Specialty[edit]

Fighter/Rogue/Ranger Subclass

Backline Specialty At 3rd level, choose one of the following Backline Specialties. Each specialty grants you unique abilities at 3rd, 7th, 13th, and 17th levels.

Sniper
You focus on precision and damage, becoming a deadly long-range attacker.
  • 3rd Level - Focused Shot: If you haven't moved during your turn, you can add an additional 1d6 to the damage of your ranged attacks.
  • 7th Level - Sharpshooter's Focus: Your ranged weapon attacks ignore half cover and three-quarters cover.
  • 13th Level - Headshot: On a critical hit, your ranged weapon attack deals an additional 2d6 damage.
  • 17th Level - Deadeye: You can use your reaction to reroll a failed ranged attack.
Supporter
You prioritize helping allies, using ranged magic to heal and assist them in battle.
  • 3rd Level - Healing Arrows: 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 1d6 + your Intelligence modifier.
  • 7th Level - Quick Healer: You can cast Cure Wounds as a bonus action a number of times per day equal to your Intelligence modifier.
  • 13th Level - Field Medic: When you use Healing Arrows or Cure Wounds, you may also grant the target temporary hit points equal to your Backliner level.
  • 17th Level - Tactical Healer: When you use Healing Arrows, the target also gains the effects of the *Haste* spell for 1 minute. This effect cannot stack, and a creature cannot be affected by it again until after a long rest.
Battlefield Controller
You specialize in controlling the battlefield by debuffing and impairing enemies.
  • 3rd Level - Pinning Shot: When you hit a creature with a ranged attack, you can reduce its speed by 10 feet until the end of its next turn.
  • 7th Level - Distracting Barrage: Once per short rest, you can fire a volley at a 20-foot-radius area, reducing the movement speed of all creatures in the area to 0 until the start of your next turn.
  • 13th Level - Trap the Field: You can use an action to place magical traps 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.
  • 17th Level - Choking Miasma: Once per long rest, as an action, you can create a cloud of toxic miasma in a 30-foot-radius sphere. All creatures within the sphere must make a Constitution saving throw or take 4d6 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.
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