Backliner (5e Subclass)
Jump to navigation
Jump to search
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.
Back to Main Page → 5e Homebrew → Character Options → Subclasses