Bow Master (5e Subclass)
From D&D Wiki
Bow Master[edit]
Fighter Subclass
Spending their years specializing in the art of the Bow, Bow Masters are people who have come to have a deeper understanding and a wealth of experience regarding the use of Bows and their limits. Able to push their weapons to the limits without breaking them, they are second to very few in the use of the Bow.
- Bow Mastery
Starting at the 3rd level, you have a deep understanding and great experience in the use of bows, knowing exactly where their limits lie. Their damage die changes from a d6 to a d8 (for the shortbow), and from a d8 to a d10 (for the longbow).
- Archer's Stance
Also at 3rd level, if you haven't moved during your turn, you may use your bonus action to enter into your Archer's Stance, giving you advantage on the next attack with a bow made until the end of this turn.
- One With the Bow
Starting at 7th level, your mastery of the bow is unparalleled, as you find yourself becoming one with it and are able to do shots no other bowman can achieve. Their damage die changes from a d8 to a d10 (for the shortbow), and from a d10 to a d12 (for the longbow).
In addition, piercing damage dealt from a bow shot from you ignores resistances and immunities against piercing damage.
- Favored Target
Starting at 10th level, you have learned to focus all your energy and power on a single target. As a bonus action you are able to mark a creature within range that you can see as your Favored Target. For 1 minute, you deal one extra damage die 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 a number of times equal to your Dexterity modifier (minimum of once) before needing a long rest to use it again.
- Improved Archer's Stance
Starting at 15th level, you have learned to improve your Archer's Stance even further, allowing you to release your shots more effectively. If you use your Bonus action to enter Archer's Stance, you now gain advantage to all attacks made during that turn.
- Elemental Fletcher
Starting at 18th level, you have learned enough magic to enchant your arrows. When you finish a short or a long rest, you can enchant up to twelve arrows with elemental power. Choose either cold, fire or lightning whenever you use this feature. The enchanted ammunition cause additional 1d6 damage from the chosen type.
An enchanted piece of ammunition loses its magic after 1 hour.
Back to Main Page → 5e Homebrew → Character Options → Subclasses