Bowman of the Wild (5e Subclass)
Bowman of the Wild[edit]
Ranger Subclass
“ | Who needs armor when no one can catch you? | ” |
—Neron, Elf Ranger |
A Bowman of the Wild is a ranger who has spent much time in nature, learning the ways of nature and those who inhabit it. They are said to be able to merge with the forest and speak with nature to learn its secrets. They are very agile and quick from their experience in nature. Usually they are found with beasts as companions, and have a deep respect and love for all of the natural forest inhabitants, which grants them their loyalty in return.
Ranger Level | Spells |
---|---|
3rd | find animal companion |
5th | beast sense |
9th | conjure animals |
13th | freedom of movement |
17th | tree stride |
- Ranged Power
Starting at 3rd level, you become more skilled with a bow. As a bonus action, choose one creature you can see within your shortbow or longbow long range. The next time you hit that creature on this turn with a weapon attack, the creature takes an extra 1d6 damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d6.
In addition, whenever you use your bonus action to mark that creature with a hunter's mark, you can use ranged power as part of the same bonus action, against the same creature.
- Bow Marksman
Also at 3rd level, you gain great ability with bows, being able to fire precisely at long ranges. You gain the following benefits:
- Far Shot. You ignore disadvantages due to making attacks at a long range of a shortbow or longbow.
- Precise Shot. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls, and your ranged weapon attacks ignore half cover and three-quarters cover. This only applies to shortbows and longbows.
- Wild Hunter
Starting at 7th level, you become a master of wild environments. You gain the following benefits:
- Swift Tracker. You are able to use Stealth and have no penalty on Wisdom checks when traveling at normal or fast pace.
- Natural Bond. Whenever you cast a spell that affects or conjures beasts or plants, that spell is considered to be 1 level higher. This level can't be higher than your maximum level of spell slot.
- Manyshot
Starting at 11th level, once per turn when you make a ranged attack with a shortbow or longbow, you can fire two arrows, instead of one, against the same opponent. Make the attack roll as normal, and on a hit, both arrows hit.
- Shot and Run
When you reach the 15th level, you can move with agility while firing a volley of arrows against your opponents. When you make a ranged weapon attack with a bow, you can move up to half your movement speed, without provoking opportunity attacks. This movement can be made after or before the shot.
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