Bowmaster (5e Class)

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You only care about your bow, no other companions could quite make you feel the same as it does. Because of this you are an expert with it, as it is with you.

This class focuses on its weapon prowess not spell abilities therefore, any previous spells learnt will be forgotten. The only spells you can naturally use are ones granted by the Magic Initiate feat.

Creating a[edit]

Quick Build

You can make a bowmaster quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Soldier background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Bowmaster you gain the following class features.

Hit Points

Hit Dice: 1d10 per Bowmaster level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Bowmaster level after 1st


Armor: Light
Weapons: Simple Weapons, Martial Weapons
Saving Throws: Dexterity, Intelligence
Skills: Choose 2 from Acrobatics, Athletics, History, Nature, Perception or Stealth


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

Table: The Bowmaster

Level Proficiency
1st +2 Ambuscade,
2nd +2 Know Thy Enemy, Skirmisher's Stealth
3rd +2 Bowmaster's Discipline
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Steady Shot
7th +3 Bowmaster's Discipline Feature
8th +3 Ability Score Improvement
9th +4 Volley
10th +4 [[#|]]
11th +4 Bowmaster's Discipline Feature
12th +4 Ability Score Improvement
13th +5 Unconventional, Sure Shot
14th +5 Stealth Shot
15th +5 Bowmaster's Discipline Feature
16th +5 Ability Score Improvement
17th +6 [[#|]]
18th +6 Flurry of Arrows
19th +6 Ability Score Improvement
20th +6 Guerrilla Warfare, Legendary Stalker


Bowmasters strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or hide action. If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.

Know Thy Enemy[edit]

Starting at 2nd level you may, as an action, study an opponent's mannerisms in order to gain temporary advantages against them, make an insight check against a creature's CR or Level, + 8, if you pass you may choose an ability to gain against that creature, this lasts a number of rounds equal to your Wisdom modifier at which time they notice you are taking advantage of a weakness they have and it ends, you cannot use this ability on the same creature more than once per day. You must be able to see your enemy to apply this ability.

  • Awareness: You learn about the creature's biology and learn one piece of knowledge (you know this and won't forget it): Their AC, 1 saving throw of your choice, their current hit points, 1 special action they have (if they don't have any you learn 1 of their attack's statistics)
  • Exposed: You find a weakness in their natural or artificial defenses, the AC you target against them is equal to 10 + their Dexterity modifier.
  • Habit: You notice a tell that they have when they speak, you have advantage on all Insight and Charisma checks against the creature and know if they are lying (unless they are aided by magic).
  • Pattern: You notice a pattern in their actions. If they attack you, they do so with disadvantage.
  • Vulnerability: You find a vulnerable spot on their body, attacking such an area grants only you advantage against the creature.

Skirmisher's Stealth[edit]

Beginning at 2nd level, you combine speed and stealth in combat to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal your presence. At the start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. As a bonus action at the end of your turn, you can make a Stealth check to hide again if you fulfill the conditions needed to hide. Otherwise, creatures are aware of you at the end of your turn.

Bowmaster's Discipline[edit]

When you reach the 3rd level, you are able to choose a bowmaster's discipline to emulate. You must choose between being a Bounty Hunter or a Shadow Stalker. You gain features depending on your choice at the 3rd level, and again at the 7th, 11th and 15th levels.

Eagle's Sight[edit]

Your eyesight reaches a legendary precision. You can see creatures and objects that are up to 300 feet away from you as if they were 10 feet in front of you. If you have any special vision, your special vision does not extend to that range.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Extra Attack[edit]

At 5th Level, when you use the attack action, you are able to attack twice instead of once.

Steady Shot[edit]

At 6th level, your shots almost never fail. When you use the attack action with a ranged weapon equipped, you may choose to shoot with advantage beyond the weapon's normal range. You still automatically miss if you shoot a weapon beyond its long range. You are able to use this feature a number of times equal to 1 + your dexterity modifier (minimum of 1) and regain expended uses upon finishing a long rest.


When you reach the 9th level, you become even more capable with a bow. When you are using any ranged weapon and you roll a 20 on an attack roll, you may choose to fire 2 pieces of ammunition at the targeted creature, instead of only 1. Both shots of ammunition require separate damage rolls. You are able to use this feature a number of times equal to 1 + your dexterity modifier (minimum of 1) and regain expended uses upon finishing a long rest.


Starting at 13th level you have mastered the art of improvised combat, while you are prone you do not have disadvantage on attacks, additionally while grappling a creature you may expend your full movement to force both yourself and the creature to become prone.

Sure Shot[edit]

At 13th Level, you always know exactly how to lead your shot. When making an Opportunity attack on a moving target you gain +2 bonus to attack rolls.

Stealth Shot[edit]

At 14th level, You gain this ability when you are hidden and make a single ranged attack at an enemy, you remain hidden. Making another attack during that action reveals yourself, however. During the Ambuscade round, If you surprise your target, your ranged weapon attacks can score a critical hit on a roll of 18 or higher.


At the 17th level,


When you reach the 18th level, your master with a bow knows no bounds. When you are wielding a ranged weapon and use your attack action, you are able to make a ranged attack against any number of creatures, which you can see within 60 feet of yourself. Each targeted creature requires a separate damage roll. For every creature you target, 1 piece of ammunition must be expended.

Guerrilla Warfare[edit]

At 20th level, you have honed your tactics to perfection, while fighting against a group that is equal or larger in size than your own, you gain the following advantages, your speed is doubled, you may apply Know Thy Enemy to every creature at the same time, the length of know your enemy is 1 minute, you may choose a number of creatures equal to your Wisdom modifier you deal an additional 1d6 of damage against them. If the numbers of an enemy force are less than your own, you gain a bonus to all your attacks (if you have one) of 3d6 weapon damage.

Legendary Stalker[edit]

At 20th level, your experience in tracking, hunting or stalking foes is without peer. You have advantage on all Survival, Perception or Insight checks to track and detect creatures.

Additionally, once on each of your turns, you can add your Wisdom modifier to the attack roll or damage roll against a creature. You can choose to use this feature before of after the roll, but before any effects of the roll are applied.

Bowmaster's Discipline[edit]

Depending on how you apply your skills, a bowmaster may become a feared Bounty Hunter, or a deadly Shadow Stalker. Features for your choices are listed below

Bounty Hunter[edit]

Starting at the 3rd level,

Starting at the 7th level,

Starting at the 11th level,

Starting at the 15th level,

Shadow Stalker[edit]

Starting at the 3rd level,

Starting at the 7th level,

Starting at the 11th level,

Starting at the 15th level,


Prerequisites. To qualify for multiclassing into the bowmaster class, you must meet these prerequisites: Dexterity 13, Intelligence 13

Proficiencies. When you multiclass into the bowmaster class, you gain the following proficiencies: Light armor, Martial weapons

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