Crossbowman, Variant (5e Class)

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Crossbowman, Variant[edit]

The Crossbowman Variant is a unique class that combines expertise in ranged weapons with a deep connection to human emotions. Through his exceptional sensitivity, this shooter can manipulate his own emotions or those of others to transform arrows or crossbow bolts into veritable extensions of the soul. Every arrow he shoots is imbued with emotion, altering not only the way it flies, but also the impact it has on the target.

Creating a Crossbowman Variant[edit]


Quick Build

You can make a Crossbowman Variant quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom or Charisma depending on how you want to channel your emotions. Second, choose the Criminal or Soldier background. Third, choose the hand crossbow and 20 bolts, the dungeoneer's pack, the leather armor, a dagger and a shortsword.

Class Features

As a Crossbowman Variant you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons, martial weapons, firearms
Tools: Tinker's tools
Saving Throws: Dexterity, Wisdom
Skills: Choose three from Acrobatics, Athletics, Insight, Investigation, Perception, and Stealth.

Equipment

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

  • (a) hand crossbow and 20 bolts or (b) heavy crossbow and 20 bolts or (c) dungeoneer's pack
  • explorer's pack
  • leather armor, a dagger and a shortsword
  • If you are using starting wealth, you have 4d4*10 in funds.

Table: The Crossbowman Variant

Level Proficiency
Bonus
Features
1st +2 Emotional shooting, Trick Shot, Careful Aim
2nd +2 Bullet Hell
3rd +2 Uncanny Aim, Adept Marksman, Marksman Styles
4th +2 Ability Score Improvement
5th +3 Urge of Emotion
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Firearms proficienty[edit]

The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your Crossbowman has been exposed to the operation of such weapons, your Crossbowman is proficient with them. In addition you master all crossbow weapons. No matter the weapon you can add your dexterity modifier as a damage bonus to crossbows (Or firearms) instead of using the weapon's stats. In addition you can choose to use your dexterity modifier plus your proficiency bonus as your attack bonus instead of using the weapon's stats.

Emotional shooting[edit]

At 1st level, the Crossbowman Variant can use his emotional arrows only four times per fight, and must create them during a long rest or a short rest if the player has arrows in his inventory (all the arrow in once). The emotions infused in the arrows are those of the shooter. The player must have felt the emotion during the day to be able to use an arrow of that same emotion. The player channels his emotion into the arrow, and removes the emotion from himself the moment the arrow is released. These arrows always hit precisely where they're aimed. From the third arrow in a fight, a Dexterity roll is required. If this roll is missed, the arrow is not consumed but not destroyed. Here are the types of emotional arrows:


Bolt of Anger (Enhanced Attack)

Rage amplifies the power of the shot. The Bolt of Anger deals a 1d10 fire damage which become a 2d10 at level 6, 3d10 at level 11 and 4d12 at level 17. If the target suffers a critical hit, they also suffer a burning effect, taking the same damage at the start of their next turn.


Bolt of Sadness (Debuff)

Sadness weighs down the target's soul, slowing their movements. When an enemy is hit by the Bolt of Sadness, they suffer disadvantage on Wisdom, Force, Intelligence saving throws, the shot also reduces the target's damage by 1d10 during the 2 next attacks. Additionally, it deals 1d4 psychic damage as emotional fatigue each time the target succeeds to hit until the end of the fight.


Bolt of Joy (Buff for Allies)

The Bolt of Joy awakens the spirits of those it touches. When you fire this bolt at or near an ally, they gain a 1d6 bonus to attack rolls. The joy emitted by the bolt creates a ripple of positive energy, spreading its effects to multiple allies within a close range (25 feet) of the impact if the attack is successful. This emotional wave lifts the spirits of all nearby, inspiring them to fight harder, granting them an additional 10 feet of movement.


Bolt of Fear (Debuff)

Fear grips the target, forcing them to make a Wisdom saving throw. On a failed save, the target becomes frightened for 1d4 rounds, compelling them to flee or take defensive actions (suffering disadvantage on attack rolls while frightened). On a successful save, the target takes 1d4 psychic damage as a lingering terror remains.


Bolt of Love (Support and Healing)

Infused with a deep sense of love, this bolt can heal an allied target at a distance for 1d8 + your Wisdom modifier. If the ally is already at full health, they gain a +2 bonus to their Armor Class (AC) for one turn, thanks to the benevolent aura of the bolt.


Bolt of Vengeance (Enhanced Damage)

The attack is charged with a sense of vengeance, enhancing its destructive power. If the bolt hits, it deals additional damage equal to 1d8 of necrotic damage in addition to the regular damage. Furthermore, the target must make a Wisdom saving throw. On a failure, they experience a wave of guilt and pain, imposing disadvantage on their next saving throw as they are haunted by the consequences of their actions.


Bolt of Anxiety (Control Effect)

The target hit by this bolt becomes distracted or disturbed, suffering disadvantage on their next attack and saving throw. They find it difficult to concentrate, creating an opening for allied attacks reducing its AC by 3.


Bolt of Pride (Buff)

When this bolt is fired, the Crossbowman gains a temporary +2 bonus to all attack rolls or +5 to their Armor Class (AC) for one turn. This effect is based on self-confidence and pride in their accuracy.

Trick Shot[edit]

Also at 1st level, you can use your action to make a trick shot. When making a trick shot, you ignore any disadvantage due to making attacks with a ranged weapon at its long range. In addition, you ignore any cover that is not total cover. This trick shot inflicts 1d12 additional piercing damage, two dice at level 11 and three at level 17.


Careful Aim[edit]

Starting at 1st level, if you don't make an attack or cast a spell on your turn, you can choose a creature you can see and gain a number of aim points equal to your proficiency bonus + Dexterity modifier. Your starting number of aim points are equal to Dexterity Modifier + Proficiency Bonus + level. Miniumum of 1. Aim points recharge entirely on short or long rest.

Whenever you hit a chosen creature with a ranged weapon attack, you can cause additional damage equal to 1d4. This damage die increases with your level (1d6 at level 6, 1d8 at level 11 and 1d10 at level 17).

Bullet Hell[edit]

Starting at 2nd level, you can spend one aim point to make one ranged weapon attack without using an action on your turn. At 5th level you can make two attacks, three attacks at 11th level and four attacks at 17th level.


Uncanny Aim[edit]

Starting at 3rd level, you can use your bonus action to spend any amount of aim points you currently have and choose a creature you can see within the range of your ranged weapon. That creature take damage equal to your Dexterity modifier per aim point spent, without needing for an attack. This damage ignore resistance and immunity to non-magical damage.

You can use this feature a number of times equal to your Dexterity modifier + your proficiency bonus, and regain your ability to do so after finishing a long rest.


Adept Marksman[edit]

At 3rd you learn to perform powerful trick shots to disable or damage your opponents using your firearms.

Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. You can use only one trick shot per attack.

You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

The trick shots are as follows:

Bullying Shot

You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. When you make an attack roll using a firearm, you can spend an aim point to force the target to make a Charisma saving throw against your Skill Shot save DC. On a failure, the creature is frightened until the end of your next turn.

Dazing Shot

When you hit a creature with a firearm attack, you can expend one aim point to attempt to dizzy your opponent. The creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attack rolls until the end of their next turn.

Deadeye Shot

When you make a firearm attack against a creature, you can expend one aim point to gain advantage on the attack roll.

Disarming Shot

When you hit a creature with a firearm attack, you can expend one aim point to attempt to shoot an object from their hands. On a hit, the creature must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Forceful Shot

When you make a firearm attack against a creature, you can expend one aim point to attempt to trip them up and force them back. The creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

Piercing Shot

When you hit a creature with a firearm attack, you can expend one aim point to attempt to fire through multiple opponents. The creature suffers normal damage and you make an attack roll with disadvantage against every creature in a 15-foot line directly behind the target.

Violent Shot

When you hit a creature with a firearm attack, you can expend one or more aim points to enhance the volatility of the attack. Roll one additional weapon damage die per aim point spent when determining the damage.

Winging Shot

When you hit a creature with a firearm attack, you can expend one aim point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.


Marksman Styles[edit]

Starting at 3rd level, you can specialize in a style, that emphasizes an aspect of shooting. Your options are at the end of the class description. Your chosen style grants you features at 3rd, and again at 6th, 10th and 14th levels.


Ability Score Improvement[edit]

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


Urge of Emotion[edit]

At 5th level For each successful attack against the same target in a row without being hit, you gain additional damage as an emotional advantage: an extra 1d4 (1d4 - 1d8 - 1d10) up to a maximum of an extra 1d12. This bonus increases to two dice at level 8, then to three dice at level 17.




Subclass Feature[edit]

You chose a path at 3rd level. Choose between Emotion Weaver or Master of Introspection, detailed at the end of the class description. you can specialize in a style, that emphasizes an aspect of emotional shooting. Your options are at the end of the class description.



Emotion Weaver[edit]

The Emotion Weaver specializes in sending powerful emotions to their targets, manipulating feelings like joy, fear, or sadness to influence their actions. This subclass can create emotional resonances that amplify the effects of their bolts, causing enemies to become disoriented or allies to fight with renewed vigor.


Emotionnal mastery

At 3th level , you understand and control your emotions perfectly, so you no longer need to feel the emotion during the day. What's more, you can now use 6 emotional arrows in a single fight before having to make a Dexterity roll, and you can use all your arrows in a single fight too. You can create your arrows in a short rest and do not consume the emotional arrows anymore, you can take them back.


Bolt of Remembrance

At 3th level , you fire a magical bolt that evokes powerful memories in a target creature. Choose a creature you can see within range. It will be overwhelmed by positive memories and relives a joyful moment, granting it a +2 bonus on its next saving throw or attack roll. During the spell's duration, the creature is also immune to fear and charm effects.


Bolt of Torment

At 6th level , you fire a bolt charged with powerful tormenting energy that explodes on impact, inflicting intense pain on all enemies within a 10-foot radius centered on the point you choose. Each creature in this area must make a Wisdom saving throw. On a failure, they take 2d10 psychic damage + normal damage, imposing disadvantage on their attack rolls and saving throws for 1 minute. On a successful save, the target takes half damage and suffers no tormenting effects.


Energy Surge

Starting at 6th level, you can use your bonus action to refuel you energy reserves and restore your entire aim point. You can also use this feature to regain one use of any Crossbowman feature that recharges either after a long rest, short rest or after you roll initiative.


Kill Shot

Starting at 8th level you can use your action to perform a killing shot against a creature with a CR equal to no more than twice your level in this class. Instead of making an attack, roll a d10, and you generate one of the following effects: On a 1-2, the shot fails and the weapon misfire. On a 3-9, you reduce the target's hit point current and maximum to half, until the target completes a short or a long rest. On a 10, you reduce the target to 0 hit points. On a roll of 1-9, you regain the use of this feature when you roll initiative. On a 10, you can't use this feature again for the next 7 days.


Arrow of curiosity

At level 8, you can launch an arrow of curiosity at a location. This arrow sees like eyes, and allows you to observe the environment with a range identical to your sight. This arrow can be sent into a creature, and becomes an introspection arrow, allowing you to read the creature's thoughts for 5 minutes. This arrow inflicts no damage and causes no impact.


Fog of Confusion

At 10th level, you create a thick fog of confusion that spreads in a 10-foot radius centered on a point of your choice within range. This fog obscures vision for all creatures inside the area, making perception difficult. Creatures that start their turn within the fog must make a Wisdom saving throw. On a failed save, they become confused, unable to make clear decisions. Effects of Confusion: Confused creatures may either: Move in a random direction, or attempt to attack a creature within the fog (this attack is made with disadvantage). However, you, the caster, can see through the fog as if it were not there, allowing you to maneuver and attack without hindrance. Creatures outside the fog cannot see into it and are unaware of what is happening inside.


Shield of Emotion

At level 14, when you are hit by an attack, you can invoke the Shield of Emotion as a reaction. You create a temporary barrier of emotional energy that absorbs the incoming attack, reducing the damage taken by 2d10. Additionally, the attacking creature must make a Wisdom saving throw. On a failed save, the attacker is overwhelmed by a surge of conflicting emotions, causing them to suffer disadvantage on their next attack roll.


Surge of Emotion

At level 17, you throw an emotion-filled arrow at a creature, and it clings to its target and overwhelms it with random emotion, causing it to suffer 2d10 piercing damage first, then 2d8 every turn until the creature uses an action to pull the arrow out with both hands.


Improved Aim

At 20th level, the amount of aim you gain from abilities is doubled and any aim point you gain over your maximum is kept until spent or end of the day. Plus, you have an emotional aura of your choice, forcing the creatures you choose to feel a strong emotion. You can now use 13 emotional arrows. You can mix several bolt into one, there effects are doubled.

Master of Introspection[edit]

The Master of Introspection channels his own emotions into his arrows and his own strength.


Fast Shot

At 3th level, you can use your bonus action and spend any amount of aim points, up to your maximum. You can make one ranged attack for each 2 aim points spent, as part of that bonus action.


Energy Surge

Starting at 3th level, you can use your bonus action to refuel you energy reserves. You can use this feature to regain one use of any Crossbowman feature that recharges either after a long rest, short rest or after you roll initiative.

You can also use this feature to gain a number of aim points equal to your Crossbowman level, up to your maximum.

Once you use this feature, you can't use this feature again until you finish a long rest.


Uncanny Dodge

Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.


Charge of Projectile

On 8th level. You concentrate your energy to charge a special projectile in your crossbow. By shoothing this arrow, you prepare a bolt that can be fired within the next 10 rounds. When shot, the bolt deals 3d8 piercing damage, and the player can choose one of the following effects:

Fury Impact: On a hit, the bolt explodes, dealing an additional 2d6 damage to all creatures within a 5-foot radius of the target.

Shyness: The target must make a Dexterity saving throw. On a failure, its speed is halved until the end of its next turn.

Loneliness: The target must make a Strength saving throw. On a failure, it is pushed 10 feet away from you in the opposite direction of the shot.


Supernatural Precision

Starting at 10th level, when you miss a ranged weapon attack, you can use your reaction to reroll that attack. You must use the new result.


Improved Agility

Starting at 13th level, your Dexterity score increases by 2, to a maximum of 22.


Rapid Shot

Starting at 16th level, you learn to trade accuracy for fast shots. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.


Emotional Advantage

At 18th level, Gives the targeted creature a reduction in damage dealed, so that if it does less than the player on a 1d12 die roll, it suffers 3d6 instead of attacking.


Improved Aim

At 20th level, the amount of aim you gain from abilities is doubled and any aim you gain over your maximum is kept until spent or end of combat. Plus, you have an emotional aura of your choice, forcing the creatures you choose to feel a strong emotion. You can now use 13 emotional arrows



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