Crossbowman (5e Class)
Crossbowman[edit]
The crossbow stands as a formidable weapon, a symbol of precision and power. Crafted with meticulous care by skilled artisans or rugged smiths, the crossbow embodies both elegance and efficiency in its design. You roam the wilderness as a solitary hunter, a shadow among the trees. You seek out danger wherever it may lurk, your keen eyes and steady hand never wavering. Though your past haunts you, you remain determined to forge your own destiny, to become a legend whispered about in taverns and feared by those who dwell in the darkness. And with your crossbow by your side, there's little that can stand in your way.
Creating a Crossbowman[edit]
- Quick Build
You can make a Crossbowman quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. 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 you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Crossbowman level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Crossbowman level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons, martial weapons, firearms*
Tools: Tinker's tools
Saving Throws: Dexterity, Intelligence
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.
Level | Proficiency Bonus |
Trick Die | Features |
---|---|---|---|
1st | +2 | 1d4 | Trick Shot, Careful Aim |
2nd | +2 | 1d4 | Bullet Hell, Uncanny Aim |
3rd | +2 | 1d4 | Marksman Style |
4th | +2 | 1d4 | Ability Score Improvement |
5th | +3 | 1d6 | Fast Shot, Crossbowman Tricks (1) |
6th | +3 | 1d6 | Marksman Style Feature |
7th | +3 | 1d6 | Energy Surge |
8th | +3 | 1d6 | Ability Score Improvement |
9th | +4 | 1d6 | Kill Shot, Crossbowman Tricks (2) |
10th | +4 | 1d6 | Marksman Style Feature |
11th | +4 | 1d8 | Uncanny Dodge, Crossbowman Tricks (3) |
12th | +4 | 1d8 | Ability Score Improvement |
13th | +5 | 1d8 | Bullet Hell (2) |
14th | +5 | 1d8 | Marksman Style Feature |
15th | +5 | 1d8 | Supernatural Precision, Crossbowman Tricks (4) |
16th | +5 | 1d8 | Ability Score Improvement |
17th | +6 | 1d10 | Improved Agility |
18th | +6 | 1d10 | Rapid Shot |
19th | +6 | 1d10 | Ability Score Improvement |
20th | +6 | 1d10 | Improved Aim |
Firearm Proficiency[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.
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.
In addition, you add your trick die to the damage dealt on a hit. At 11th level, you add twice your trick die to the damage dealt, and three times your trick die at 17th level.
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. Your starting number of aim points are equal to Wisdom Modifier plus Prodiciency Bonus plus level. Miniumum of 1. Aim points recharge on short or long rest.
Whenever you hit the chosen creature with a ranged weapon attack, you can cause additional damage equal to 1d4. This damage die increases by the amount equal to your trick die, as shown on the Trick Die column on the Crossbowman table.
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 2nd 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 Trick Die per aim point spent, without needing for an attack. This damage ignore resistance and immunity to nonmagical 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 2nd 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.
Fast Shot[edit]
At 5th 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.
Crossbowman Tricks[edit]
By 5th level, select two options (for which you meet the prerequisites) from the Tricks detailed at the end of the class description. You gain one additional option at 9th, 11th and 15th level.
Energy Surge[edit]
Starting at 7th 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.
Kill Shot[edit]
Starting at 9th 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. A non-magical weapon is destroyed. A magical weapon loses all its magical properties for 24 hours.
- 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.
Uncanny Dodge[edit]
Starting at 11th 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.
Supernatural Precision[edit]
Starting at 15th 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[edit]
Starting at 17th level, your Dexterity score increases by 2, to a maximum of 22.
Rapid Shot[edit]
Starting at 18th 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.
Improved Aim[edit]
At 20th level, the amount of aim you gain from abilities is doubled and any aim you gain over you maximum is kept until spent or the end of combat.
Marksman Styles[edit]
Deadshot[edit]
the Deadshot are cold killers, capable of maintaining themselves calm and collected under heavy enemy fire. They are fearless and have nerves of steel, but this is not result of noble bravery and reckless courage, but from an analytical mind from an individual that knows that losing control over your emotions can mean death for a marksman.
- Perfect Shot
Starting at 3rd level, when you make a ranged weapon attack, you can benefit, you may gain a bonus on your attack equal to your level in this class. You can choose to use this ability after making the roll, but before knowing whether it succeeded or failed.
Once used, this feature cannot be used again until you’ve finished a short or a long rest.
- Gunslinger's Mind
Starting at 6th level, you become a fearless and precise shooter, and gain the following benefits:
- Immunity to the charmed or frightened condition.
- Your attacks are considered magical for the purposes of overcoming resistances to non-magical damage.
- Whenever you make a ranged weapon attack with disadvantage, you may instead roll the attack normally. You may only use this feature once per short or long rest.
- Agile Retaliation
Starting at 10th level, if you are wielding a ranged weapon, as a reaction whenever a creature targets you with a ranged weapon attack, you may spend 1 piece of ammunition and make an attack against them. On a hit, you deal damage equal to one trick die x your Dexterity modifier.
Additionally, you may now add a bonus to all Dexterity-based checks equal to the number of aim points you have accumulated, up to half your Crossbowman level.
- Cold Shooter
At 14th level, you can expose yourself to danger to get a perfect shot. Whenever a creature makes an attack against you, you can allow that creature to make the attack with advantage.
If the attack misses, you can immediately make an attack against that creature without expending a reaction. On a hit, that attack is considered a critical strike.
Pistoleer[edit]
Pistoleer are marksman that rely on agility and quick movement to make themselves a target to hit for their enemies. They are the classic gunslinger, having the quickest gun draw and shadowless reflexes, they can rain bullets upon their foes before their hands even touch the handle of their guns.
- Reactive Shot
Starting at 3rd level, when a creature moves within your ranged weapon's short range for the first time, you can use a reaction to make a ranged attack against it.
If you reduce the target to 0 hit points with this attack, you gain a bonus equal to half your Crossbowman level to your next ranged weapon attack roll made within 1 minute.
- Quick Step
At 6th level, you gain a bonus to your movement speed equal to 15 feet.
In addition, you can use your quick step to evade an attack. When you do so, you reduce the damage taken by the attack by half, and gain resistance to that damage type until the start of your next turn. Doing so cause you to lose the benefits of quick step until you complete a short rest.
- Fast Evasion
At 10th level, ranged weapon attacks against you are made at disadvantage, and you have advantage on Dexterity saving throws against effects you are able to see.
In addition, you add a bonus to your Dexterity saving throws equal to the amount of aim points you have (up to a maximum of 10).
- Expert Shooter
Starting at 14th level, whenever you use your Kill Shot, you can roll two d10s, and choose either result.
Combat Arbalist[edit]
In the thick of combat, the Combat Arbalist is a fearless presence, eschewing the safety of the backlines to engage foes directly on the frontlines. They seamlessly transition between ranged attacks and close-quarters skirmishes, embodying both versatility and courage in the chaos of battle. With every bolt unleashed and every foe vanquished, they stand as a beacon of unwavering determination, inspiring allies and striking fear into the hearts of their enemies alike.
- Just One More Shot
Starting at 3rd level, once per turn you can make an additional ranged attack.
- Defensive Sniper
Starting at 6th level, when an attacker that you can see makes a ranged attack, you can use your reaction to make a ranged opportunity attack against them.
- Reactive Marksman
Starting at 10th level, Uncanny Dodge, Supernatural Precision, Defensive Sniper, Dodge Roll and Opportunity Attacks do not expend a reaction when you can see your target or attacker.
- Sniper Tank
At 14th level, regardless of other effects and armor stats, you can add your Dexterity Modifier to your AC as long as you are holding a ranged weapon.
Crossbowman Tricks[edit]
- Dodge Roll
As a reaction to an attack, you can spend up to 2 aim points, rolling 1 trick die per point spent. When you do so, you increase your AC by the number rolled on the dice against the triggering attack, and lasting until the start of your next turn.
- Versatile Tricks
Prerequisite: Intelligence score of 13 or higher
You can spend 1 minute to replace one trick shot you know for a new one. Once you use this ability, you can't use it again until you finish a long rest.
- Bullet Rampage
Prerequisite: 9th level
As an action, you can choose up to 5 creatures within your range. You can make three ranged weapon attacks against each chosen creature.
Once you use this feature, you can't use it again until you finish a long rest.
- Agile Movement
As a bonus action, choose either the Dash or Disengage action. You take the chosen action, and can take the same action again in each of your subsequent turns as a bonus action, for 1 minute.
You can use this feature a number of times equal to your Dexterity modifier, regaining the ability to do so after finishing a long rest.
- Counter Shot
When a creature makes an attack against you, but before you know if the attack hit your misses, you can mark the attacker with a counter. If the attack misses, you cause damage equal to your Dexterity modifier, from the type equal to the ranged weapon you wield. At 11th level, you cause damage equal to twice your Dexterity modifier.
- Analytical Eye
You can spend 1 aim point to add a trickery die to your Wisdom (Perception) and Intelligence (Investigation) checks.
- Mobility Training
You can train your mobility to evade ranged attacks. During a rest, you can make a number of Dexterity (Acrobatics) checks against a DC of 15, equal to your Dexterity modifier. For each success, you gain a bonus of +1 to your AC against ranged attacks, that lasts until you end your next rest.
- Athleticism
You can spend up to three aim points, and roll 1 trick dice per point spent. For the next 10 minutes, you can add the number rolled in the dice on all your Dexterity (Acrobatics) and Strength (Athletics) checks.
You can't use this ability again until you finish a short or a long rest.
- Grave Wound
As an action, you can deliver a profound wound with a ranged weapon attack. On a hit, you can make a Wisdom (Perception) check against a DC of 15. On a success, you cause one of the following effects:
- The hit point maximum of the target is reduced by the damage dealt.
- The target suffer 1 level of exhaustion.
- You can inflict one of the following conditions, lasting for 1 minute: stunned, blinded, deafened, prone. The target can make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Dexterity modifier at the end of each turn to end it earlier.
- Quick Reaction
You can add your trick die to your Initiative rolls.
- Shoot Training
Prerequisite: 11th level.
During a rest, you can practice your aim against a target. Roll the damage you normally deal with a ranged weapon attack and record the number. The next time you hit a creature with a ranged weapon attack before the next rest, you can add the recorded number to the damage dealt.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Crossbowman class, you must meet these prerequisites: Dexterity 13.
Proficiencies. When you multiclass into the Crossbowman class, you gain the following proficiencies: Light armor, simple weapons, martial weapons, firearms*, one skill proficiency, one tool proficiency.
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