Deadeye (5e Subclass)

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Deadeye[edit]

Fighter Archetype

While the Arcane Archer may specialize in using their magic with their archery, the Deadeye put all their time into using the bow more effectively. Their skill with the bow is unmatched, allowing them to make nigh-impossible shots such as curving the arrow mid-air and more.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills: Perception, Investigation. If you are already proficient with both skills, you can choose any skill from the Fighter's list.

In addition, you gain proficiency with the Alchemist's Supplies and Poisoner's Supplies.

Trick Shot

You've become so skilled with the bow people now are starting to think you're just showing off. You can perform the most incredible shots of the likes that very few will ever see. You can use these tricks in place of one of your attacks unless otherwise specified.

Your save DC for these tricks, if they require one, is equal to 8 + your proficiency bonus + your Dexterity modifier. You learn 4 trick shots, learning 3 more at 7th level and 10th levels.

Arrow Shot. You can shoot another arrow that is already in flight. When an enemy makes a ranged weapon attack, you can use your reaction to loose an arrow within weapon short range. When you do so, the damage of the attack is reduced by your bow's damage die + your bow's attack modifier + your Fighter level.
If you are the target of the attack and you reduce the damage to 0, you can catch the projectile. If the projectile is suitable to your weapon, you can make a ranged weapon attack as part of the same reaction.
Multi-Shot. You can shoot several arrows at once. You can use your action to fire a volley of arrows in a 15-foot cone. Creatures in this area must make a Dexterity saving throw to avoid the arrows. On a failed save, each creature takes your bow's regular damage. On a successful save they take half damage. You must have at least 12 arrows to use this trick. At 11th level you can choose to avoid friendly creatures in the area affected, and you deal additional 1d6 damage to each creature who fails the save.
Trip Shot. You fire a low-blow, burying an arrow in your target's knee. On a hit, you don't add your Dexterity modifier to the damage and the target is knocked prone and its movement speed is halved until the end of its turn.
Disarming Shot You fire a shot at your targets hand. You don't add your Dexterity modifier to the damage on a hit and the target drop whatever they are holding in that hand. You can choose to shoot them in the hand or shoot what they are holding.
Rope Arrow. You fire an arrow attached to 50 feet of rope, creating a passage between two places. The arrow is strong enough to support two creatures of medium size or lower.
Fire Arrow. You fire an arrow with a modified tip allowing it to be lit, as a bonus action. On a hit, you don't add your Dexterity modifier to the damage and your target must make a Dexterity saving throw to avoid catching fire. On a failed save, target takes 1d6 fire damage at the start of their turn every turn until its spend an action to put out the flame. You must have a flask of alchemist's fire on you. Each flask can lit 10 arrows.
Poison Arrow You coat your arrow in poison as a bonus action. On a hit, you don't add your Dexterity modifier to the damage and your target must make a Constitution saving throw to resist the poison. On a failed save, the target take additional 1d6 poison damage and is poisoned until the end of your next turn. You must have a flask of poison on you. Each flask can coat 10 arrows.
Exploding Shot. You load an arrow with chemicals that explode on impact. You fire an explosive arrow at an enemy, injuring nearby enemies. On a hit, the target take the damage of the attack, without your Dexterity modifier, and all creatures in a 10-foot radius must succeed on a Dexterity saving throw or take 1d6 fire damage and are pushed 10 feet back. This arrow costs 15 gold pieces to craft and is destroyed on use.
Blinding Arrow. You load an arrow with chemicals that explode on impact. All creatures in a 10 foot radius must succeed on a Constitution saving throw, or take 1d4 thunder damage, being also blinded and deafened until the end of your next turn.
Alternatively you can fire a smoke arrow. The smoke fills an area of 15 ft radius, heavily obscuring the area. The smoke dissipates after 1 round. These arrows cost 15 gold to craft.
Piercing Arrow. You fire an arrow made of the sharpest metal around at full draw. As an action, you fire it in a line 5-foot wide and 30 ft long, all creatures in this area must make a Dexterity saving throw. On a failed save, they take the damage of your arrow. On a success, they take half damage. At 11th level, you roll the damage die of your weapon twice.
Shock Arrow. You fire an arrow with an electric charge. You don't add your Dexterity modifier to the damage, and the damage type is lighting. In addition, the target have its movement speed reduced in 10 feet and can't take reactions until the end of your next turn.
In addition, if the target is covered or inside the water, the attack is a critical on a hit.
Fist Arrow. You fire a boxing glove on an arrow (yes, like the green arrow...). On a hit, you deal no damage, but the target must succeed on a Constitution saving throw or is stunned until the end of your next turn.
Arrow Roulette. You fire an arrow directly into the air, while screaming "ARROW ROULETTE!" (shamelessly stolen from the Grown Ups movie). The attack cause no damage, but all creatures that can hear or see you within 15 feet must succeed on a Wisdom saving throw. On a failed save, they are frightened until the end of your next turn and must take a reaction to move up to their movement speed away from you. A creature who makes a saving throw against this arrow is immune to this effect for 24 hours.
Grapple Arrow. You fire an arrow at a target. On a successful hit, you cause no damage, and the arrow fires two ropes around the target and trapping it. The target is restrained. The target must use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your arrow save DC to break free from the arrow. This arrow costs 15 gp to craft.
Short Arrow. You use Bow-Fu to fire your arrows accurately in close quarters. You don't suffer disadvantage on close quarters targets.
Assassination Arrow. You fire an arrow at an unsuspecting arrow. If you fire this arrow outside of combat it is a critical hit.
Bow Shot. If your target is wielding a non-magical bow, you can shoot the string, snapping it. This string can be repaired with the mending spell, but otherwise the bow must be restrung, requiring their entire action.
Marksman

Starting at 7th level, your skill with a bow is unmatched. Your normal and long range attacks with ranged weapons doubles. Additionally, you can now choose to curve your arrows around corners. Your ranged attacks ignore cover.

Rapid Fire

Also at 7th level, when you take the attack action with ranged weapons, you can make one additional attack as a bonus action. When using a hand crossbow, you can make one additional attack as a bonus action.

Arrow Coating Expert

At 10th level, you can now coat your arrows in different substances to deal different damage types. You can replace the damage of your attacks to acid, cold, fire, lightning, thunder or poison. You must have a vial with the substance on you. Each vial have substance for one damage type and 10 shots, and costs 15 gp. If you have alchemist's supplies on you, you can craft these substances over the course of a short or a long rest.

In addition, if you have a vial of Holy Water, you can replace the damage type to radiant. A single vial of Holy Water is enough for 10 shots.

Master of Tricks

Starting at 15th level, once in each of your turns you can apply one additional trick that doesn't require an action to your shots.

Clean Shot

Starting at 18th level, you take aim more effectively, allowing you to target the more vulnerable areas of your enemies: chinks in their armor, eyes and others. The damage die size for your ranged attacks increase in one size: 1d4 becomes a 1d6, 1d6 becomes 1d8, 1d8 becomes 1d10 and 1d10 becomes 1d12.

In addition, whenever you make an ranged weapon attack that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.

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