Northern Bowmaster (5e Class)
Northern Bowmaster[edit]
Northern Bowmaster[edit]
Creating a Northern Bowmaster[edit]
- Quick Build
You can make a Northern Bowmaster quickly by following these suggestions. First, dexerity should be your highest ability score, followed by wisdom or constitution. Second, choose the bounty hunter background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Northern Bowmaster you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Northern Bowmaster level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Northern Bowmaster level after 1st
- Proficiencies
Armor: none
Weapons: Simple and martial weapons.
Tools: none.
Saving Throws: Strength, Dexterity
Skills: Choose three from acrobatics, athletics, survival, medicine, perception, nature and stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A longsword and a longbow with 20 arrows or (b) two simple melee weapons or (c) a shorts bow with 20 arrows and a shortsword
- (a) A dungeoneer's pack or (b) an explorer's pack
- a dagger
Level | Proficiency Bonus |
Features | Bow points | Archery Tricks Known |
---|---|---|---|---|
1st | +2 | Unarmored Defense, Fighting Style, Eagles Eye | - | — |
2nd | +2 | Boemaster Techniques (1), Archery Trick, Moment of Peace | 2 | 2 |
3rd | +2 | Archery School, Steady Aim | 2 | 3 |
4th | +2 | Ability Score Improvement | 3 | 4 |
5th | +3 | Extra Attack, Steady Shot | 4 | 5 |
6th | +3 | Full dodge, Boemaster Techniques (2) | 4 | 5 |
7th | +3 | Archery School | 5 | 6 |
8th | +3 | Ability Score Improvement | 6 | 6 |
9th | +4 | Dexterous Movement | 6 | 7 |
10th | +4 | Ambuscade, Boemaster Techniques (3) | 7 | 7 |
11th | +4 | Kiss the Steel | 8 | 8 |
12th | +4 | Ability Score Improvement | 8 | 8 |
13th | +5 | Experience Initiative | 9 | 9 |
14th | +5 | Archery School | 10 | 9 |
15th | +5 | Raptor's Eye, Boemaster Techniques (4) | 10 | 10 |
16th | +5 | Ability Score Improvement | 11 | 10 |
17th | +6 | Bow Mastery | 12 | 11 |
18th | +6 | Archery School | 12 | 11 |
19th | +6 | Ability Score Improvement | 13 | 12 |
20th | +6 | Trickshot Specialist | 14 | 12 |
Unarmored Defense[edit]
At 1st level, your training has allowed you to predict incoming attacks, while you are not wearing armor or shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.
Fighting Style[edit]
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Double Shot. Whenever you make an attack with a bow as an action, you can make a second as a bonus action. This second attack doesn't add your ability modifier to the attack and damage.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype of the Fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
Eagles Eye[edit]
Starting at 1st level, you can use your keen sight to analyze a target, identifying its weaknesses and gaps in their defense. You can use your bonus action and make a Insight check against the opponents AC to discover one of the following information's:
- One of its ability scores.
- The AC value.
- Its movement speed.
- A condition immunity.
- A resistance or immunity to damage.
- The maximum amount of hit points the target has.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Archery Trick[edit]
At 2nd level, What differentiate the bowmaster from a regular archer is how they are able to elevate the archery art with tricks. An archery trick is almost supernatural in nature, requiring several years to fully domain.
Your archery tricks and other class features are powered by a number of bow points (bp). Your Northern Bowman level determines the number of points you have, as shown in the Bow Points column of the Northern Bowman table.
You can spend these points to fuel various bp features. You start knowing 2 Archery Tricks You learn more archery tricks as you gain levels as seen in Archery Tricks Known in the Northern Bowman table. Each time you level up in this class, you make replace one trick with another trick that you use at this level.
When you spend a bow point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended focus energy back into yourself. You must spend at least 30 minutes of the relaxing to regain your bow points.
Some of your bp features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
bp save DC = 8 + your proficiency bonus + your Wisdom modifier
Bowmaster Techniques[edit]
At 2nd level, as a bowmaster, you have special techniques with an almost supernatural nature to it. Whenever you finish a short or long rest, you must choose one of the following techniques to be prepared, and you can change the chosen technique after completing a rest. You can prepare two of those techniques at the same time at 6th level, three at 10th level and four at 15th level.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. You can spend 1 bp to regain one use of this feature.
- Kill Box
As an action, choose a 20 ft cube to be your kill box which last until your short or long rest. Whenever a creature enters, exits, or end their turn in the kill box, you can use your reaction to make one weapon attack against that creature. Any creature looking at you can tell where the kill box is located.
- Shoot First
If you are not surprised, immediately after initiative is rolled, but before anyone acts, you can make one weapon attack with advantage as a reaction.
- Warden Shot
Whenever an allied creature within your weapon's range falls to 0 hit points, you can use your reaction to make a single weapon attack against the creature that brought them down to 0 hit points..
In addition, when an allied creature within range is with 0 hit points, whenever a creature approaches within 5 feet of it, or makes an attack against it, you can use your reaction to make a single weapon attack with advantage against them.
- Weakness Spotted
Whenever an enemy roll a nat 1 on a d20, you can use your reaction to make one weapon attack against them.
- Focus Fire
When an ally gets a nat 20 on an attack roll, you can use your reaction to make one weapon attack at the same enemy as your ally.
Archery School[edit]
At 3rd level, you must choose an archery school that defines your special techniques with your bow. The schools you can choose are detailed on the end of the class article. Your choice of archery school grants you features at 3rd level, and again at 7th, 14th, and 18th levels.
Steady Aim[edit]
At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Moment of Peace[edit]
At 3rd level, you can recollect yourself when thing are (slightly) more peaceful. You can regain your all of your bp by spending one turn without using your action or moving. You can use this feature once per long rest.
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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Steady Shot[edit]
Starting at 5th level, you can use your bonus action to ignore disadvantage to your ranged attack rolls.
Full Dodge[edit]
At 6th level, you have the ability to quickly evade attacks made against you. Whenever you are hit by an attack with a weapon, you can use your reaction to force the attacker to reroll, using the new result, potentially causing it to miss.
Dexterous Movement[edit]
Starting at 9th level, while you are wearing no armor, you gain the following benefits:
- Your movement speed increases in +10 feet
- Your climbing and swimming speeds equals your movement speed.
- When jumping you can use your Dexterity score to calculate height, instead of your Strength score, and your Dexterity modifier, instead of Strength modifier, for the check.
- You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your northern bowman level.
Ambuscade[edit]
At 10th level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Kiss the Steel[edit]
At the 11th level, when you hit a creature with a weapon, you deal an additional damage equal to the damage die of the weapon you are using.
Experience Initiative[edit]
Starting at 13th level, you experienced many battles and learn to get the drop on your foes. You add your wisdom modifier to your initiative rolls.
Additionally, you gain proficiency in wisdom saving throw. If you already have proficiency, you instead gain proficiency in dexterity saving throws.
Raptor's Eye[edit]
At 15th level, you gain Darkvision up to 120 ft and blindsense up to 10 ft.
In addition, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check that relies on sight.
Bow Mastery[edit]
At 17th level, your mastery of bows grants you extraordinary accuracy. If you miss with an attack roll using a range weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
Trickshot Specialist[edit]
At 20th level, choose a number of archery tricks you know equal to your Dexterity modifier. When using those tricks, you spend 1 less bp (to a minimum of 1).
Archery School[edit]
A bowmaster does not become a master over night. They need to go to school and learn new abilities. Each school has a different way of teaching their students. You have to decide which is best fir you.
Arcane School[edit]
Bowmasters that learn from the arcane school learn how to create arrows made out of pure arcane energy, and unleash magical destruction upon their opponents.
- Magic Bow
Starting when you choose this school at 3rd level, you learn to create a magical bow, carving it with arcane glyphs an symbols. You must bind to your bow, in a process that takes 1 hour of meditation and work on the carving of the bow, which can be accomplished over the course of a short or long rest.
Your magic bow does not use ammo. After a short or long rest, you can change the damage type dealt by your magic bow.
- Spell Shot
At 3rd level, you can learn spells that modify or increase the power of your arrows with magic. You learn two 1st-level spell from any spell list. You gain a new spell at 5th, 9th, 14th, and 17th levels.
To cast the spell, you spend bp equal to the spell's level + 1. Wisdom is your spellcasting ability and your magic bow is your spell focus.
You are limited on the amount of accurate points that you can spent at a time as seen in the table below. When you gain a new level in this class, you can replace any of your spell with a new spell from any spell list. It must be at the spell level that you can cast.
Level | bp Limit |
---|---|
2nd | 2 |
5th | 3 |
9th | 4 |
13th | 5 |
17th | 6 |
- Guided Shot
Starting at 7th level, when attacking with your magic bow, you can use your bonus action to magically direct the arrows. When doing so, your ranged attacks made with this bow gain the following:
- It do not suffer disadvantage due to attacking at long range
- It do not suffer disadvantage due to being within 5 feet of a hostile creature
- It ignore half cover and three-quarters cover
These effects disappear at the end of this turn.
- Arcane Destruction (Optional Feature)
Replaces Steel Kiss
Starting at 11th level, your magic bow deals an extra 1d8 damage.
- Arrow Blink
At 14th level, you have learned how to used your arrows to open gates allowing you to transverse the space. Once per turn, whenever you hit a creature within 30 ft of you, you may choose to switch spots instead of dealing damage.
- Elemental Rage
At 18th level, you can summon all the strength of your arcane power in a single shot. As an action, you shoot your arrow into the sky, that multiplies into 6 arrows. Choose 6 targets within your arrow range. The target and all creatures within 5 feet must succeed on a Dexterity saving throw vs a dc of 8 + your wisdom modifier + your proficiency modifier, or take 2d6 of your magic weapon's damage type. On a success, the creature take half damage.
Once you use this feature, you can't use it again until you finish a long rest or spend 6 bp.
Pharmacist School[edit]
At the pharmacist (and harm-acist) school, bowmasters learn about how to take care of people, in both ways.
- Implements of Pharmacist
When you choose this school at 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.
- Arrows of Healing
At 3rd level, your arrows are modified to heal wounds. As an action, you can spend 1 bp point to shot at a creature within short range. It automatically hits and restore a number of hit points equal to a roll of your weapon die + your Wisdom modifier.
- Arrows of Harm
At 3rd level, you use your harm-acist knowledge to create deadly arrows. When you hit a creature with a range strike, you can spend 1 bp point to deal extra poison damage equal to one roll of your weapon's die + your Wisdom modifier. You can use this feature only once per turn.
- Physician's Touch
Starting at 6th level, you can administer even greater cures with an infusion of herbs, and if you feel it's necessary, you can use your knowledge to cause harm.
When you use Arrows of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.
When you use Arrows of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.
- Flurry of Healing and Harm
Starting at 14th level, you can now mete out a flurry of comfort and hurt. You can use Arrow of Healing and Arrow of Harm as a bonus action. When fired as a bonus action, you don't add your wisdom modifier to the healing and damage.
- Hand of Ultimate Mercy
By 18th level, your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 bp points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.
Once you use this feature, you can't use it again until you finish a long rest.
Ninja School[edit]
It is actually called Night Combat School but ninja school sound much better. It is a school focused on fighting in the shadows.
- Shadow Arts
Starting when you choose this school at 3rd level, you can use your bp to duplicate the effects of certain spells. As an action, you can spend 2 bp points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.
- Hour of Reaping
At 7th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
- Shadow Step
At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first range attack you make before the end of the turn.
- Cloak of Shadows
By 18th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you are in an area of bright light.
Guard School[edit]
Bowmasters are trained in the multiple ways to keep themselves safe.
- Path of Tranquility
When you choose this school at 3rd level, you can become an island of calm in even the most chaotic of situations. With this feature, you can cast the sanctuary spell on yourself, no material component required, and it lasts up to 8 hours. Its saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier.
- Wholeness of Body
At 7th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your northern bowmaster level. You must finish a long rest before you can use this feature again.
- Mastery of Death
Beginning at 14th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 bp point (no action required) to have 2 hit point instead.
- Anger of a Gentle Soul
At 18th level, you gain the ability to visit vengeance on someone who fells others. If you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against the aggressor until the end of your next turn. The bonus equals your Northern Bowmaster level.
Once you use this ability, you can’t use it again until you finish a short or long rest.
Guerrilla School[edit]
Bowmasters trained on the guerrilla schools are specialized in ambush and sneak tactics, relying on precise and silent shots from hidden positions.
- Predator
At 3rd level, you gain proficiency in the Stealth skill if you don't already have it, and you add twice your proficiency bonus to checks made with this skill if you already have this proficiency.
- Curving Shot
At 3rd level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with advantage and miss, you can spend 1 bp to reroll the attack roll with advantage against a different target within 60 feet of the original target.
- Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Unseen Danger (Optional Feature)
Replaces Steel Kiss
At 11th level, when you are hidden, you roll the damage die of your weapon three times.
- Sniper Nest
At 14th level you can create a spot to hide and wait for your targets using the surrounding environment. You gain the following:
- You can use the hide action as a bonus action
- You have advantage on stealth checks
- You gain climbing speed equal to your movement speed
- Your hands remain free while climbing and clinging
- Natural Wanderer
At 18th level, you learn to find the best place to set a hide out and avoid hazards. you no longer is affected for difficult terrain, and have advantage on any saving throws against effects that would otherwise limit your movement.
- Fade into Nothing
At 18th level, you gain the ability to perfectly blend with your surrounding. Whenever you are on natural environments or clinging, you can use your bonus action to become invisible until you make an attack or cast a spell.
Zen School[edit]
Also called zen archers, those who seek the order of the bow, see in the art of archery a way to express their own inner self, treating the bow mastery as a form of moving meditation.
- Zen Archer
At 3rd level, as a bonus action on your turn, you can clear your mind to enter in a zen state. For 1 minute, you gain the following:
- As your bonus action to gain advantage on all attacks and deal an extra your Wisdom modifier of damage for this turn. You gain this effect when on the turn you enter Zen state.
- You can only move at half your movement speed.
You can use this feature once per short or long rest.
- Meditative Bowmaster
Starting at 7th level, you become really dedicated to the philosophical aspects of the bow archery, and your meditation lead you to reach deeper conclusions. You can add your Wisdom modifier, instead of Intelligence, to your Nature, Religion, and Arcana checks.
- Wizen Up
At 7th level, whenever make a Wisdom check, you can use your reaction to reroll a failed result. Once you do this, you can't do it again until you finish a short or a long rest.
- Astute Mind (Optional Feature)
Replaces Steel Kiss
Starting at 11th level, whenever a creature enter the short range of your bow for the first time, or leave the short range of your bow without taking the disengage action, you can make an opportunity attack against that creature.
In addition, whenever you miss an attack roll with a bow, you can use your reaction to reroll the result. You must use the new result.
- Eyes of the Soul
Starting at 14th level, whenever you are in your zen state, you can use your reaction to sense the presence of creatures within 60 feet. You sense their numbers, but not their position.
The GM chooses one of the creatures to be glowing to your eyes only. You always see the glowing creature even through walls or become invisible, You can use your bonus action to make the GM choose a different creature to be glowing.
- Rapid Strike
Starting at 18th level, you learn to trade accuracy for swift strikes. 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..
Archery Tricks[edit]
- Acrobatic Evasion
When a creature makes a melee attack, you can use your reaction and 1 bp to try to dodge the attacks of that creature. You make a Dexterity (Acrobatics) check contested by the Strength (Athletics) of the attacker. If you succeed, your ac is increased by your acrobatics modifier until the end of this turn.
- Bullying Shot
When a creature damages you or make you do a saving throw, you can use your reaction and 2 bp to make a single weapon attack against them. On a hit, you don't add your ability modifier to the damage and the creature is frightened of you until the end of your next turn.
- Dodge
When you are hit by an attack, you can use your reaction and spend 2 bp to gain an AC bonus equal to your Dexterity modifier against that attack, potentially causing it to miss.
- Heavy Draw
When you take the Attack action, you can spend 1 bp to pull the string of your bow with all your strength. On your next hit this turn, you deal additional damage equal to your Strength modifier.
- Knee Shot
Whenever you hit a creature on your turn, you can spend 1 bp to shoot the knees of the opponent and making them fall. The target must make a strength saving throw or become prone.
- Provocation Shot
Whenever you hit a creature on your turn, you can spend 2 bp to provoke the target. Until the end of their turn, their first attack roll is made at disadvantage unless it is an attack roll against you.
- Charged Shot
Prerequisite: 5th Level, Arcane School You can use your action and spend any amount of bp to swing your weapon and charge a magical arrow with arcane energy. Choose up to 3 targets within your weapon's short range, and they make a dexterity saving throw. The target takes 1d8 damage for each point you spend, or half as much on a success. The damage type is the same of that of your magic bow.
5th level[edit]
- Ambush
As an action, you can spend between 3 and 5 bp to hide in plain sight, effectively becoming invisible for 1 minute. If you make an attack while you are invisible, you deal additional damage equal to 1d8 for each bp spent over 3 bp. The invisibility ends when you make an attack, spell, or a trick.
- Defensive Retreat
Whenever you are hit by a melee attack, you can use your reaction and 1 bp to move up to twice your movement speed.
- Piercing Shot
As an action, you can spend 3 bp to hit all creatures in 20-foot long and 5-foot wide line. Each creature in the line must make a Dexterity saving throw. A creature takes the full weapon's damage on a failed save, or half as much damage on a successful one.
- Pinning Shot
Whenever you hit a creature on your turn, you can spend up to 5 bp to push them backwards by 5 feet for every point of accuracy you spent. If this movement would force the target to impact a structure, the target makes a strength saving throw or become restrained until they use an action to remove the arrow.
11th level[edit]
- Close Quarter's Combat
As an action, you can spend 3 bp to increase your reflexes and defend yourself from close threats. Until the start of your next turn, you have resistance to slashing, piercing and bludgeoning damage. Any time a creature hits you with a melee attack, they take damage equal to your weapon's damage dice (effected by Kiss the Steel) as you fire back.
- Arcane Dash
As a bonus action, you can spend 5 bp to be engulfed by a powerful force aura that grants you resistance to all types of damage and you can fly up to your movement speed until the start of your next turn, until you make an attack or force a creature to make a saving throw.
- Debilitating Shot
Once per turn, whenever you hit a creature, you can spend 3 bp to force that creature to make a Constitution saving throw. On a failure, its speed is halved, and it has disadvantage on Dexterity saving throws until the end of its next turn.
- Flurry of Arrows
As a bonus action, you can spend 3 bp and make two weapon attacks.
- Restraining Shot
As a bonus action and 4 bp to make a ranged attack against a creature. On a hit, you don't cause damage and the creature is paralyzed until the start of your next turn.
- Surge
As an action, you can spend 3 bp to use increase your speed and reflexes for a short period. Until the start of your next turn, all attacks against you are made at disadvantage, you don't suffer opportunity attacks and you can make one attack with your weapon against any creature that enters in your short range.
17th level[edit]
- Revenge Shot
Whenever you see a creature reduce an allied creature to 0 hit points, you can use your reaction and 4 bp to make one attack against the attacking creature. On a hit, you deal additional damage equal to your level and the attacker is pushed 5 feet back and knocked prone.
- Arrow Barrage
When you hit a creature a ranged attack from your bow, you can use your bonus action and spend 4 bp to fire several arrows in one shot, causing them to rain down on an area. Every creature in a 60-foot cone centered on you, must succeed on a Dexterity saving throw or take your weapon's damage.
- Volley
As an action, you can spend 6 bp to choose up to 5 targets within your short range. You can make one attack against each one of the chosen targets. On a hit, this attack deals an additional 1d6 damage.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Northern Bowmaster class, you must meet these prerequisites: 13 dexterity and 13 wisdom
Proficiencies. When you multiclass into the Northern Bowmaster class, you gain the following proficiencies: simple weapons, martial weapons, and 1 skill proficiency.
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