Ultimate Archer (5e Class)
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Ultimate Archer[edit]
Class Features
As a ultimate archer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per ultimate archer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per ultimate archer level after 1st
- Proficiencies
Armor: Light
Weapons: Simple weapons, hand crossbow, heavy crossbow, longbow
Tools: Carpenter's tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Athletics, Investigation, Perception, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- leather armor
- (a) A longbow and a quiver of 20 arrows or (b) a light crossbow and 20 bolts
- (a) a dungeoneer's pack or (b) an explorer's pack
- a dagger, a simple weapon
Level | Proficiency Bonus |
Deep Wounds | Features |
---|---|---|---|
1st | +2 | 1d8 | Archery Style,Archer's Imperative |
2nd | +2 | 1d8 | Special Archery Abilities, Deep Wounds |
3rd | +2 | 1d8 | Piercing Strike, Punishing Reflex |
4th | +2 | 1d8 | Ability Score Improvement, Close-Quarters Shooting |
5th | +3 | 2d8 | Style Feature |
6th | +3 | 2d8 | Enhance Arrow, Eagle Eyes |
7th | +3 | 2d8 | Evasion, Piercing Aim |
8th | +3 | 2d8 | Ability Score Improvement |
9th | +4 | 3d8 | — |
10th | +4 | 3d8 | Aura of Thorns |
11th | +4 | 3d8 | Style Feature |
12th | +4 | 3d8 | Ability Score Improvement |
13th | +5 | 4d8 | — |
14th | +5 | 4d8 | Studied Aim |
15th | +5 | 4d8 | Elusive |
16th | +5 | 4d8 | Ability Score Improvement |
17th | +6 | 5d8 | Style Feature |
18th | +6 | 5d8 | Devastating Strike |
19th | +6 | 5d8 | Ability Score Improvement |
20th | +6 | 5d8 | Headshot |
Archer's Imperative[edit]
Starting at 1st level, your skill with a bow and arrow is unmatched. You gain a bonus to your attack rolls with a ranged weapon equal to half your proficiency bonus (rounded up).
This bonus is not cumulative with the bonus granted by the Archery fighting style.
Special Archery Abilities[edit]
Starting at 2nd level, you learn unusual maneuvers with the bow and arrow, being able to ricocheting your arrows of walls, or peppering your enemies with a barrage of arrows.
Starting at 2nd level, you learn one minor and one major ability. You learn another minor ability at 5th level, and one additional major ability at 9th level.
Deep Wounds[edit]
At 2nd level, once per turn, when you score a critical hit with an attack from a ranged weapon, you add 1d8 to the damage dealt. This damage isn't multiplied by the critical.
The damage increases as you gain levels in this class, as shown on the Deep Wounds column on the Ultimate Archer table.
Piercing Strike[edit]
Starting at 3rd level, you score a critical hit with ranged attacks on a roll of 19-20.
Punishing Reflex[edit]
Starting at 3rd level, whenever a creature moves for the first time to a place within 30 feet of you, you can make an opportunity attack against it.
Close-Quarters Shooting[edit]
At 4th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll.
In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can’t take reactions until the end of this turn.
Enhance Arrow[edit]
At 6th level, whenever you fire a nonmagical piece of ammunition from a shortbow, longbow or from any type of crossbow, you can consider it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Eagle Eyes[edit]
Starting at 6th level, you gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
Evasion[edit]
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.
Piercing Aim[edit]
Starting at 7th level, you can use your Action to fire a perfect shot from your bow or crossbow against a creature you can see within range. When you do so, your attack automatically hit, without requiring an attack roll.
This attack ignore resistance and immunity to piercing damage.
Aura of Thorns[edit]
At 10th level, you can swiftly strike those who dare to approach you. Whenever a hostile creature moves within 10 feet of you for the first time, or start its turn there, takes piercing damage equal to your Dexterity modifier (minimum 1), as you swiftly shot it.
This damage ignore resistances and immunity to non-magical damage. You must be wielding a ranged weapon in order to cause this damage, and each time you cause this damage you consume a piece of ammunition. You can't use this feature if you are out of ammunition.
Studied Aim[edit]
At 14th level, you can use your intellect and logical thinking to calculate the best body positioning and trajectory for your attacks. As a reaction when you make an attack with a ranged weapon, make a Intelligence saving throw against the AC of a creature you can see within range. You make this check before rolling for the attack.
On a success, you add a bonus equal to your Intelligence modifier to that attack and damage roll.
Elusive[edit]
Beginning at 15th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
Devastating Strike[edit]
At 18th level, whenever you hit a creature with a ranged weapon attack using a weapon you are proficient with, you multiply the damage by 3, instead of 2.
In addition, if you cause damage in a single turn equal or greater than half the creature's hit point maximum, you force the creature to make a Constitution saving throw against your Archery save DC. On a success, the creature can’t take reactions until the end of its next turn.
On a failed save, the creature can’t take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn. On a fail by a 5 or more, the creature is stunned until the end of its next turn. On a fail on a roll of 1, the creature is reduced to 0 hit points.
Headshot[edit]
At 20th level, you reach the peak of archery prowess. You score critical hits on a roll of 19-20 with your ranged weapon attacks, and the damage is multiplied by 4, instead of 3.
In addition, once per turn when you score a critical hit, roll a d10. On a roll of 8-10, the target is reduced to 0 hit points.
Special Archery Ability List[edit]
Minor Ability[edit]
- Elemental Shot
Prerequisite: Arcane Specialization
You can infuse your ranged attacks with elemental power. As a bonus action, choose one of the following damage types: acid, cold, fire, lightning or thunder. Your next attack made until the end of your turn causes additional 2d6 damage from the chosen type on a hit.
- Hunter's Shot
Prerequisite: 5th level
You can carefully aim towards your target, waiting the best moment to fire a precise shot. If you haven't moved on your turn, you can use your bonus action to give yourself advantage to all ranged weapon attacks made until the end of this turn.
Major Ability[edit]
- Barrage
As an action, you can fire a barrage of projectiles. Each creature in a 15-foot cone originating from yourself must make a Dexterity saving throw, taking piercing damage equal to 3d10 + your Dexterity modifier on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.
Archery Style[edit]
Sniper[edit]
- Darkstalker
Starting at 1st level, while hiding, creatures with blindsense, blindsight, scent, or tremor sense must make a Wisdom (Perception) check or a Intelligence (Investigation) check, whichever it has the lower bonus, to notice you.
- Hide in Plain Sight
Also at 1st level, you can take the Hide action even when in plain sight, as long as you are in an area lightly or heavily obscured, or benefiting from any type of cover. You also can take the Hide action as a bonus action.
- Power Shot
At 5th level, you can ready your ranged weapon to deliver a powerful shot. As an action, make a ranged weapon attack. On a hit, you cause additional 2d8 damage.
In addition, you can choose to not add your proficiency bonus to this attack. If you do so, you cause additional damage equal to twice your proficiency bonus on a hit.
- Concealed Shot
At 11th level, when you make a ranged attack while unseen by a creature, you add +3d6 to the damage of your attack. In addition, if your attack misses, your position is not revealed.
- Penetrating Shot
At 17th level, you can fire a shot that pierces trough a line of enemies. You can force all creatures in a line with a range equal to your ranged weapon's range, and with of 5 feet, and force each creature to make a Dexterity saving throw. On a failed save, each creature takes 1d8 + your Dexterity modifier damage, or half as much on a success.
Volley[edit]
- Rapid Shot
Starting at 1st level, whenever you make a ranged weapon attack using a shortbow or hand crossbow, you can make another attack using your bonus action.
- Manyshot
At 5th level, as an action, you can shoot two pieces of ammunition at once. Make a single ranged weapon attack against a creature within range. On a hit, the target suffer the effects of being hit twice, instead of once, by this attack. If this attack is a critical hit, both attacks are critical hits.
Alternatively, you can target two creatures within 5 feet of each other within range. Make a single attack, and on a hit, each target is hit by a single projectile.
- Improved Rapid Shot
At 11th level, you can use your rapid shot with any type of ranged weapon. In addition, you can attack twice, instead of once, as part of your bonus action.
- Rain of Arrows
At 17th level, you can use your Action to cause arrows to rain down upon your enemies. Choose an area of 20-foot radius within your ranged weapon's range. Each creature within that area must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or take damage equal to 1d8 + your Dexterity modifier, or half as much on a success.
Arcane[edit]
- Imbue Arrow
- Seeker Arrow
- Arrow of Death
- Hail of Arrows
- Phase Arrow