Widowmaker (5e Subclass)
From D&D Wiki
Widowmaker[edit]
Fighter Archetype
“ | Your motto is 'One shot, one kill, no exceptions.' Well, that's fancy and all, but I bet ye' can't pick the wings of a stirge at a hundred paces. I'd bet good coin that no one's that good a shot! | ” |
—Lagg Bragbottom, Dwarven Gambler, Moments before loosing a bet to a nearby Widowmaker |
To some, the pursuit of archery is a good tool of beginning a fight or signaling a charge, but never a substitute to good steel; to the Widowmakers, the pursuit of archery is the pinnacle of martial combat. How can your opponent draw his sword when he is preoccupied with the arrow in his throat? Sometimes called the Right Hand of Lolth (or would that be hands?), the Drow that have earned the right to call themselves Widowmakers are the stuff of legends when it comes to accuracy with a bow. From the paladin returning triumphantly to his men from a field of battle, only to be dropped by a single shot weaved flawlessly through his armor, to the cumulative roar of a barbarian horde on the charge silenced as a hail of deadly arrow fire reins down upon them; Widowmakers are rarely seen more than once in a combat. Although they possess no magical means of stealth or invisibility, they are accustomed to waiting until the time is right to strike, and making sure that each shot counts. They regularly carve elaborate patterns into their arrows, giving each a nickname. This process makes the Widowmaker understand the value of each shot, ensuring that when the time is right, she will not falter and her aim will fly true.
On paper, the only requirements to becoming a Widowmaker are the appropriate level of skill with a bow, however this is not the case. All prospective Widowmakers must complete a trial of spirit, conducted in secret by the veteran members. Initiates are taken away in the black of night and blindfolded, left alone in the wild with nothing but a bow, three arrows, and a piece of parchment. The parchment reads "survive." Most initiates either flee or die on the spot, their heavy footsteps and wails for parental and pious protection attracting the local residents. Unseen, unknown, uncompromised. These are the three lessons of the Widowmaker. The first is easy enough for most, and a test of stealth is quickly either passed or failed in the forest. The second test requires initiates to abandon their name and sever all ties to their previous life. They are now a new weapon of Lolth, and are given a new name accordingly. They do not have friends, they do not become attached to anyone -- they are tools of war. The third test is the most important of the three. It requires the initiate to follow a kill order from scouting, preparation, placement, and execution. Successful elimination of their target results in immediate acceptance into the order. Being spotted by anyone, or leaving any clues of who took the shot results in a lifetime ban from the Widowmakers -- and immediate execution.
The sleepless hours spent in wait, hanging from a branch or lying beneath brush require a calm and collected mind. Only a Drow whose hands are steady and whose breathing controlled can make the cut and be called true Widowmakers. Those that let emotions guide their path are best suited to a life elsewhere, preferably some place far away or underneath a head of stone.
Adventuring Widowmakers tend to stick to intelligent, combat oriented groups where their knowledge of warfare and abilities will be best put to work. Many will travel with a party for months, or even years, leaving without a parting word and returning some time later, as if nothing strange has occurred. Occasionally, adventuring Widowmakers will be called back to fight in their original regiment in times of war, although usually finding them in the first place serves to be more than a challenge.
Ex-Widowmakers[edit]
“ | "What is the point of having all this potential if I don't use it for myself? I use it for our Queen, I use it for our King, but never for myself. Well enough is enough, I am taking what's rightfully mine!" | ” |
Although Ex-Widowmakers are not unheard-of, they are quite rare. This has only occurred a handful of times, when initiates have escaped a botched test unharmed. However in these cases, they are quickly hunted down. If a Widowmaker openly assaults the order or acts un-accordingly (GM's discretion), they are prohibited from progressing further in the class although they retain all of their previously granted abilities.
Restriction: Drow Only
Only drow can become Widowmakers. The widowmaker fills a particular niche in drow society and culture. Your DM can lift this restriction to better suit the campaign.
- Darkstalker
Starting at 3rd level, you ignore the Disadvantage on Dexterity (Stealth) checks when wearing armor you are proficient with.
In addition, whenever you are in an area of dim light or darkness, you can take the Hide action as a bonus action and you can take the Hide action even when in plain sight.
- Safe Poison Use
Starting at 3rd level, you gain proficiency with the poisoner's kit. In addition, you gain resistance to poison damage, and Advantage on saving throws against the poisoned condition.
- Take Aim
Starting at 3rd level, if you don't move on your turn, you can mark a creature you can see within your bow or crossbow range, using your bonus action. You can ignore half and three-quarters cover when you do so, and you score a critical hit on a roll of 19 or 20 against the target. Your movement speed is reduced to 0 until the end of this turn.
In addition, as a bonus action, you can make a special attack against a creature you have marked on your last turn, if the creature haven't moved. You make this attack with Advantage, and, on a hit, you cause additional damage equal to your Fighter level.
You can mark creatures at will, but can only use this special attack a number of times equal to your Dexterity modifier (minimum of once) and regain your uses when you finish a long rest.
- Improved Range Increment
Starting at 7th level, you can shoot targets at extremely long ranges. The short and long range of your ranged weapon attacks doubles.
- Close Combat Shot
Also at 7th level, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack roils.
- Returning the Favor
At 10th level, whenever you are hit by a ranged attack from a creature within your range, you can use a reaction to make an opportunity attack against that creature, and you can move up to half your movement speed.
- Impairing Shot
At 15th level, once per turn when you make a ranged weapon attack against a marked target, you can attempt to target your foe in a weak spot, for various effects. Choose one target: head, torso, arm or leg. Once you hit a creature with a impairing shot, the target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier), or suffer the chosen effect. You can choose the following effects:
- Head. The target takes additional 1d8 damage.
- Torso. The target is pushed 10 feet back.
- Arm. The target is forced to drop an object of your choice.
- Leg. The target is knocked prone.
- Perfect Aim
At 18th level, once per turn when you miss an attack against a creature marked by you, you can use your reaction to succeed instead.
Back to Main Page → 5e Homebrew → Character Options → Subclasses