
Despite the best efforts of your masters you spent many of your free hours at the ranges working with archers, fletchers, engineers and the like, learning about the fine art of ranged combat. As a result you have proficiency with a specific ranged weapon that would normally be denied someone of your background.
As an added bonus, you have advantage when trying to identify or value ranged weapons.
- Skill Proficiencies: Archery Proficiency
This skill provides proficiency with ONE ranged, archery based, weapon as described below.
Fletcher's Kit Proficiency
The Archer Adept has proficiency with the Fletcher's Kit. - Tool Proficiencies: Ranged (Archery-based) Weapon Proficiency - Choose one (1) of the following weapons for proficiency: Longbow, Short bow, Crossbow, Light Crossbow, Hand Crossbow, or Heavy Crossbow. (This may be extended to other ranged weapons that are not firearms if agreed to by the DM.)
Fletcher's Kit - Also have proficiency with a Fletcher's Kit (see below). - Equipment: Fletcher's Kit:
This kit contains materials for maintaining ranged weapons and creating ammunition for them, in the field such as tools, resin, sinew, wax, and spare parts. The kit provides a person proficient with a ranged weapon the ability to repair (non-destructive) damage and malfunctions to ranged weapons they are proficient in as well as maintain the weapons in peak condition. With the proper materials, a person proficient with the kit can also create a limited amount of ammunition for any archery-based ranged weapon in limited amounts. (For example, the kit can be used to create/repair a broken bow string but cannot recover a bow that has been burned to ash.)Creating Ammunition: If used in your campaign, this provides the ability to create arrows or bolts (maximum of 5 per day), repair bows, prepare bow strings, and/or examine bow/crossbow weapons. Creating arrows or bolts require the possession of necessary ingredients (arrow heads, sinew, resin, suitable wood - yew, ash, preferably) and 8 hours minimum of time.
Repairs: Repairs should receive a DC based on the complexity of the weapon/ammo involved and/or the degree of damage to the tool.
Simple or minor damage can be completed over a short rest - but does mean the user sacrifices the benefits of the short rest due to the activity.
Serious or severe damage can be completed over a long rest - but the user sacrifices the benefits of the long rest due to the activity.
Repairs conducted during down-time are deemed to be successful provided necessary materials are available.
Examples of how to use the Fletching Kit:- Creating simple arrows, with necessary materials, is an automatic success (to the limits of the max created) with both the kit and the background. It is a DC 12 with the kit but without the background.
- Creating enchanted arrows in not possible with the kit or the background, but the arrows created MAY be enchanted/poisoned by separate efforts assuming the necessary materials and expertise are available.
- Mending a simple malfunction suffered by a bow is DC 12 Fletching Kit check with advantage when using the background and the kit on the ranged weapon they are proficient with.
- Mending a simple malfunction with a crossbow is DC 15 Fletching Kit check with advantage when using the background and the kit.
- Mending a severe malfunction with a bow is DC 15 Fletching Kit check with advantage when using the background and the kit.
- Mending a severe malfunction with a crossbow is DC 18 Fletching Kit check with advantage when using the background and the kit.
NOTE: No advantage if attempt is for a weapon the wielder is not proficient with if the character is proficient only because of the Archer Adept background. Characters using the kit without proficiency or possessing the background must make their attempts with disadvantage UNLESS they are proficient in the weapon that is the basis of the attempt or the ammunition that weapon uses. Such users make a normal DC check with the tool with no modifiers.
You are proficient in specific forms of ranged weapons, their repair, the creation of ammunition for that weapon, and evaluating other weapons of that type.
Suggested Characteristics
When you hear an arrow pass through the air, that reminds you of your childhood.
Previous Versions
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8/16/2022 3:42:43 PM
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Coming Soon
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Hi All!
This was created for 2014 rules. I'm considering rebuilding it for the 2024 rules.
What would you recommend to make this work?
Cheers!