Fighter
Base Class: Fighter

Those who emulate the Master Archer archetype have chosen to forsake the benefits of advanced training with blades for unparalleled skill with a bow. Far more than brute strength and intellect the War Archer values a keen eye and speed of movement to unleash the true power of their chosen weapon.

Improved Bow Mastery

You learn a new trick shots from the trick shot list.

You can also replace any trick shots you have already learnt.

Close Quarters Shooter

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base walking speed increases by 5 feet.

Improved Bow Mastery

You learn a new trick shots from the trick shot list.

You can also replace any trick shots you have already learnt.

Improved Bow Mastery

You learn a new trick shots from the trick shot list.

You can also replace any trick shots you have already learnt.

Drawing Arrows

Beginning at 3rd level you learn the Quick Draw ability, this allows you to use your bonus action to draw multiple arrows from your quiver and use them in your attacks. You add your Dexterity modifier to each shot

Beginning at 3rd level you can draw 2 arrows.

Each arrow does 1d4 damage.

At 6th level you have learned to draw up to 4 arrows, for 1d4 damage per arrow.

At 12th level your quick draw arrows do 1d6 damage each.

At 15th level you can draw 5 arrows that deal 1d6 damage each.

Quick Draw

Beginning at 3rd level you learn the Quick Draw ability, this allows you to use your bonus action to draw multiple arrows from your quiver and use them in your attacks. You add your Dexterity modifier to each shot

Beginning at 3rd level you can draw 2 arrows.

Each arrow does 1d4 damage.

Improved Quick Draw 

At 6th level you have learned to draw up to 4 arrows, for 1d4 damage per arrow.

At 12th level your quick draw arrows do 1d6 damage each.

At 15th level you can draw 5 arrows that deal 1d6 damage each.

Bow Mastery

You gain 2 of the features from the trick shot list. You can use trick shots a number of times equal to 1 + your Wisdom modifier per short or long rest. This increases to 2 + WIS at 10th level and 3+ WIS at 15th level. You can use only one trick shot per attack.

Improved Bow Mastery

You learn another trick shot at 7th, 10th, 15th, and 18th level.

At 10th level your number of uses increases to 2 + Wisdom modifier.

At 15th level your number of uses increases to 3 + Wisdom modifier.

You can replace any trick shots whenever you gain the ability to learn a new one.

 

Trick Shots

Trick Shots are presented in alphabetical order.

Curving Shot

You can perform a trick shot to attempt to curve an arrow and hit an enemy behind full cover.

Disarming Shot

When you hit a creature with a ranged weapon attack, it drops one item (of your choice) that it is holding. That item flies 15 feet from the creature in a random direction.

Dodging Strike

When you hit an enemy with a weapon attack you automatically move 10 feet in any direction without provoking opportunity attacks from that creature.

Head Shot

When you hit a creature with a ranged weapon attack, add 1d8 damage to the damage roll. This damage increases at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

High Ground Critical

When firing from an elevated position use this to trick shot to make your ranged weapon attacks score a critical hit on a roll of 19 or 20.

Howling Shot

You fire a shot that is powerful enough to create a loud howling noise, distracting anyone it passes within 10 feet of including the creature it attacks. all enemies within ten feet of your arrows path have disadvantage on weapon and spell attacks until the end of your next turn.

Keen Eye

Use your exceptional perceptive abilities to hit an enemy. Use a Trick Shot to add your wisdom ([skills]perception[/skills]) modifier to the attack roll.

Pinning Shot

Expend one Trick Shot use and attempt to pin an enemy in place with one of your arrows. The target must make a STR saving throw (DC {{savedc:str,dex}}). On failure, it is pinned and cannot take any movement on its turn.  On their turn the target can spend an action to make a STR saving throw (DC {{savedc:str,dex}}) to release themselves.

Powerful Shot

When you hit a creature with a ranged weapon attack, it must make a Strength saving throw or be pushed back 10 feet. This effect only works against Large or smaller creatures.

Returning Shot

As a reaction when an enemy makes a ranged attack, expend one Trick Shot to catch the missile and use it or one of your own arrows to return fire. 

Sniper

You can use a Trick Shot to use your reaction to fire on an enemy you can see who is moving within range and stop them in their tracks. The target must make a STR saving throw. On a failure, it is knocked prone.

Honed Sight

Beginning at 10th level, when making a Perception or Investigation check, you can zone in and give yourself advantage on it. Once you use this feature, you can not use it again until you finish a short or long rest.

Improved Bow Mastery

You learn a new trick shots from the trick shot list.

You can also replace any trick shots you have already learnt.

Previous Versions

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3/9/2022 10:19:43 AM
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