Fighter
Base Class: Fighter

Bow masters have spent many hours honing the art of Archery. Not only have these Fighters learned how to use bows in unique and powerful ways, but they have also learned the process to create their own ammo.

Bow Superiority

When you choose this archetype at 3rd level, you learn Trick shots that are fueled by special dice called superiority dice.

Trick Shots. You learn three trick shots of your choice, which are detailed under “Trick shots” below. Many Trick shots enhance an attack in some way. You can use only one Trick shot per attack.

You learn two additional trick shots of your choice at 7th, 10th, and 15th level. Each time you learn new Trick shots, you can also replace one trick shot you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your Trick shots require your target to make a saving throw to resist the Trick shot’s effects. The saving throw DC is calculated as follows:

Trick shot save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Fletcher

At 3rd level, you gain the ability to create your own basic arrows.

Trick Shots.

The maneuvers are presented in alphabetical order.

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.

Bait and Switch

When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Curved Shot

Choose a creature who you can see using 3/4 cover or less, or that you saw within the last round go behind total cover. In order to choose a target behind total cover a spot within 5 feet must only provide 3/4 cover or less. Make a Ranged attack roll towards the target, then roll a superiority dice adding it to the attack roll. When calculating cover bonus made with these shots 1/2 cover adds no AC bonus, 3/4 cover adds +2 AC, and full cover adds +5 AC.

Distracting Shot

When you hit a creature with a Ranged weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Overdrawn shot

You draw your bow back past its normal tension. Make a Ranged attack against the target. If it hits roll a superiority dice, adding its value to the damage 

Precision Attack

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Quick Shot

As a bonus action, you can expend one superiority die and make a ranged attack. If you hit, add the superiority die to the weapon’s damage roll.

Rally

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Twin shot

Loose two arrows. Roll the first arrow as normal. For the second arrow roll a superiority dice instead of a D20 to calculate a hit. You may choose to have both arrows target a single creature, or have each arrow hit a different target as long as both targets are within 5 feet of each other. 

Volley

Fire a volley of arrows into a 10 foot radius area within you weapons range. All creatures in the area must make a Dex saving throw. Roll a superiority dice. On a failed save creatures take 1d6 plus the superiority dice value for each square they occupy  within the 10 radius.

Improved Fletching.

Starting at 7th level, if you spend at least 1 hour crafting ammo you can choose one of the following instead of basic ammo.

  • Barbed Arrow (10): Barbed arrows stick in targets. If more than 2 arrows are stuck into a creature they will have disadvantage on attack rolls and Dexterity checks. Add and additional 1d4-1 slashing damage if the arrow is removed. Removing an arrow is a bonus action or reaction.
  • Heavy Arrow (10):  Heavy arrows hit with a harder impact, Driving them past armor. When using this ammo add a +1 to attack rolls.
  • Razor arrows (10): Razor arrows are sharpened broader heads. When using this ammo add an additional 1d4 slashing damage to attacks.

Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

Improved Combat Superiority

At 18th level, your superiority dice turn into d12s.

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