Barbarian
Base Class: Barbarian

Filled with power and potential, you find that melee combat is not the outlet that embraces your nature. Instead, you see visions of glory and victory with a ranged weapon in your hand and a piercing wound in an enemy far away. The Path of the Arrowhead Barbarian was born to shoot their shot both literally and figuratively. Victory is in sight when you find an enemy in your sights!

Level 3: Powerful Projectiles

Starting at 3rd level, your true power comes out when attacking from afar. Your strength amplifies your shots.

You gain Proficiency in Longbows, Heavy Crossbows, and Hand Crossbows. You gain the option to use your Strength modifier instead of your Dexterity modifier when making attacks with ranged weapons. You can also now use Reckless Attack with ranged weapons.

Ranged Rage

Starting at 3rd level, you realize that just because you are farther away, it doesn't mean you are any less angry.

While Raging, your Rage bonus to damage applies to your ranged weapon attacks.

Level 6: Up Close & Shootable

Starting at 6th level, your ire grows to where distance is not a factor in the effectiveness of your attacks.

While Raging, being in melee range of a target no longer imposes disadvantage or penalties on ranged weapon attacks against that target. You can also now make opportunity attacks against targets leaving your melee range while holding a ranged weapon as if you were making a ranged attack with that weapon. You do not have to be Raging to be able to make an opportunity attack in this way.

Spiritual Arrow

Starting at 6th level, you awaken with the mystic connection to a spiritual arrow that you can control with your mind.

As an action, you can summon a floating arrow. As a bonus action on each of your turns, you can command to the arrow to attack a creature within 30 feet of you. The arrow deals 1d8 + Strength modifier + Proficiency Bonus points of Piercing damage. The damage increases to 2d8 at 14th level.

As an action, if the arrow is still summoned, you can imbue the Spiritual Arrow with either Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant, or Thunder damage. When attacking with the arrow using your bonus action after this, the arrow will now do 1d8 + Strength Modifier + Proficiency Bonus points of Piercing damage + 2d4 points of the chosen elemental damage type. The Elemental damage stays in effect until the arrow dissipates or is dismissed. The Piercing damage increases to 2d8 and Elemental damage increases to 3d4 at 14th level.

The Spiritual Arrow dissipates when a bonus action is not used to maintain it or when dismissed with no action required. It can be resummoned any time with an action.

Level 10: Master Blaster

Starting at 10th level, your mastery of ranged combat has reached a new caliber.

Attacking with a ranged weapon within melee range will not suffer from disadvantage or penalties related to range. This is the case even when not Raging. Additionally, whenever you score a Critical Hit with a ranged weapon, you add an additional damage die to the roll.

Level 14: Trick Shots

Starting at 14th level, your skill allows you to pull off deadly shots to wipe out enemies quickly. You gain the ability to perform two special attacks.

Scatter Shot. As an action, you can shoot 4 ranged attacks at once. Each attack must target a different creature. If there are less than 4 creatures to target when this feature is used, then the number of attacks will be equal to the number of targets available.

Charged Shot. As an action, you can charge up an extremely powerful attack. On your next turn, you make a ranged weapon attack at disadvantage that, on a hit, deals triple the damage of the roll.

You can use either of these features a number of times equal to 5 + your Strength modifier. This resets when you finish a long rest. 

Previous Versions

Name Date Modified Views Adds Version Actions
11/29/2025 7:26:25 AM
0
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes