Base Class: Fighter
This class is meant to be used with LMC Backgrounds, Items, and Rules
Manually add the LMC: Base Rules feat for quick campaign rules reference
You are a master with the bow, and your success in battle spurs you on to more impressive and daring feats.
Level 3: Fueled by Momentum
Starting at level 3, your success in battle spurs you on to more impressive and daring feats.
You can bank up to 20 momentum.
Each successful ranged or melee attack on an enemy produces 2 momentum.
Any turn without dealing damage reduces momentum by 1. Any hit you suffer reduces momentum by 1.
You can swing your bow as a club, or stab with an arrow like a dagger.
You can use momentum for the following abilities. Each ability must be paired with a single attack unless otherwise noted.
| Ability | Cost | Description | Notes |
|---|---|---|---|
| Focus | 1 Bonus Action | Gain 2 points of momentum | Does not need to be paired with an attack |
| Aim | 1 Momentum | Add 2 to your attack roll | Can apply multiple times to the same attack |
| Disengaging Strike | 1 Momentum | Enemy can't take an attack of opportunity if you successfully hit them with this melee attack | |
| Far Shot | 1 Momentum | Add 30 feet to your attack range | Can apply multiple times to the same attack |
| Power Shot | 3 Momentum | Add 2d6 piercing damage to your attack | Can apply multiple times to the same attack |
| Multi-shot | 3 Momentum | Add an extra arrow to your shot (roll an attack for each arrow). You can target the same enemy or any enemy within 10 feet of a targeted enemy. | Can add multiple arrows to a single attack |
| Pinning Shot | 5 Momentum | Restrains target on hit. At the end of the restrained targets turn they can remove the condition with a DC 14 Strength check, or by using an action on their turn. If you miss the target with this attack, you get 2 momentum back. | An ally can use the help action to free the target from restraint. |
Level 7: Turn the Tide
Starting at level 7, gain 10 momentum as a bonus action. Once per short rest.
Level 7: Volley
Starting at level 7, you can use an action to fire a volley of arrows to a point at least 60 feet away from you. Any enemy within 10 feet of that point makes a DC 14 Dex save or takes your normal attack damage. Anyone who saves takes half damage.
Level 10: That's one for me!
Starting at level 10, you’re phenomenal at claiming kills as your own, and you’re good at taking the final shot. Whenever you hit an enemy with an attack, if 2x the total damage of the single attack would kill the enemy, then the enemy is reduced to zero hit points. Otherwise they just take the normal damage.
Level 15: Improved Momentum
Starting at level 15, you can use your reaction when hit to resist losing momentum and gain 2 momentum instead.
Each successful ranged or melee attack on an enemy now produces 3 momentum instead of 2.
The Focus ability now generates 3 momentum.
Level 15: Set a Trap
Starting at level 15, you can use an action to place a trap on a 10x10 foot space. Anyone who steps on that space receives 2d10 damage and is restrained. The trap is then destroyed. Can be used 2 times per short rest.
Level 18: That still only counts as one!
Starting at level 18, you can use 10 momentum to mark a large or bigger creature. For the remainder of your turn, all successful hits on that creature are critical hits.
Previous Versions
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3/5/2026 9:45:31 PM
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Coming Soon
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