Base Class: Fighter
"When you shoot a bow and arrow, you aim at the clouds, not because you expect to hit them, but so that you may reach the distant target on the ground." - Sun Tzu.
A true archer masters not the bow and arrow, but also the wind itself.
Airy Flank
Beginning when you choose this archetype at 3rd level, you can use your allies to your advantage when performing a ranged attack. By twisting the air subtle you can take advantage of an ally distracting the enemy and you gain the ability to flank at range, this following melee flanking rules with the addition of corners.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Perception, Stealth or Survival. If you're already proficient you can double your proficiency bonus instead.
Improved Airy Flank
Starting at 7th level, your ranged attacks count as flanking as long as the enemy is standing adjecent to an ally. In addition you gain proficiency in one of the following skills of your choice: Perception, Stealth or Survival. If you're already proficient you can double your proficiency bonus instead.
Snipers Eye
At 10th level, you've trained your eyes to notice the smallest details. You can see normally in darkness up to 300 feet and see three times as far as your race would normally allow in daylight.
By twisting the air current around you, you're able to move the shadows around you to hide your location. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Move with the arrow
Starting at 15th level, you can become the air while your arrow flies through it. Make an attack with advantage targeting the square you want to teleport to, if you hit the AC of the ground (5 if not noted otherwise), you teleport to the square at the end of the attack when the arrow lands. If you choose to aim for a 10 minutes, you can increase the range and sight of this ability to as far as you could see if you were standing atop of a large mountain, assuming your arrow can fly to and land in that location.
You can use this feature a number of times equal to your Dexterity modifier +1 (a minimum of twice). You regain all expended uses when you finish a long rest
Gale Dodge
Starting at 15th level, can move the air itself to protect you. By producing powerful winds knocking the danger off balance you're able to dodge even the most powerful attacks. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
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