Base Class: Ranger
The Elven male moves slowly through the brush, his bow locked onto the unsuspecting bandit that stands nearly 200 feet away. With a whisper, the arrow flies through the air, striking the bandit at the same time the elf disappeared back into the woods.
Cornered against a wall, the Warforged releases a single arrow against the lead wolf, with an ear-shattering roar the charred body falls to the ground, the rest of the pack disappearing into the night.
A Gnomish man spins around from a damaged cart, watching as kobold takes aim at his kneeling companion. In a flurry of movement he fires two arrows, one striking the arrow flying towards his ally, the other piercing the archer's neck.
The Master Archer spends their whole life dedicated to using ranged weapons as an extension of their body. They hone their skills to a point which allows them to strike with almost unnatural precision. As a Master Archer, you spend any free time you have honing your skills, lest they are lacking in battle.
When creating a Master Archer be sure to think of who the character is connected to. Are they part of an elite squadron who have spent their life training? Or are they part of a nomadic tribe who wanders the desert, living as a nomad in order to become a better archer? As long as you let the DM know you can start just about anywhere with this class.
Specialised Arrows
You gain proficiency in Survival and Alchemist's Supplies.
You can spend an hour with the needed gear to make a Survival Check and an Alchemist's Supplies check (DC: 15) in order to create a set of 5 specialised arrows, each specialised arrow dealing 1d4 of the chosen damage (Fire, Cold, Poison, Acid, etc).
Needed Components: E.g. Part of a gelatinous cube for acid, a spore of mushrooms for poison, the blood of a white dragon for cold.
Enhanced Training
At 3rd level, you gain one of the following features.
Armor Breaker
Once per turn when you make an attack with a bow, you can deal an extra speciality die (d4) of damage.
Keen Sight
Your eyesight is honed on the horizon. When you make a perception check you can add a specialised die (d4) to the check.
Professional Camoflage
Due to your training, you are especially adept at camouflage. You gain a specialised die (d4) on stealth checks.
Enhanced Maneuvers
At level 7, you gain an additional feature.
Elusive
Your training allows you to avoid oncoming danger. You can take the disengage action as a bonus action.
Preemptive Strike
Due to your advanced training, you are able to take advantage of an enemies fault. If a creature misses an attack against you you can use your reaction to make a ranged weapon attack.
Steady Shot
You gain a +2 to hit with bows.
Increased Archery
Your Speciality die increases to a d6.
Heightened Maneuvers
At 11th level you gain an extra maneuver of your choice.
Burst Shot
You can use your action to make an attack roll against one creature. Up to five creatures within 10 feet of the main target must make a DEX save (DC= 8 + prof + WIS), taking the weapon damage on a failed save, or half as much on a successful one.
Explosive Shot
You can use your action to make a ranged attack at a point or creature. Any creatures within 5ft. must make a DEX save (DC: 8 + Prof + WIS), or take 3d8 fire damage, half on a successful save. (Objects take double damage from the save.
Paralyzing Shot
You make a weapon attack against one creature. On a failed CON save (DC: 8 + prof + WIS) the creature becomes paralyzed, for 1 minute, being able to repeat the save at the end of each of the creatures turns.
Masterful Training
At 15th level your skills have been honed to magical precision, you gain one of the following features.
Counter Shot
You have become so well practised in archery that you can shoot an opponents arrow out of the air. As a reaction you can impose disadvantage on a ranged attack roll, this uses one arrow from your quiver.
Faultless Guard
You are now able to slip right past danger unharmed. Your movement no longer provokes opportunity attacks.
Hunter's Camoflauge
Your camouflage has become indistinguishable from your surroundings. While hidden you can become invisible as an action, moving more than half your speed, attacking, casting a spell or being damaged drops the invisibility.
Long- Eye
You have become extremely adept at firing long distances. You can fire a bow up to 250ft. without having disadvantage on the attack roll.







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