Rogue
Base Class: Rogue

Due to your fragility in combat, you have learned ways to get the upper hand on your opponents from a distance. 

 

Note: I saw this under Hooded Archer and revised it with more of my own personal flavor preferences. Hope you enjoy!

Crafted Arrows

Starting at 3rd level, You gain the knowledge to begin crafting special arrows from the crafted arrow options.

You gain 3 crafted arrow options at this level then 1 more at levels 5, 9, 13, and 17. 

You can have up to 10 crafted arrows in your quiver at a time.

This capacity increases by 5 at levels 5, 9, 13, and 17.

To make your arrows, you must make an Intelligence Check (Tinker's Tools) with the DC listed in the crafted arrow option's description.

On a success, you craft an arrow of the type you wanted to make among the arrow options you have.

You can craft a number of arrows equal to your Proficiency Modifier + your Intelligence Modifier. This resets on a short or long rest.

Each arrow you craft takes 5gp of material or 10 minutes of foraging for supplies. Failure to craft does not consume the materials. 

According to your DM's discretion, a component's pouch may contain the materials you need.

Explosive Arrow

 

Make a ranged attack at a target within your range. On a hit, the target takes the normal arrow damage. Then the target and each creature within 5ft of the target must make a DC 13 Dexterity saving throw, taking 2d6 bludgeoning damage or half as much on a success. The saving throw DC for this arrow increase by 2 at levels 5, 11, and 17.

Crafting DC: 15

 

Holy Arrow

 

Make a ranged attack on a target within your range. The target takes radiant damage in place of your normal weapon damage. Then the target must make a DC 13 Wisdom saving throw. On a failure, the target is blinded for 1 minute. The DC for this arrow increases by 2 at levels 5, 11, and 17.

Crafting DC: 19

 

Grapple Arrow

 

Make a ranged attack against a structure no more than 60ft tall. On a hit, you may begin to ascend the structure granted that you have enough rope in your inventory.

Crafting DC: 10

 

Impact Arrow

 

Make a ranged attack roll on a target within your range. A Large or smaller target must succeed on a DC 13 Strength saving throw or be knocked prone. The saving throw DC for this arrow increase by 2 at levels 5, 11, and 17. At 9th level, your prowess at crafting has allowed you to create an arrow that can also affect Huge creatures.

Crafting DC: 13

 

Incendiary Arrow

 

Make a ranged attack on a target within your range. On a hit, the target takes the normal weapon damage plus 1d4 fire damage and is ignited. An ignited creature must use an action on their turn to put themself out. A creature that ends its turn ignited takes 1d4 fire damage. The fire damage of the arrow and ignited damage both increase as you gain levels in this class to a d6 at 5th level, a d8 at 11th level, and a d10 at 17.

Crafting DC: 16

 

Piercing Arrow

 

This arrow ignores cover and deals an extra 1d4 piercing damage to targets that are not behind cover.

Crafting DC: 10

 

Poison Gas Arrow

 

You shoot an arrow that releases a gas creating a 15-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within your weapon's range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the gas's area for the first time on a turn or starts its turn there, that creature must make a DC 13 Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. The gas's DC and damage increase with each level you have in this class by 2 and 1d8 respectively at levels 5,11, and 17.

Crafting DC: 17

 

Quake Arrow

 

This arrow does the normal weapon damage plus 6d6 damage to structures or objects it hits. This damage increases by 2d6 at levels 5, 11, 17.

Crafting DC: 11

 

Shock Arrow

 

Make a ranged attack on a target within range. On a hit, the target takes thunder damage in place of your normal weapon damage. Then the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of their next turn. The saving throw DC for this arrow increase by 2 at levels 5, 11, and 17.

Crafting DC: 18

 

Web Arrow

 

You shoot an arrow that releases sticky webbing at a point of your choice within your weapon's range. The webs fill a 10-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.


Each creature that starts its turn in the webs or that enters them during its turn must make a DC 13 Dexterity saving throw. On a failed save, the creature is Restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its Actions to make a DC 13 Strength check. If it succeeds, it is no longer Restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Dexterity saving throw and Strength check DC for this arrow increase by 2 at levels 5, 11, and 17.

Crafting DC: 20

 Oil Arrow

Make a ranged attack on a target within your range. On a hit, the target takes the normal weapon damage and is covered in oil. While covered in oil, the creature's movement is halved. Additionally, the creature is flammable and vulnerable to fire damage until the oil has burned for one minute. An ignited creature must use an action on their turn to put themself out. A creature that ends its turn ignited takes 1d4 fire damage. 

Crafting DC: 17

Knockback Arrows

Make a ranged attack roll on a target within your range. The target must succeed on a DC 13 Strength saving throw or be pushed 10ft in a straight line. The saving throw DC for this arrow increases by 2 at levels 5, 11, and 17.

Crafting DC: 12

Explosive Arrow

Make a ranged attack at a target within your range. On a hit, the target takes the normal arrow damage. Then the target and each creature within 5ft of the target must make a DC 13 Dexterity saving throw, taking 2d6 bludgeoning damage or half as much on a success. The saving throw DC for this arrow increase by 2 at levels 5, 11, and 17.

Crafting DC: 15

Grapple Arrow

Make a ranged attack against a structure no more than 60ft tall. On a hit, you may begin to ascend the structure granted that you have enough rope in your inventory.

Crafting DC: 10

Holy Arrow

Make a ranged attack on a target within your range. The target takes radiant damage in place of your normal weapon damage. Then the target must make a DC 13 Wisdom saving throw. On a failure, the target is blinded for 1 minute. The DC for this arrow increases by 2 at levels 5, 11, and 17.

Crafting DC: 19

Impact Arrow

Make a ranged attack roll on a target within your range. A Large or smaller target must succeed on a DC 13 Strength saving throw or be knocked prone. The saving throw DC for this arrow increase by 2 at levels 5, 11, and 17. At 9th level, your prowess at crafting has allowed you to create an arrow that can also affect Huge creatures.

Crafting DC: 13

Incendiary Arrow

Make a ranged attack on a target within your range. On a hit, the target takes the normal weapon damage plus 1d4 fire damage and is ignited. An ignited creature must use an action on their turn to put themself out. A creature that ends its turn ignited takes 1d4 fire damage. The fire damage of the arrow and ignited damage both increase as you gain levels in this class to a d6 at 5th level, a d8 at 11th level, and a d10 at 17.

Crafting DC: 16

Knockback Arrows

Make a ranged attack roll on a target within your range. The target must succeed on a DC 13 Strength saving throw or be pushed 10ft in a straight line. The saving throw DC for this arrow increases by 2 at levels 5, 11, and 17.

Crafting DC: 12

Oil Arrow

Make a ranged attack on a target within your range. On a hit, the target takes the normal weapon damage and is covered in oil. While covered in oil, the creature's movement is halved. Additionally, the creature is flammable and vulnerable to fire damage until the oil has burned for one minute. An ignited creature must use an action on their turn to put themself out. A creature that ends its turn ignited takes 1d4 fire damage. 

Crafting DC: 17

Piercing Arrow

This arrow ignores cover and deals an extra 1d4 piercing damage to targets that are not behind cover.

Crafting DC: 10

Poison Gas Arrow

You shoot an arrow that releases a gas creating a 15-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within your weapon's range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the gas's area for the first time on a turn or starts its turn there, that creature must make a DC 13 Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. The gas's DC and damage increase with each level you have in this class by 2 and 1d8 respectively at levels 5,11, and 17.

Crafting DC: 17

Quake Arrow

This arrow does the normal weapon damage plus 6d6 damage to structures or objects it hits. This damage increases by 2d6 at levels 5, 11, 17.

Crafting DC: 11

Shock Arrow

Make a ranged attack on a target within range. On a hit, the target takes thunder damage in place of your normal weapon damage. Then the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of their next turn. The saving throw DC for this arrow increase by 2 at levels 5, 11, and 17.

Crafting DC: 18

Web Arrow

You shoot an arrow that releases sticky webbing at a point of your choice within your weapon's range. The webs fill a 10-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

Each creature that starts its turn in the webs or that enters them during its turn must make a DC 13 Dexterity saving throw. On a failed save, the creature is Restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its Actions to make a DC 13 Strength check. If it succeeds, it is no longer Restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Dexterity saving throw and Strength check DC for this arrow increase by 2 at levels 5, 11, and 17.

Crafting DC: 20

Tinker

When you choose this archetype at 3rd level, you gain proficiency with Tinker's Tools and Survival, and you may craft normal arrows with no check required.

Trick Shot

Starting at 9th level, Once per turn when you miss with a ranged attack you can re-roll the attack.

Arcane Archer

By 13th level, You have learned how to etch magical symbols onto your arrows to great effect. Once on your turn when you hit with a crafted arrow attack, one friendly creature who has the same magical symbols on its equipment may use its reaction to make a melee attack against the target. This melee attack does force damage. Additionally, they may cast a spell on the target with a range of touch in place of a melee attack.

Volley

When you reach 17th level, you can summon all of your archery prowess for a devastating attack. During the first turn of combat, you have advantage on all your attacks. Additionally,  you can make one ranged weapon attack on all hostile creatures within your weapon's range. Each of these shots benefits from your sneak attack damage, but none of these attacks can be with a crafted arrow. Once you use perfect archer you can't use this ability again until you finish a long rest.  

Comments

Posts Quoted:
Reply
Clear All Quotes