Fighter
Base Class: Fighter

The archetypal Yeoman forgoes much of the heavy armor preferred by their more traditional fighter counterparts for speed and damage with bows and crossbows. On the battlefield they might be found lining up in ranks of archers to fire volley after devestating volley into an enemy charge, or they might journey with rangers to skirmish along the enemy's flanks. During peace time many exhibit their trade at fairs and competitions, some take to poaching the King's deer to feed their family, and still others are hired as Foresters to hunt outlaws who hide deep in the woods. Regardless of their profession, Yeoman make excellent adventurers when teamed with a party capable of keeping their enemies at bay where a Yeoman can fill them with steel headed arrows or bolts.

[NOTE: I am still trying to get some of the features to work functionally on dnD Beyond but if you roll your own dice it shouldn't be a problem]

Rapid Shot

A Yeoman is expert in firing their weapon extra fast. As Such they can use a bonus action to make one extra attack roll with a ranged weapon that does not have the thrown property. They can make this attack a number of times equal to their proficiency bonus. All uses are regained when the Yeoman uses their "Second Wing" ability, otherwise they are regained on a long rest.

Weapon Specialization

Yeomen spend a lifetime training with their preferred weapon, and while they can use a different one if necessary they are exceptional with the one they favor Wwen not wearing heavy armor. Those that choose Bows can drop an arrow into a deadly arc guerenteed to exact additional damage with each hit gaining a +1 to damage. Those that choose Crossbows know how to make use of the quick release and flat trajectory to pierce through armor and hit moving targets with exaction gaining a +1 to hit.

Bow Specialization

Yeoman who choose Bow Specialization gain +1 to damage when using bows

Crossbow Specialization

Yeomen who choose the Crossbow Specialization gain a +1 to hit modifier.

Targeted Shots

The Yeoman chooses 3 Maneuvers from the Targeted Shots list and gains 2 Targeting Dice. These dice are d8's.

Some of the Targeted Shots will require the target to make a save. IF so your Targeting DC is 8+your proficiency bonus+your dextarity modifier.

Disarming Shot

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Shot

When you hit a creature with a weapon attack, you can expend one targeting die to distract the creature, giving your allies an opening. You add the targeting die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Goading Shot

When you hit a creature with a weapon attack, you can expend one targeting die to attempt to goad the target into attacking you. You add the targeting die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Menacing Shot

When you hit a creature with a weapon attack, you can expend one targeting die to attempt to frighten the target. You add the targeting die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Precise Shot

When you make a weapon attack roll against a creature, you can expend one targeting die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Shot

When you hit a creature with a weapon attack, you can expend one targeting die to attempt to drive the target back. You add the targeting die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Trip Shot

When you hit a creature with a ranged weapon attack, you can expend one targeting die to attempt to knock the target down. You add the targeting die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

 

Weapon Focus

At level 10 a Yeoman gains additional bonuses to their chosen weapon. Bowmen now do +2 damage and Crossbomen now have +2 attack modifiers.

Excellent Targeting

The Yeoman's Targeting dice are increased to d10's.

Master Archer

When the Yeoman rolls initiave if he has no uses of his rapid shot remaining he automatically gains 2 additional uses.

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