Base Class: Fighter
Those who are truly able to master the bow blur the line between weapon and art form. Their precise skill and aim are the envy of many across the land. These adept fighters need no magic nor luck to aid them, as they are dependent only on their own hand-drawn bow and their own skill. They possess a variety of skills and tactics, each of which could find use in a variety of widely differing situations.
Keen Eye
Starting when you choose this archetype at 3rd level, you gain proficiency with the Perception skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make using this skill.
Modified Missile
When you choose this archetype at 3rd level, you learn to perform a variety of different attacks utilizing a bow and arrow. You have access to all of these options, and can freely choose which to use on any given turn. Each is listed with a cost, as each shot takes a differing amount of time to prepare and fire. These options can cost anywhere from 1-4 attacks, and when you use an option, the number of attacks you can perform that round decreases by the number listed in the cost. You can use only one Modified Missile per action. For example, a fighter with 2 attacks can use one of those attacks to use the Double Notch modification, while firing normally with their remaining attack. Alternatively, they could use both attacks to make a Tether Shot.
Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the arrow's effects. The saving throw DC is calculated as follows:
Modified Missile save DC = 8 + your proficiency bonus + your Dexterity modifier
Aim True (Costs 2 attacks)
Your attack hits a target as long as it is within the bow's range and can be damaged by the weapon. You may still roll an attack roll for the purpose of determining whether or not the attack is a critical hit.
Barrage (Costs 3 attacks)
You release a flurry of arrows, one after another. Each creature in a 30- foot cone must make a Dexterity saving throw against your Modified Missile DC. A creature takes piercing damage equal to 5d8 plus your Dexterity modifier on a failed saving throw, or half as much damage on a successful one.
Delicate Focus (Costs 1 attack)
You focus and utilize every ounce of accuracy you possess. You make a single attack with your bow, at advantage. You can use this option only if you haven't moved this turn, and after you use this option, your speed becomes 0 until the end of the current turn.
Double Nock (Costs 1 attack)
You draw two arrows simultaneously. You make the attack as normal, though you do not add your proficiency bonus to the attack roll. If the attack hits, you may roll an extra 1d6 piercing damage and add it to the attack's total damage.
Penetrating Arrow (Costs 1 attack)
You can attempt to cause your arrow to strike one target after going through another. Make the attack roll as normal and roll an additional attack for a target in a straight line directly behind the target. The second target cannot be more than 30 feet from the first. The attack on the second target deals damage as normal.
Pinning Arrow (Costs 1 attack)
You use an attack to pin the target to on object close by. You make your attack as normal. If the target is within 5 feet of an object or a wall, you can pin the target to that object. They must make a Strength saving throw against your DC. On a failure, they are considered grappled until the end of their next turn, at which point they are released from the pin. They can attempt to escape the grapple as normal on their turn as an action, which is contested by your Modified Missile DC.
Successive Strikes (Costs 3 attacks)
You continue to lay arrows into the same wound. Make three attack rolls as normal. The first of these deals its normal damage. If a second of these attacks hits, you may roll an extra 1d8 of the weapon’s damage type and add it to the total damage of the attack. If a third attack hits, you may roll an extra 2d8 damage of the weapon’s type when determining that attack’s total damage.
Tether Shot (Costs 2 attacks)
You fire an arrow that attaches you to your target with a rope. Make the attack roll as normal. If the attack hits a creature within 30 feet that is one size category larger than you or larger, you are tethered to it for the round. If the target moves on their turn, you move along with them while maintaining your current distance. Obstacles and walls stop your movement as they normally would, and the target may use an action to make a Strength check against your Modified Missile DC in order to attempt to remove the tether before moving. The tether can be released at will or held until the start of your next turn. This tether can also be attached to buildings, walls, or other solid objects in order to prevent potential fall damage. This tether has a maximum distance of 30 feet and can hold up to 500 pounds. If the weight is greater than 500 pounds, the rope snaps and the fall is not prevented.
Wounding Arrow (Costs 2 attacks)
You direct your strike towards a vital organ in the hopes of impairing an enemy. Make your attack roll as normal. If the attack hits the attack deals its normal damage, and the creature must make a Constitution saving throw. On a failed save, they have disadvantage on attack rolls and ability checks until the end of their next turn.
Intercepting Arrow
Once you reach 7th level, you can fire an arrow to disrupt attacks that are directed at you. Whenever you are hit by a ranged spell attack or ranged weapon attack, you may use your reaction to reduce the damage by 1d6 + your fighter level + your proficiency bonus. If you reduce the damage to 0, the attack is completely destroyed.
Additional Modifications
When you reach 7th level, you gain additional tactics that take advantage of the increased pace of your attacks. The following options are added to the Modified Missile list:
Penetrating Arrow (Costs 1 attack). You can attempt to cause your arrow to strike one target after going through another. Make the attack roll as normal and roll an additional attack for a target in a straight line directly behind the target. The second target cannot be more than 30 feet from the first. The attack on the second target deals damage as normal.
Tether Shot (Costs 2 attacks). You fire an arrow that attaches you to your target with a rope. Make the attack roll as normal. If the attack hits a creature within 30 feet that is one size category larger than you or larger, you are tethered to it for the round. If the target moves on their turn, you move along with them while maintaining your current distance. Obstacles and walls stop your movement as they normally would, and the target may use an action to make a Strength check against your Modified Missile DC in order to attempt to remove the tether before moving. The tether can be released at will or held until the start of your next turn.
This tether can also be attached to buildings, walls, or other solid objects in order to prevent potential fall damage. This tether has a maximum distance of 30 feet and can hold up to 500 pounds. If the weight is greater than 500 pounds, the rope snaps and the fall is not prevented.
Opportunistic Instinct
Upon reaching 10th level your eye is unerring, and your reflexes are quicker than ever. You have advantage on initiative rolls. Additionally, a target being prone does not impose disadvantage on your ranged attacks made with a bow.
You also gain the ability to notice the telltale signs of a trail when seeking out a quarry. You have advantage on Wisdom (Survival) checks made to track a creature if they have been struck by one of your arrows in the past day.
Advanced Modifications
Starting at 15th level, your mastery of your weapon allows you to modify your attacks in even more ways.
Barrage (Costs 3 attacks). You release a flurry of arrows, one after another. Each creature in a 30- foot cone must make a Dexterity saving throw against your Modified Missile DC. A creature takes piercing damage equal to 5d8 plus your Dexterity modifier on a failed saving throw, or half as much damage on a successful one.
Wounding Arrow (Costs 2 attacks). You direct your strike towards a vital organ in the hopes of impairing an enemy. Make your attack roll as normal. If the attack hits the attack deals its normal damage, and the creature must make a Constitution saving throw. On a failed save, they have disadvantage on attack rolls and ability checks until the end of their next turn.
Ultimate Marksmanship
At 18th level, you gain a +2 to attack and damage rolls when using a bow. Additionally, the following options are added to the Modified Missile list:
Aim True (Costs 2 attacks). Your attack hits a target as long as it is within the bow's range and can be damaged by the weapon. You may still roll an attack roll for the purpose of determining whether or not the attack is a critical hit.
Successive Strikes (Costs 3 attacks). You continue to lay arrows into the same wound. Make three attack rolls as normal. The first of these deals its normal damage. If a second of these attacks hits, you may roll an extra 1d8 of the weapon’s damage type and add it to the total damage of the attack. If a third attack hits, you may roll an extra 2d8 damage of the weapon’s type when determining that attack’s total damage.
Comments