I wish that more classes felt like the battle master. They get many interesting things to do on their turn (maneuvers) while most other classes simply use Attack Action. I started compiling things from various video games that would be cool to be able to do in DND. This thread is only for Archery based talents, if people like it I will post my other ideas for other Fighting Styles. I'm looking for feedback, especially in-game balance.
Melee Shooting: (Passive) Being within 5 feet of a hostile creature doesn’t impose a disadvantage on your ranged attack rolls.
Pinning Shot: (Action) Make a Ranged Weapon attack with it against one creature within Range. On a hit, the target suffers the weapon attack’s normal effects and the target's speed is reduced to zero until the start of your next turn.
Rapid Shot: (Bonus Action) Until the start of your next turn, When you take the Attack action you make one additional attack with disadvantage rather than a single attack.
If the character normally would get 1 attack, they can instead make 2 attacks with a disadvantage
If the character normally would get 2 attacks, they can instead make 3 attacks with disadvantages on each.
Accuracy: (Passive) You gain a +2 bonus to attack rolls you make with ranged weapons.
Aim: (Bonus Action) Until the start of your next turn, When you take the Attack action you make one fewer attacks with advantage rather than multiple attacks.
If the Character would normally get 2 attacks, they can instead make a single attack with an advantage.
Crippling Shot: (Action) Make a Ranged Weapon attack with it against one creature within Range. On a hit, the target suffers the weapon attack’s normal effects and the target has a disadvantage on attacks until the start of your next turn.
Shattering Shot: (Action). The archer fires a shot designed to open up a weak spot in the target's armor. Make a Ranged Weapon attack with it against one creature within Range. On a hit, the target suffers the weapon attack’s normal effects and the target’s AC is reduced by 2 until the start of your next turn.
Defensive Fire: (Bonus Action) Until the start of your next turn, your movement speed is halved, and your AC increases by 2.
Critical Shot: (Action) Finding a chink in the target's defenses, the archer fires an arrow that, if aimed correctly, automatically scores a critical hit. Make a Ranged Weapon attack with it against one creature within Range. This attack lands a critical hit on 18, 19, or 20.
Suppressing Fire:(Action) Enemies hide and flee from your onslaught. Make a Ranged Weapon attack with it against one creature within Range. On a hit, the target suffers the weapon attack’s normal effects and the target is afraid of you until the beginning of your next turn.
Burst Shot: (Action) An arrow detonates disorienting nearby enemies. Make a Ranged Weapon attack with it against one creature within Range. On a hit, the target suffers the weapon attack’s normal effects and the target and all creatures within 5ft of the target must succeed a Con Save against your Archer’s Prowess or be Stunned until the start of your next turn.
Remember, these are just my opinions, you can take all, some or none, whatever you want.
These are... pretty unbalanced. Some are too strong IMO while others are very weak.
For example, the only situation I'd use the Rapid Shot option is if my attacks already have disadvantage for that turn. Even then, I will almost always have a better option, unless it's a 1v1 and we're both 1 hp or smth. Similarly, Aim is almost as bad as True Strike, unless you have Elven Accuracy.
Why doesn't Suppressing Fire let the enemies make a saving throw? I can't see a reason you won't use it.
I could give crticism about a few more, but instead I'll give my personal advice for improvement: Make the abilities interesting, not strong.
What does that mean? Pinning Shot is a cool option, because it adds flavour. I assume the arrow pins the target's clothes to a wall/their feet to the ground/something similar. Meanwhile, Accuracy is... +2 to hit. Just get the Archery fighting style... Critical Shot is strong. Very strong, and boring. You deal a lot of damage because... your arrow is extra pointy and sharp? Meanwhile, looking at the Battle Master options, Tripping Attack is cool. You sweep your spear to trip the enemy, making them fall prone. Is it strong? Depends. If you only have a single attack per round and playing a 1v1, the enemy just gets up. Still, falling down will annoy them, plus it gives you a great way to escape them (you just walk away. They make the opportunity attack with disadvantage so we'll assume they miss, and in their next turn, assuming 30 ft. movement for both of you, they can't get into melee).
In other words, think of special battle "moves", rather than special arrows in your quiver (Burst Shot, Critical Shot, *Shattering Shot, *Crippling Shot). Maybe a Double Shot for shooting two arrows instead of one. The first arrow is normal, the second hits at your roll's result but without your dex modifier, or some other penalty. If the roll is a critical hit, the second arrow doesn't add double the damage dice. Just an idea.
*Might make sense as a move, though the archer will have to be very accurate, so I'd say they'd have to roll for the enemy's AC+X (X determined by armour type, 1 for light, 2 for medium and 3 for heavy, or something like that) for the extra effect to take place.
Accuracy was basically the fighting style, my plan was to use a list like this to replace the fighting style mechanic as written. Characters would get to pick 1 of these options at levels 1, 5, 11, 17 (or something like that). Curtain features would be locked to the curtain levels, for example, the critical shot is only available as a 17th level pick. This is why "Accuracy" is basically the standard fighting style.
For Rapid Shot, I was picturing being swarmed by a large number of week enemies such as goblins, where it's not overly difficult to beat the AC of a creature to land a hit, but making an extra attack could help change the action economy. But you are right, there would be no reason to not use it when you already have a disadvantage for some reason (Spray and Pray). Perhaps a stagnant penalty to hit (Such as -2 or -5, like cover) would be a better choice.
I intended Aim to be the opposite of Rapid Shot. When looking at enemies with a high AC that is difficult to hit, a Fighter who normally makes 4 attacks with a bow could choose to make 3 attacks with an advantage. By reducing the attack, this would only really work for characters with multi-attack, so it would not automatically give a bow rogue a sneak attack.
These Talents are intended to replace the Archery Fighting style for all classes that are able to acquire this fighting style. Characters are able to select 1 perk when they acquire a fighting style, and an additional perk at 5th, 11th and 17th levels. When an ability requires a save, your Dexterity determines the Save DC.
DC = 8 + Proficiency Bonus + Dexterity Modifier.
Melee Shooting: (Passive) (1st Level) Being within 5 feet of a hostile creature doesn’t impose a disadvantage on your ranged attack rolls.
You are mentally prepared for the enemies to be at close range and don’t flinch.
Pinning Shot: (Action) (1st Level) Make a Ranged Weapon attack with it against one creature within Range. On a hit, the target suffers the weapon attack’s normal effects and the target's speed is reduced to zero until the start of your next turn.
You pin an enemy’s foot to the floor or shirt to a wall with a well-placed arrow.
Accuracy: (Passive) (1st Level) You gain a +2 bonus to attack rolls you make with ranged weapons.
Practice makes perfect, or at least better.
Rapid Shot: (Bonus Action) (Level 5) Until the start of your next turn, When you take the Attack action you make one additional weapon attack. All attacks as part of this attack action suffer from a -5 to hit.
If the character normally would get 1 attack, they can instead make 2 attacks each with a -5 penalty to hit.
If the character normally would get 2 attacks, they can instead make 3 attacks each with a -5 penalty to hit.
Aim: (Bonus Action) (Level 5) (Requires Multi-attack) Until the start of your next turn, When you take the Attack action you make one fewer attack with a +5 to bonus to hit rather than multiple attacks.
If the Character would normally get 2 attacks, they can instead make a single attack with a +5 Bonu to hit.
Crippling Shot: (Action) (Level 5) Make a Ranged Weapon attack with it against one creature within Range. On a hit, the target suffers the weapon attack’s normal effects and has a disadvantage on attacks until the start of your next turn.
Aiming at the arms and shoulder of the target makes them less combat effective.
Shattering Shot: (Action) (Level 11) The archer fires a shot designed to open up a weak spot in the target's armor. Make a Ranged Weapon attack with it against one creature within Range. On a hit, the target suffers the weapon attack’s normal effects and the target’s AC is reduced by 2 until the start of your next turn.
Severing the strap on a piece of enemy armor or knocking the helmet from someone's head.
Defensive Fire: (Bonus Action) (Level 11) Until the start of your next turn, your movement speed is halved, and your AC increases by 2.
Moving slowly and calculatingly.
Suppressing Fire:(Action) (Level 11) Enemies hide and flee from your onslaught. Make a Ranged Weapon attack with it against one creature within Range. On a hit, the target suffers the weapon attack’s normal effects and the target becomes Frightened of you until the beginning of your next turn.
Enemies run or duck and cover to avoid your arrows.
Critical Shot: (Action) (Level 17) Finding a chink in the target's defenses, the archer fires an arrow that, if aimed correctly, automatically scores a critical hit. Make a Ranged Weapon attack with it against one creature within Range. This attack lands a critical hit on 18, 19, or 20.
Boom! Headshot
Burst Shot: (Action) (Level 17) An arrow splintering and disorienting nearby enemies. Make a Ranged Weapon attack with it against one creature within Range. On a hit, the target suffers the weapon attack’s normal effects and the target and all creatures within 5ft of the target must succeed a Con Save or be Stunned until the start of your next turn.
The arrow shatters on a piece of solid arrow or thick hide throwing shrapnel nearby.
Archer’s Lance: (Action) (Level 17) You are able to thread the needle and strike multiple opponents with a single arrow. All enemies in a 60ft line must succeed a Dex Save or suffer the weapon attack’s normal effects.
Line them up, knock them down.
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I wish that more classes felt like the battle master. They get many interesting things to do on their turn (maneuvers) while most other classes simply use Attack Action. I started compiling things from various video games that would be cool to be able to do in DND. This thread is only for Archery based talents, if people like it I will post my other ideas for other Fighting Styles. I'm looking for feedback, especially in-game balance.
Remember, these are just my opinions, you can take all, some or none, whatever you want.
These are... pretty unbalanced. Some are too strong IMO while others are very weak.
For example, the only situation I'd use the Rapid Shot option is if my attacks already have disadvantage for that turn. Even then, I will almost always have a better option, unless it's a 1v1 and we're both 1 hp or smth. Similarly, Aim is almost as bad as True Strike, unless you have Elven Accuracy.
Why doesn't Suppressing Fire let the enemies make a saving throw? I can't see a reason you won't use it.
I could give crticism about a few more, but instead I'll give my personal advice for improvement: Make the abilities interesting, not strong.
What does that mean? Pinning Shot is a cool option, because it adds flavour. I assume the arrow pins the target's clothes to a wall/their feet to the ground/something similar. Meanwhile, Accuracy is... +2 to hit. Just get the Archery fighting style... Critical Shot is strong. Very strong, and boring. You deal a lot of damage because... your arrow is extra pointy and sharp? Meanwhile, looking at the Battle Master options, Tripping Attack is cool. You sweep your spear to trip the enemy, making them fall prone. Is it strong? Depends. If you only have a single attack per round and playing a 1v1, the enemy just gets up. Still, falling down will annoy them, plus it gives you a great way to escape them (you just walk away. They make the opportunity attack with disadvantage so we'll assume they miss, and in their next turn, assuming 30 ft. movement for both of you, they can't get into melee).
In other words, think of special battle "moves", rather than special arrows in your quiver (Burst Shot, Critical Shot, *Shattering Shot, *Crippling Shot). Maybe a Double Shot for shooting two arrows instead of one. The first arrow is normal, the second hits at your roll's result but without your dex modifier, or some other penalty. If the roll is a critical hit, the second arrow doesn't add double the damage dice. Just an idea.
*Might make sense as a move, though the archer will have to be very accurate, so I'd say they'd have to roll for the enemy's AC+X (X determined by armour type, 1 for light, 2 for medium and 3 for heavy, or something like that) for the extra effect to take place.
Varielky
Thanks for the feedback.
Accuracy was basically the fighting style, my plan was to use a list like this to replace the fighting style mechanic as written. Characters would get to pick 1 of these options at levels 1, 5, 11, 17 (or something like that). Curtain features would be locked to the curtain levels, for example, the critical shot is only available as a 17th level pick. This is why "Accuracy" is basically the standard fighting style.
For Rapid Shot, I was picturing being swarmed by a large number of week enemies such as goblins, where it's not overly difficult to beat the AC of a creature to land a hit, but making an extra attack could help change the action economy. But you are right, there would be no reason to not use it when you already have a disadvantage for some reason (Spray and Pray). Perhaps a stagnant penalty to hit (Such as -2 or -5, like cover) would be a better choice.
I intended Aim to be the opposite of Rapid Shot. When looking at enemies with a high AC that is difficult to hit, a Fighter who normally makes 4 attacks with a bow could choose to make 3 attacks with an advantage. By reducing the attack, this would only really work for characters with multi-attack, so it would not automatically give a bow rogue a sneak attack.
I have updated this topic