Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Leader Bound. The Army is lead by a leader and is lost without one. If a leader of the archers ever dies, they have disadvantage on attacks and strength checks, until an allied unit commands them to do something, them becoming the new leader. A leader can lead more than one army at a time.
Strength in Numbers. The squad is a group of five archers. They attack simultaneously as a group. For every 11hp the group loses, an archer in the group dies and the attack is reduced by 1d6.
Group Mentality. The squad has resistance to all attacks that have a single target, but are vulnerable to all AoE attacks.
Shortbow. Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: 6 (5d6 + 2) piercing damage.
Description
Archers are the simplest type of ranged unit, but are often very efficient at taking out enemies from a distance and are often a favorite in war.
To train a squad of archers, you need 5 untrained people (any mix of races) and the following resources (or gold equivalent) + the training fee.
- 5 Shortbows (125gp)
- 5 Leather Armor (50gp)
- 10gp Training Fee
NOTE - My published "Squad Units" are created for large scale conflicts and war as my campaign has the players running their own society during wartime. Each unit has 3 tiers because they are upgradeable. Feel free to message or comment any questions/feedback.
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