Evasion. If the archer is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the archer instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Ensnaring Arrows. (3/day) The archer can use this ammunition with the longbow. When a target is hit with the Ensnaring Arrow, they will be effected by the Ensnaring Strike spell. The target's Strength save D.C. is 14. If multiple arrows are shot at the same target, they will be under even more overwhelming plant growth. Every additional arrive added received in that round will lead to a +5 to the Strength save.
Smoke Screen Arrow. (5/day) The archer can us this ammunition with the longbow. When a target is hit with the Smoke Screen Arrow, the area around them will be Heavily Obscured for 10 minutes. The smoke lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it.
Multiattack. The archer makes two Shortsword or Longbow attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (2d8 + 4) piercing damage.
Archer’s Eye (3/Day). Immediately after making an attack roll or a damage roll with a ranged weapon, the archer can roll a d10 and add the number rolled to the total.
Parry. The archer adds 3 to its AC against one melee attack that would hit it. To do so, the archer must see the attacker and be wielding a melee weapon.
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