Base Class: Fighter
Trick Archers are adept at creating arrows and projectiles that have all sorts of effects - both beneficial, and debilitating.
Bonus Proficiency
You gain proficiency with Tinker's Tools.
Trick Arrows
Starting at 3rd level, you know how to create and utilize a special kind of ammunition called Trick Arrows.
Your options for your Trick Arrows are detailed below, and are capable of a variety of effects when you make a ranged weapon attack. Whenever you make a ranged weapon attack with a weapon you are proficient with, you can choose to use a Trick Arrow for the attack. Only one Trick Arrow can be used per attack you make, and only on your turn. You can prepare up to three kinds of Trick Arrow at 3rd level, and can prepare an additional Trick Arrow when you reach 7th level and 15th level. When you reach 18th level, your Trick Arrows improve in various ways. Finally, you can change which Trick Arrows you have prepared when you finish a long rest.
Trick Arrow Dice. You have three Trick Arrow Dice, which are d8's. A Trick Arrow Die is expended when you choose to use a Trick Arrow, and you regain any expended Trick Arrow Dice when you finish a Short or Long Rest. You gain an additional Trick Arrow Die when you reach 7th level and 15th level.
Saving Throws. Some of your Trick Arrows force your targets to make a saving throw to resist its effects. The saving throw DC for your Trick Arrows is as follows: Trick Arrow Save DC = 8 + your Proficiency Bonus + your Intelligence Modifier.
Binding Arrow
When you make a Ranged Weapon Attack with this Arrow, reinforced wires attempt to bind a creature's legs together.
If the attack hits, add the Trick Arrow Die to the weapon's damage roll, and the target must make a Strength saving throw, or become Restrained. A creature restrained in this way can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.
When you reach 18th level, you can target two creatures at the same time with the attack.
Corrosive Arrow
When you make a Ranged Weapon Attack with this Arrow, acid shoots out from the arrowhead.
If the attack hits, add the Trick Arrow Die to the weapon's damage roll. As well, the target must make a Dexterity saving throw or become covered in acid. A creature covered in acid takes 1d6 acid damage at the start of each of its turns. Otherwise, a creature can use its action to scrape off the acid on itself or another creature.
This acid is capable of eating through metal, creating a small hole 1 inch in circumference, and a maximum of one foot in depth.
When you reach 18th level, the acid damage increases to 2d6, and the area of its corrosion doubles in size.
Explosive Arrow
When you use this Trick Arrow, your ranged weapon attack fires an arrow that detonates on impact.
If the attack hits, roll the Trick Arrow Die. The target suffers the attack's normal effects, and all creatures within 10 ft. of the target (including the target) must make a Dexterity saving throw, or take fire damage equal to the amount rolled on the Trick Arrow Die, or half as much damage on a success. The explosion ignites flammable objects in the area that are not being worn or carried.
When you reach 18th level, the area for the Arrow's fire damage increases to 20 ft.
Flash Arrow
When you use this Trick Arrow, you fire a shot that creates a blinding strobe light for an instant.
If the attack hits, add the Trick Arrow Die to the weapon's damage roll, and all creatures within 10 ft. of the target must make a Constitution saving throw or be Blinded for 1 minute. A creature can repeat its saving throw at the end of its turn, ending the effect on a success.
When you reach 18th level, the area for the blinding effect increases to 20 ft.
Freezing Arrow
When you use this Trick Arrow, you fire an arrow that creates debilitating ice upon impact.
If the attack hits, add the Trick Arrow Die to the weapon's damage roll, and the target must make a Constitution saving throw or have its movement speed halved for 1 minute.
When you reach 18th level, you can target an additional creature within 5 ft. of the original target.
Grappling Arrow
When you use this Trick Arrow, you fire an Arrow with a barbed tip and a strong wire connected to your weapon.
If the attack hits, add the Trick Arrow Die to the weapon's damage roll, and the target must make a Strength (Athletics) or Dexterity (Acrobatics) check (target's choice) or be Grappled. If the target fails their saving throw, you can immediately move them up to 10 ft. closer to you in a straight line. If they are still grappled by this Arrow on future turns, you can use your Action to pull them again.
While grappling a creature in this way, you cannot use the ranged weapon you used with this Arrow for any other attacks or features that require it. You can end the Grapple on your turn, no action required.
When you reach 18th level, you can tether the cable to the ground, and continue to make Ranged attacks with your weapon while still maintaining the grapple.
Impact Arrow
When you use this Trick Arrow, you fire a shot that delivers concussive force on impact.
If the attack hits, add the Trick Arrow Die to the weapon's damage roll. A creature hit by this Arrow immediately moves 10 ft. backward in a straight line, and must make a Strength saving throw or be knocked Prone.
When you reach 18th level, the distance a creature moves by this Arrow increases to 20 ft.
Muzzle Arrow
When you use this Trick Arrow, you fire an Arrow that deploys a small tarp that tries to wrap around a creature's mouth.
If you hit with this attack, add the Trick Arrow Die to the weapon's damage roll, and the target must make a Strength saving throw or become Muzzled. A Muzzled creature cannot cast spells with a Verbal component, or utilize features that require its mouth (such as a Breath Weapon or Bite attacks). The target can repeat its saving throw at the end of its turns, ending the effect on itself on a success.
When you reach 18th level, the tarp is able to suffocate creatures. When a creature fails its save, a creature is affected as above, and starts to suffocate, assuming it needs to breathe. While a creature is suffocating, its Constitution score decreases by 2 at the start of each of its turns - a creature whose Constitution score is reduced to 0 dies. If it succeeds on its saving throw and overcomes this Arrow's effects, its Constitution score returns to normal.
Screamer Arrow
When you use this Trick Arrow, you fire a shot that delivers a cacophony of noise.
If the attack hits, add the Trick Arrow Die to the weapon's damage roll. All creatures within 10 ft. of the target must make a Constitution saving throw or be Deafened for 1 minute. A Deafened creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.
When you reach 18th level, the range for creatures to be deafened increases to 20 ft.
Smoke Arrow
When you use this Trick Arrow, your shot releases thick, occluding smoke around its target.
If you hit with this Arrow, add the Trick Arrow Die to the weapon's damage roll. Upon impact, the Arrow releases thick smoke in a 20 ft. radius that spreads around corners, causing the area to become Heavily Obscured. The smoke lasts for 1 minute, or until wind of a moderate or greater speed (at least 10 miles per hour) disperses it.
When you reach 18th level, ranged attacks made against creatures in the smoke are made with Advantage, and don't suffer Disadvantage from it being Heavily Obscured.
Tar Arrow
When you use this Trick Arrow, you fire a shot that spreads sticky tar on impact.
If the attack hits, add the Trick Arrow Die to the weapon's damage roll. On impact, a 10 ft. radius sphere centered on the target becomes Difficult Terrain for 10 minutes. When the tar is released, as well as when a creature moves into the area for the first time on its turn or starts its turn there, all creatures in its area must make a Strength saving throw, or have its speed reduced to 0. A creature affected in this way can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.
When you reach 18th level, the tar-covered radius increases to 20 ft.
Taser Arrow
When you use this Trick Arrow, your shot delivers a burst of electricity.
If the attack hits, add the Trick Arrow Die to the weapon's damage roll. If the number on the Trick Arrow Die is 8 or higher, the electricity jumps to another creature within 10 ft. of the target. Roll another Trick Arrow Die without expending it - the target takes damage equal to the number rolled. If the number rolled is 8 or higher on the second Trick Arrow Die, the effect repeats. A creature can only take damage from this Arrow once per usage.
When you reach 18th level, the distance the electricity can jump increases to 15 ft.
Toxic Arrow
When you use this Trick Arrow, your shot creates a deadly cloud of poison.
If the attack hits, add the Trick Arrow Die to the weapon's damage roll, and the target must make a Constitution saving throw or become Poisoned for 1 minute. A Poisoned creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.
When you reach 18th level, the saving throws to resist and end this Poisoned effect is made with Disadvantage.
Ricochet Shot
At 7th level, you know how to fake out your opponents with your impressive displays of archery.
When you miss a Ranged Weapon Attack, you can choose to use your reaction to reroll the attack with advantage. You can use this feature twice, and regain any expended uses when you finish a long rest.
Multishot
At 10th level, you have become adept at unorthodox archery strategies, and are able to pull of otherwise impossible shots.
When you use a Trick Arrow that targets only one creature, you can choose to target a second creature in range of the attack. In order to be eligible for this feature, a Trick Arrow must be incapable of targeting more than one creature.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Improved Construction
At 15th level, your creations have improved.
Your Trick Arrow Dice become d10's. When you reach 18th level, your Trick Arrow Dice become d12's.
Frantic Assembly
Finally, at 18th level, you know how to assemble your Trick Arrows quickly when battle arises.
When you roll initiative, and have no uses of your Trick Shot feature remaining, you regain one use. The arrow constructed from the use of this feature can be of any kind.
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