Base Class: Rogue
This subclass is somewhat a hybrid between the Gadgeteer by fromshus, and The Hooded Archer by Davkas_Gladomain.
The Tinkering Archer is a master at solving problems at range. Creating specialised trick arrows, concealed weapons and traps, to make sure the job is done properly.
Tinker
When you choose this archetype at 3rd level, you gain proficiency with tinker's tools. You also gain proficiency in the investigation skill. If you already have proficiency in that skill, then that proficiency is doubled.
Additionally, you learn to cast the mending cantrip.
Tinker's Inventions
You are able to invent and create smaller marvels. You can make trinkets and gadgets that you have aquired the plans for.
At 3'rd level your can follow tier 1 plans and create the decribed item. You learn to use tier 2 plans at lvl 7, tier 3 plans at lvl 10, and tier 4 plans at lvl 15.
Signature arrows
Starting at 3rd level, You gain the knowledge to begin crafting special arrows.
You choose 2 crafted arrow options at this level to be your signature arrows. Signature arrows with a crafting DC of 15 or lower have no cost or crafting DC as you know everything about their construction and always have bits to craft them from. Signature arrows with a crafting DC of 16 or higher have the crafting cost cut in half.
You gain an additional option at level 9, 13, and 17. You can have up to 10 crafted arrows in your quiver at a time. This capacity increases by 5 at levels 9, 13, 17.
Many of your crafted arrows have a saving throw associated with it. The save DC for these crafted arrows is 8 + profiency bonus + your intelligence modifier. To make your arrows you must make a tinker's tool check using your intelligence modifier with the DC listed in the crafted arrow option's description. On a success you craft up to 5 arrows of the type you wanted to make among the arrow options you have. On a failure you can't attempt to craft the same arrow type until the end of your next long rest.
Only Tinkering Archers are considered proficient with the use of these special arrows. These arrows are single use only.
Bola arrow
These arrows hold three heavy balls connected by wire that deploy shortly after being fired. When aimed at the legs of a Small or Medium creature a successful hit means the target is effectively grappled. If the target was moving at the time, they must make a DEX saving throw or fall prone.
The target can use an action to free themselves with a successful Strength check.
This arrow does not deal any damage to the target.
Crafting DC: 12
Crafting cost: 15gp pr arrow
Broadhead Arrow
Make a ranged attack on a target within your range. On a hit the target takes the normal weapon damage plus 1d6 extra. The extra damage of the arrow increase as you gain levels in this class to 1d8 at 5th level, 1d10 at 11th level, and a 1d12 at 17.
Crafting DC: 20
Crafting cost: 14gp pr arrow
Catcher arrow
These arrows hold three weighted balls connected by wire that deploy shortly after being fired. When fired at the held weapon of a medium or smaller creature, you can attept to disarm the target. The target must make a strength saving throw or be disarmed. The disarmed weapon is flung 10 feet from the target in the fired direction.
This arrow does not deal any damage to the target.
Crafting DC: 14
Crafting cost: 10gp pr arrow
Explosive arrow
Make a range attack at a target within your range. On a hit the target takes the normal arrow damage. Then the target and each creature within 5ft of the target must make a dexterity saving throw taking 2d6 thunder damage or half as much on a success. The thunder damage of the arrow increases by 1d6 as you gain levels in this class at 5th level, 11th level, and 17th level.
Crafting DC: 15
Crafting cost: 20gp pr arrow
Flash arrow
Make a range attack on a target within your range. The target takes the normal weapon damage. Then the target must make a Wisdom saving throw on a failure the target is blinded for 1 minute.
Crafting DC: 19
Crafting cost: 10gp pr arrow
Grappling hook arrow
Make a ranged attack against a structure no more than 60ft tall. On a hit you ascend the structure ending this action on your feet on top of the structure.
Hitting an enemy target deals normal damage.
Crafting DC: 13
Crafting cost: 10 gp pr arrow
Incendiary arrow
Make a ranged attack on a target within your range. On a hit the target takes the normal weapon damage plus 1d4 fire damage and is ignited. An ignited creature must use an action on their turn to put them self out. A creature that starta its turn ignited takes 1d4 fire damage. The initial fire damage of the arrow and ignited damage both increase as you gain levels in this class to a d6 at 5th level, a d8 at 11th level, and a d10 at 17.
Crafting DC: 15
Crafting cost: 20gp pr arrow
Poison gas arrow
You shoot an arrow that release a gas creating a 15-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within your weapon's range. The fog spreads around corners. It lasts for 10 minutes or until strong wind disperses the fog, ending the effect. Its area is heavily obscured.
When a creature enters the gas's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. The poison damage of the arrow increases by 1d8 at 5th level, 11th level, and 17th level.
Crafting DC: 17
Crafting cost: 50gp pr arrow
Shock arrow
Make a range attack on a target within your range. On a hit the target takes the normal weapon damage, and the target must succeed on a constitution saving throw or be stunned until the end of their next turn.
Crafting DC: 18
Crafting cost: 20gp pr arrow
Webbing arrow
You shoot an arrow that releases, sticky webbing at a point of your choice within your weapon's range. The webs fill a 30-foot cube from that point. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the webs disintegrate at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is Restrained as long as it remains in the webs or until it breaks free.
A creature Restrained by the webs can use its Action to make a Strength check. If it succeeds, it is no longer Restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Crafting DC: 18
Crafting cost: 25gp pr arrow
Whistle arrows
With tiny grooves in the arrowhead, these arrows create a loud, piercing whistle. This whistle can be heard from far away and can act as a signal. It is also very distracting, and anyone, friend or foe, within 30ft of its flight path cannot take reactions.
Hitting a target deals normal damage.
Crafting DC: 13
Crafting cost: 2gp pr arrow
Trick Shot
Starting at 9th level, once per turn when you miss with a ranged attack you can re-roll the attack.
Practised
At 9th level, you have nearly all of your personal blueprints memorized. You can craft anything you have successfully built before for half of the crafting time. Additionally, you can choose to add your dexterity modifier to the crafting check when using your tinker's tools, instead of your intelligence modifier. This affects the Saving Throw DC's for those items.
You still use your intelligence modifier for the crafting check the first time you craft a new item.
Quick fire
By 13th level, you have become a practiced archer. When you take the Attack action on your turn, you can use your bonus action to make a second ranged attack.
Perfect archer
When you reach 17th level, you can summon all your archery prowess for a devastating attack. During the first turn of combat you have advantage on all your attacks and can make one ranged weapon attack on all hostile creatures within your weapon's range. Once you use perfect archer you can't uses this ability again until you finish a long rest.
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