Fighter
Base Class: Fighter

An impressively strong warrior with a crossbow, able to become a bastion while rapidly launching powerful bolts at the enemy. The arbalest had has a special affinity for defense while also being able to punish offensively.

Crossbow Mastery

Beginning when you choose this archetype at 3rd level, you gain a variety of abilities to aid you with the use of a crossbow. You gain the following features:

You ignore the loading property of crossbows.

Attacking a creature within 5 feet of you does not impose disadvantage on your attack rolls.

You can have a shield in your offhand and gain the benefits even if you have a crossbow in your main hand.

You can use your strength modifier as your attack bonus for crossbows.

Bulwark Stance

On your turn, as an action, you can plant a shield down in front of you, entering bulwark stance. While in bulwark stance, your speed is reduced to 0, the only action you can take is to attack with a ranged weapon, and you gain three fourths cover when attacked from the front. You no longer gain the +2 AC benefit from the shield. You can exit bulwark stance as a bonus action.

Inventive Marksman

Starting at 7th level,  you gain a number of Marksman points equal to your fighter level. Once per turn, when you attack with a crossbow, you can modify one of the attacks. With the following options. If an option requires a saving throw, your Arbalest DC is equal to 8 + your proficiency bonus + your Dexterity or Strength Modifier (you choose). You regain all marksman points when you finish a long rest.

Harpoon Bolt (Costs 2 points): If the attack hits and the creature is Large or smaller, they are grappled (escape DC is your Arbalest DC). While grappled in this way, you can use your bonus action to pull them up to 10 feet closer. Only one creature can be grappled in this way at a time. The creature takes 1d6 slashing damage when it escapes or tries and fails to do so.

Piercing Shot (Costs 3 points): You can make up to two additional attack rolls against creatures that are directly in line with the original target.

Net Shot (Costs 2 points): If the attack hits, it does no damage and if the creature is Medium or smaller, they are grappled and restrained (escape DC is your Arbalest DC)

Explosive Shot (Costs 5 points): You do not make an attack roll, instead every creature within a 10 foot radius of the original target must make a Dexterity saving throw, taking 5d10 fire damage on a failed save, and half as much on a successful one.

Shock Bolt (Costs 3 points): If the attack hits, the target takes 3d6 lightning damage, and must make a Constitution saving throw. On a failure, the target can take an action or a bonus action, not both. The target can repeat the saving throw on the end of each of its turns, ending the effect on itself on a success.

Finale Bolt (Costs 7 points): If the attack hits, the target takes damage equal to half of its missing hit points.

Runed Crossbow

At 10th level, bolts fired from your crossbow are magical for the purposes of overcoming resistances and immunity to nonmagical damage. When you take a short or long rest, you can carve runes on a crossbow, or change the runes on it. When you put runes on a crossbow choose a damage type: Fire, Lightning, Cold, Necrotic. Your bolds deal an additional 1d4 damage of this type. You can change the damage type during short or long rest.

Quick Defense

Starting at 15th level, you can enter bulwark stance as a bonus action. While in bulwark stance, you regain maximum health from second wind.

Forge of War

At 18th level, you can gain inspiration mid battle. You become immune to fire damage while in bulwark stance, and gain 1 marksman point each time you end a turn while in bulwark stance. When you use action surge or second wind, you regain 2 marksman points. You cannot have a number of points over your level.

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