Fighter
Base Class: Fighter

The arbalest is rumored to have originated from a secret society of elite archer mercenaries that had trained their agility to their limits. This training had proven too grueling for the majority of recruits, and the elite order found themselves dwindling in numbers as the years passed. Eventually they were forced to change their preferred tool of combat, the bow, for an invention that proved to be of a similar concept: the crossbow. No longer being bound to necessary arm-movements, the elite archers utilized their skill to master the weapon in just a couple of moons. When they knew everything there was to the crossbow, they started implementing their agility to perform short bursts of extreme speed.

Within months they had perfected the art of never losing aim despite flailing around with somersaults, saltomortals, and seemingly aimless dashes. This allowed the archers, now referring to themselves as arbalests, to optimize their strategy to include other arms as well. Any blade that could be attached to their armor without restricting movement became a part of their deadly arsenal. After years of training, the arbalests had refined their technique enough for new recruits to finally embrace the still harsh, but durable training. The art became famous in select kingdoms, and inevitably became a part of training for army archers. Few still manage to master the art of the arbalest as the old masters would, but those who do eventually become teachers training the next generation, hopefully continuing the legacy of the old elite archers.


 

Level 3

Arbalest Expert

Your years of diligent practice has rewarded you with expert aiming and dexterous hands. Firing a crossbow is like taking a calm breath of air, and landing a hit is like an exhale.

When you choose this archetype at 3rd level, you gain proficiency with all crossbows, daggers and darts if you don't already have it. You also gain the Crossbow Expert feature and expertise with the perception if you are proficient in it.

Stand Your Ground

There's a difference between aiming in peace and having to fight for your life just to draw a bead.

At the beginning of your turn, if there are no hostile creatures within 20 feet that you are aware of, you utilize your perception to make sure no one comes any closer. Using your movement ends the effect. The first time a creature comes 20 feet or closer to you, the effect ends and you make an opportunity attack against the creature.


Level 7

Concentrated Fire

You focus your eyes on a single, unfortunate soul. It's only a question of time before you find that one fatal weak spot they forgot to protect. 

As a bonus action, you zone in on a specific target. Until the end of your turn, any ranged weapon attack with a crossbow you make against the target gains +1 to hit for each subsequent attack. You can use this feature a number of times equal to your dexterity modifier, and regain all uses on a short or long rest.

The subsequent bonus to hit from Concentrated Fire increases to +2 at level 15.

Expert At The Craft

Extended time of practice has taught you not only how to efficiently craft a crossbow, you have learned the fine secrets of tuning your weapon with deadly efficiency.

You gain proficiency with the Tinker's tool and automatically succeed on crafting any non-magic crossbow or non-magic bolts when using the proper tools, such as a carpenter's tool or smith's tool. Also, you can spend at least half an hour using the Tinker's tool in order to improve any crossbow by finely tuning it. The crossbow gets a +1 bonus to attack and damage rolls (up to +3) until it breaks, but does not become magical unless it already is. An already improved crossbow can't receive this bonus again. You can do this during a short or long rest.

You can improve crossbows to give give them an extra +2 bonus to attack and damage rolls (up to +3) until they break when you reach level 15.


Level 10

Infallible

There are situations where your agility can compensate for the shortcomings of your other skills.

You gain advantage on dexterity saving throws. Also, when you use Indomitable to re-roll a non-dexterity saving throw, you can add half your dexterity modifier rounded down to the new roll.


Level 15

Deep Breath

Your guard has improved. By timing the enemies’ movement with your own breathing, you know just where to fire a deadly shot.

You gain advantage to opportunity attacks while under the effect of Stand Your Ground. Also, your opportunity attacks now deal an extra weapon damage die.

 


Level 18

All Or Nothing

 "In that moment, I no longer felt my heartbeat. It paused long enough for me to fear for my life. When it finally pulsated, it spoke. 'Now'. That was when I pulled the trigger"

You listen to your heartbeat and fire when it pulsates in rhythm to your instincts. All your nerves locks on to kill, and your eyes become bloodshot. As an action, you forgo all movement before using any, and also any advantage to your attacks. You make four ranged attacks with a crossbow against a single creature. Any hit this way scores a critical hit. If all four attacks hit, the target must make a constitution saving throw, where the DC is you highest attack roll this turn. On a failed save, and if the creature has less than 100 hit points, its drops to 0 hit points. On a successful save, the creature will have disadvantage on any attack rolls or saving throws until the end of its next turn. You must finish a long rest before using this feature again.

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