Base Class: Fighter
A fighter meant to focus on archery as an homage to a very infamous hooded vigilante, you learn to master the art of the bow in close, medium, and long ranges. You learn fancy trick shots to make use of your masterful knowledge over the bow, and learn to make unique and powerful tricked out arrows. You can't cast spells of your own, but your arrows can become extensions of another caster's power. You can snipe, shoot up close, make use of advanced tech, alchemy, and magic to modify and empower your arrows, all to the detriment of your enemies. A true master of the bow, you can use short bows and long bows to deadly effect from any range, and in both melee or ranged combat.
ATTENTION: This subclass is a practice run/beta testing version of a different subclass I am working on, let me know if you think any abilities need tweaking please!
Elevated Mobility
Starting when you choose this archetype at 3rd level, you automatically gain Proficiency in Dexterity saving throws, as well as Expertise in two of these options: Acrobatics, Athletics, Intimidation, Survival, Stealth, or in Tinker's Tools.
You can pick two more at fifth level.
Expertise - Acrobatics
You gain expertise in Acrobatics.
Expertise - Athletics
You gain expertise in Athletics
Expertise - Intimidation
You gain expertise in Intimidation.
Expertise - Stealth
You gain Expertise in Stealth.
Expertise - Survival
You gain expertise in Survival.
Expertise - Tinker's Tools
You gain Expertise with your Tinker's Tools.
Arrow Smith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft arrows of the mundane variety and the modified variety, though some arrows may require other tool proficiency's or checks, all up to your DM's discretion. The list below of Modified arrows is not all inclusive, you may speak to your DM about specific ideas you have and see what they come up with.
Bludgeoning Arrows: A very simple arrow, only difference is the removal of the sharpened tip to deal bludgeoning impact damage. Cannot kill.
Silvered Arrows: Arrowheads made of/covered in a layer of silver. Makes the arrow count as a silvered weapon attack.
Melting Arrows: Arrows with a unique alchemic formula that can eat away structures or armor, requires proficiency with tinkers and alchemist's tools to make.
Flaming Arrows: Flint tipped arrows with oil soaked rag, pitch, or tar on the shaft or the head of the arrow,, designed to cause fire damage as well as piercing damage on target. Not self igniting.
Holy Arrows: Arrows imbued with minor holy energy, requires an action to pray over it or imbue it with radiant damage. Must be empowered by a druid, cleric, paladin, or warlock - celestial pact.
Dead Arrows: Arrows imbued with minor unholy and necrotic energies. requires action to feed the power into the arrow, done via warlock - any pact, cleric, sorcerer, or eldritch knight.
Fused Explosive Arrows: Flint tipped arrows with a small amount of black powder or other explosives strapped too/buiilt in to the shaft of an arrow, with a fuse to light prior to shooting. No self igniting.
Severing Arrow: Arrows with a razor sharp, wide flat broadhead arrow tip, designed to sever straps, fingers, etc while only penetrating a small amount into the target. Deals half damage to all targets, but can weaken armor class, remove swords from belts, or slice the knocks off of enemy archer's arrows, etc.
And anything else you and your DM can work out!
Adept Marksman
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your ranged weapons.
Archery Maneuvers. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Draw. You gain a number of Draw points equal to your Class level. You regain 1 expended draw point each time you roll a 20 on the d20 roll for an attack with non firearm ranged attack, or deal a killing blow with ranged weapon to a creature of significant threat (DM’s discretion). You regain 5 draw points after a short rest, or all after a long rest.
Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
Combat Shooting
These Archery maneuvers are resented in no particular order. Some are combat only, while others will have uses both either out of combat only, or both in and out of combat.
Arcing Shot
You may expend one draw point to target an enemy behind total cover, but only if you saw them enter that cover. By expending one draw point, you treat them as hiding behind three quarters cover, by expending two you treat it as half cover, or by expending three you treat them as in the open.
Crippling Shot
You took the saying "I was an Adventurer like you, until I took an arrow to the knee" and decided to make that something you can actually do. By aiming at the knee, you cripple the opponents movement speed and movement abilities until they get healed.
Deadly Shot
When you make a ranged attack against a creature, you can expend one draw point to gain advantage on the attack roll.
Disarming Shot
When you make a ranged attack against a creature, you can expend one draw point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Piercing Shot
When you make a ranged attack against a creature, you can expend 1 draw point to attempt to shoot through multiple opponents. The initial attack gains a -2 to hit. On a successful hit, the creature takes damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment.
Scatter Shot
By knocking multiple arrows, you can send a scattering shot at multiple enemies within a small area, rolling an attack against each one individually, but only rolling the damage once.
Scorpion Shot
By shooting a line arrow at an enemy and expending at least a draw point, you make an attack roll then you make a Strength check in order to attempt to pull the shot enemy up to 15 feet in your direction. If the target s more than 20 feet away, you make this check with disadvantage. They enemy can make a contesting strength check, but if they are prone they have disadvantage. If another thing has the target temporarily restrained, they automatically fail the contesting throw. You can also make this attack towards an ally, but this will damage them so use it at your own risk. Any hostile creature more than 2 sizes larger cannot be targeted by this attack.
Sniping Shot
By slowing down and aiming higher on the target then normal, you can expend one draw point to take a -5 to hit, but you in turn get a critical hit on any roll higher than a 17.
Stabbing Shot
You may expend a draw point in order to make 2 attacks for the price of one: One to an enemy within 5 feet of you as a melee attack, and one different one to a hostile target within 60 feet. You can attempt to stab the enemy in melee with an arrow, an attack which you are proficient yet roll with disadvantage. If that attack hits, you then may make a second attack as a free action, counting this all as one attack. You may only do this Tactical Shot once per round.
Staggering Shot
When you make a ranged attack against a creature, you can expend one grit point to attempt to stagger your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Terrifying Shot
You can use the silence of your weapon and paranoia of your unerring shots to shake the resolve of a creature. You can expend one draw point while making a Charisma (Intimidation) check to gain advantage on the roll. You may expend a second grit point to frighten the target, making them flee from your general direction.
Thumping Shot
When you make a ranged attack against a creature, you can expend one draw point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Speedy Little Line Arrow
Once you reach 7th level, you are so quick and light on your feet you can add you proficiency bonus to your initiative.
Furthermore, you also learn how to create Line Arrows, special arrows with a thin but strong cord tied to the end. Primarily designed for uses outside of combat, these arrows let you do many things, like create primitive zip lines, create very simple traps, or whatever else you can logically think of (or whatever your DM allows).
This arrow doesn't count against your number of known and held trick arrows. You can have 1 from 7th to 11th level, 2 from 12th to 16th, and 3 after that.
Double Tap
Upon reaching 10th level, you learn how to hold an extra arrow/bolt in your hand while fighting, allowing you to quickly make an extra attack on your turn using your bonus action.
Reacting Shot
Starting at 13th level, you can take your reaction to make a ranged weapon attack after a melee attack misses you, by targeting a hostile creature within 60 feet other than the one who attacked you.
Masterful Evasion
Due to much practice in the art of evasion, you can nimbly avoid most area affects, like a draconian breath weapon or many area attacking spells. When you make a dexterity saving throw to avoid these things, you take no damage from a successful throw, or only half damage on a failed throw.
Evasion
Due to your absolute mastery of acrobatics and evasion, you can half or take no damage after a failed or successful Dexterity saving throw to avoid spells or actions that affect large areas.
Bug
a bug requires a fifth level feature, sorry
Previous Versions
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7/23/2020 10:17:23 PM
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1.1
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Coming Soon
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