Base Class: Fighter
You have mastered the art of archery. and now you work on making your arrows better by customizing them and by learning to position your arrows more precisely. what you lack in melee combat will not matter when your enemy is getting a face full of specialized arrows.
Crafted arrows
You know that there are no other craftsmen who can make your arrows the way you want them. You realize you must learn to craft your own arrows. gain proficiency with tinkers tools and poisoners kit. In addition, you also learn how to make unique arrows to give you an advantage on the playing field. You know how to make these arrows and can make 4 per day carrying a max of no more than the archers level + dex modifier + proficiency
You must use your bonus action to load one of these special arrows
Level 3
Healing arrow: you fill an arrow with a healing potion, you can make four arrows with one potion. They still take arrow damage, without your dex mod but on a crit, only the healing is doubled.
Materials required:(vial+potion)
Injection: You can put poisons venoms, acids, and other liquids into this arrow and it does weapon damage plus any liquid substance you put into the arrow, save dc's are improved by 2
Materials required: (vial+ liquid substance)
Splintering arrow: fire an arrow that splinters on impact causing shrapnel doing 3d4 piercing damage in a 5ft radius, increased to 4d4 at lvl 6, 5d4 at lvl 12, and 6d4 at lvl 18
Material required: (1 arrow shaved down)
Flair: shoot a flair into the sky that shines bright light down on a 60 ft area for one minute
Material required: (magnesium)
Oil arrow: on impact makes a 5ft radius of oil, on a failed dex saving throw the creature falls prone, on a successful save the area is treated as difficult terrain
Material required: (flask of oil)
Level 6
Restraining: you fire an arrow that on impact slings a bolo restraining your targets arms(causing disadvantage) or legs(restricting their movement) if they fail a dc= 8 + dex + proficiency dex save, as an action they can attempt a dex save against your dc. dc= 8 + dex + proficiency
Materials required either. (2 ball bearings+ 5ft of rope)
Grappling: Fire a sturdy arrow with a rope or strong string attached to one of the ends. The range of this arrow is determined by the length of rope tied to the arrow. The arrow sticks its point into any surface while the rope trails behind it all the way back to your feet.
Materials required. ( 15+ft of rope+block and tackle)(15+ft of rope+piton)
Slowing arrow: fire an arrow that drops ball bearings on the ground. Creating difficult terrain in a 5ft radius per 100 ball bearings(losing 25ft range for each 100 ball bearings used)
Material required. (pouch of ball bearings)
Gale: bursts into wind on impact pushing you back 10 ft, on targets medium or smaller it pushes them 10 ft, not provoking opportunity attacks.
Material required (a tank of compressed air)
Glass arrow: fire a glass arrow, shattering on impact dealing weapon damage and 1d6 on their next turn. This attack has plus 3 to hit
Level 9
Explosive: Your explosive arrows deal weapon damage to whoever your arrows hit plus 3d8 fire damage (increased to 4d8 at lvl 15, and 5d8 at level 20)for anyone within 5 feet, halved on a successful dex save.
Materials required either. (bat guano + sulfur)(1 bomb) (2 blasting powder pouches)
Gas arrow: fire an arrow that creates a gas cloud that stays in the air causing retching on a failed dc, and obscuring vision in the area. dc=8+dex+prof
Material required. (a rotten egg, several skunk cabbage leaves)
The katana: an arrow with pressurized gas, creating a 5ft wide blade of wind and sand. Dealing 1d8 slicing damage to creatures on either side of the arrow(scaling to 2d8 at lvl 11, 3d8 at 16, and 4d8 at 20.
Material required: (a tank of compressed air)
Taser arrow: fire an arrow that shocks the target with lightning, stunning them for one turn requires one action to build a charge and a second action to fire.
Material required. (copper, small magnet)
Flashbang: Fire an arrow that emits a bright light and loud sound on impact, blinding and defending creatures within a 15 ft cone of the blast for one turn unless they pass a con save vs your spell dc(8+ dex mod + proficiency -2). enemies with true sight aren't blinded by this arrow.
Material required. ( blasting powder+ phosphorus)
Advanced training
At 7th level, you excel at using the ranged weapons, allowing you to place shots more accuratlely
With ranged weapons, gain a bonus to hit equal to your Intelligence modifier.
Flanking shot
At 10th level, when you make an attack against a creature flanked by your allies, you gain advantage on the attack roll
Crafted arrow mastery
you no longer have to expend a bonus action to load a level 3 crafted arrow also, once per long rest you may have a flash of brilliance and craft an arrow and fire it in combat
Trick shots
At level 18, you have mastered certain trick shots with the bow or crossbow, at the cost of your bonus action you may use one of these techniques to modify your shot. Using your bonus action.
Crippling shot: By firing at the leg, you cripple the opponent's movement speed and movement abilities until they get healed.
Disarming shot: When you make a ranged attack against a creature, you can expend one bonus action 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: 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.
Head Shot: aim between the eyes, you can expend one bonus action to take a -5 to hit, but you in turn get a critical hit on any roll 18+
Specialized fighting
Your time mastering the bow has left you inept at close range combat. You lose any melee proficiencies and you lose heavy armor proficiency.
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