Fighter
Base Class: Fighter

The War archer chooses to not use magic but instead dives into the minutiae of arrow smithing and fletching. You trade heavy armour for lighter armours. You gain proficency with fletchers tools.

Archer specialisation

At 3rd level you can chose instead to add your strength modifier to attack rolls and damage dice for longbows and recurve bows. You also add profiency with recurve bows. You lose proficiency with heavy armor. You also gain access to making 3 types of arrow using your fletchers tools.

Type 7 Needle Bodkin
+5 to hit, -1d4 damage

Type 9 Broadhead 
-5 to hit, extra 2d10 damage

Type 16 light arrow
-5 to hit, extra 200ft on standard and long range.

 

Marked Shot

 

At 3rd level you understand where to place a shot on a person to wound them in a way to make them easier to hit. If hit in a specific way another party member can cause catastrophic damage to that wound. 

Arrow Crafting

Starting at level 3 you can craft specialised arrows using your fletchers tools. Each arrow has a cost to make and a skill check required. If you fail you can reclaim half the materials and try again. Your crafting can be aided by another person as long as they have proficiency with smiths tools, fletchers tools, carpenters tools or woodcarvers tools, this would work the same as the help action. 

Needle Bodkin, Broadhead, Light arrow and Wide Barb:
5 silver worth of wood, steel and feathers to make 20 arrows, Skill check DC12

Glass tip arrow:
1 gold worth of glass, wood and feathers to make 20 arrows, Skill check DC14

Cartrage point:
2 gold worth of black powder, steel, wood and feathers to make 20 arrows, Skill check DC15

Super Needle Bodkin:
1 gold worth of steel, wood and feathers to make 20 arrows Skill check DC15

Healing arrows:
1 gold of steel, wood and feathers for the arrow, then a healing potion of your choice to make 1 arrow, Skill check DC16

 

Last Ditch

At 7th level you can add your proficency modifier to improvised weapons when using your arrows as daggers. You can also add your strength modifier to the damage roll. depending on what the last arrow you fired was is what additional bonus you add to the 1d4 damage that you deal, for example if you had just fired a type 9 broadhead, you would still take the -5 penalty to hit but you would also deal the extra 2d10 damage.

Arrow Head Options

 Gives access to 3 extra arrow types that can be crafted, these are:

Type 15 Extra Wide Barb
-5 penalty to hit, +1d10 slashing damage, half movement on hit for next round

Glass Tip arrow
-5 penalty to hit, deals extra 1d4 damage per 10ft movement for 1d10 rounds

Cartridge Point 
+1d10 fire damage

Twin Shot

Starting at 10th level you can declare before you roll that you will be making a twinned shot, you also declare which two arrows you will be using. you take a -10 penalty to hit your target but on a hit they take the effect of both arrows. 

Precise Aim

Starting at 15th level, you can declare that you are aiming for a particular spot on a target. Each section will do something different, you will also take an additional -5 penalty to hit as you are attempting to aim for smaller parts of a creature. 

Eyes
Aiming for the eyes gives a target disadvantage on saving throws to maintain spells and disadvantage on ranged attacks. 

Hands
Aiming for the hands causes disadvantage for the target on melee strikes

Chest
Aiming for the chest imposes a -1d4 to attack rolls and saving throws. These shots do stack and an additional d4 will be subtracted per arrow that is struck here.

Feet
Aiming for the feet will take 10 feet of movement away from the target creature. 

Thighs
Aiming for the thighs will give advantage on opportunity attacks on this creature. 

Unmatched Fletcher

Starting at 18th level you gain access to 2 additional arrow heads, you also gain the ability as an action to create any one of the 8 arrow options that you have access to providing you pass the required skill check and have the necessary materials. The two new arrow heads are:

Healing arrow
Regular roll to hit but instead of damage it pumps an entire healing potion into the target. there are 4 levels of arrow you can craft, each one takes a whole healing potion of that level to do so, these are, Regular healing arrows heal 2d4+2, greater healing arrows heal for 4d4+4, superior healing arrows heal for 8d4+8 and supreme healing arrows heal for 10d4+20

Super Needle Bodkin

+10 to hit, -1d6 damage. 

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