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Archer


Hit Points

Hit Dice: d8 per Archer level
Hit Points at first Level: 8 + Constitution modifier
Hit Points at Higher Levels: d8 (or 5) + Constitution modifier per Archer level after 1st

Proficiences

Armor: Light armor, medium armor
Weapons: Simple weapons, martial ranged weapons
Tools: Tinker's Tools
Saving Throws: Dexterity, Wisdom
Skills: Perception and choose one from Acrobatics, Athletics, Insight, Investigation, Persuasion, Sleight of Hand, and Stealth

Class Features

Fighting Style


At 1st level, you may adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again.

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Close Quarters Shooter
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.

Defense
You gain a +1 bonus to AC.

Piercing Shot
You gain a +2 bonus to damage rolls you make with two-handed ranged weapons.

 

Trick Shot


  Additionally at 1st level, before you make a ranged weapon attack, you may choose to make it a trick shot. These trick shots have special effects that apply when you hit the target. You may apply one effect per ranged weapon attack you make and only one per attack action. You can use this feature a number of times equal to the number on the Archer table depending on your level. You regain all uses of this feature after you finish a short or long rest. The list of Trick Shots you can make is list near the end of the class features section.
If a Trick Shot, or anything else, would cause you to gain disadvantage while you are already affected by disadvantage, you instead gain -10 to your role in addition to disadvantage.

 

Arsenal


Your knowledge of ammunition and the modifications that can be made to it has allowed you to begin to craft your own custom ammo. The size of your Arsenal is listed on the Archer table and will change depending on your level.
All crafts of a custom arrow or bolt will require a successful role using Tinker's Tools (DC = 13 - Int mod) You may attempt to make up to three of each variety of custom ammunition up to your Arsenal limit and you may only have three of each variety of ammo crafted at a time unless stated otherwise, however if you fail your Tinker's Tools role that attempt still counts against the amount of attempts you can make on that customization per day.
Your custom ammunition cannot be used in unison with a Trick Shot unless you expend you Bonus action to do so
The variety of customized ammunition you can craft will grow over time and the but for now you only have access to

Heavy Ammo.
this modification will require 5gp worth of scrap metal and an arrow or bolt. This arrow increases the attack's maximum range by 50ft, and gives a +3 to the damage role if the target is over 20ft away. 

Flaming Ammo
This modification will require a small section of cloth soaked in alcohol and an arrow bolt. this arrow, when lit, can set fire to things such as grease or cloth material, and will do an additional 1d4 fire damage on a hit until the target takes an action to put themselves out (if possible). 

Poison Ammo
This modification will require a toxic plant, liquid, or substance strong enough to elicit a negative response, and an arrow or bolt. this arrow does +2 poison damage on a hit and, until the arrow is removed (which takes one action to preform), the target will take 1d4 poison damage

 

Archer's Practice


At 3rd level, your understanding of archery and the professions that accompany it has allowed you to adapt to your environment in ways that benefit you as well as learn and practice new abilities and craft more advanced modifications. The abilities you gain access to will be listed in the Subclass section.
Disclaimer: The subclass you chose will drastically effect your Role Playing experience. The subclass you wish to use should be considered in Character Creation.

Ability Score Improvement



When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal you can't increase an ability score above 20 using this feature. (Optional Rule: your passive perception increases by 1)

 

Extra Attack



Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Increased Arsenal



At 7th level, you gain access to two more modifications that you can craft regardless of Practice. those modifications are

Taser Ammo
This modification will require access to some amount of controllable electricity and an arrow or bolt.
On a hit, the target must make a (DC = 11 + Wis mod) constitution saving throw. On a fail, the target is now paralyzed, as if affected by the hold person spell. The saving throw may be repeated at the end of each of the targets turns.

Ice Ammo
This modification will require access to some amount of frozen liquid or the ability to freeze liquid and an arrow or bolt.
On a hit, this arrow gives a -2 to the damage role, however on a hit or miss the arrow will melt and become undetectable after one turn.
you may have up to 5 of these crafted at a time, however they will melt after 24 hours.

Precise Fire



Beginning at level 9, at the beginning of your turn, you may use your reaction to "Ready an action" and prepare your next attack action with a ranged weapon with advantage, however you cannot take your movement until the attack is resolved and all creatures that target you before the attack is resolved have advantage.  

Unnatural Perception



Starting at 11th level, through endless hours of honing your senses to their peak, you have gained unnaturally perceptive senses. You gain a blindsight range of 30 feet.

Quick Draw



By 13th level, your awareness has reached staggering levels. You gain advantage on initiative and at the start of your turn you can expend your reaction and Trick Shot to make an attack with a ranged weapon at disadvantage.

Rapid Fire



Beginning at 15th level, you can make an additional attack action on your turn as long as one of those is an attack with a ranged weapon

Sniper



Starting at 17th level, while wielding a martial or simple ranged weapon, that weapon's maximum range gains 100ft

 

Blessed by the Gods



At 20th level, your skill with a bow has become equal to the gods. you are no longer affected by the rule that states
"If a Trick Shot, or anything else, would cause you to gain disadvantage while you are already affected by disadvantage, you instead gain -10 to your role in addition to disadvantage."


Starting Equipment

(a) a longbow and a quiver of 20 arrows or (b) a heavy crossbow and a quiver of 20 bolts
(a) a chain shirt or (b) studded leather armor
(a) a dungeoneer's pack or (b) an explorer's pack
two daggers and Tinker's Tools


Subclass Options

Practice of the Guardsman


your time in densely populated cities and towns as a person of rank has allowed you to adapt to the conditions that you have been exposed to and learn to thrive in them

place holder

place holder

 

Practice of the Huntsman


  your time in the wilderness and the absence of social structure has forced you to act accordingly and learn to interact and survive in your surroundings

 

Hunter's Requirements



At 3rd level, you gain proficiency in Survival. If you are already proficient in Survival, double your proficiency bonus. You also learn one language of your choice and ignore the loading property of Crossbows.
Disclaimer: when learning an additional language it is wise to fit it into your character's backstory.

 

Natural Influence



  Additionally at 3rd level, your experience with the surroundings you have grown accustom to has taught you how to manipulate it in subtle ways. You gain access to the Druidcraft cantrip.

Hunter's Mark



Starting at 6th level, ...i don't think imma write an explanation for this one rn...pretty self-explanitory

 

Conniving Retreat



  Additionally at 6th level, your experience in combat with beasts and humanoid creatures alike has taught you the value in a safe and stealthy exit. Opportunity attacks against you are made with disadvantage


Created by

Kvasir_.

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