Amazing Archer Class by AileTheAlien
Amazing Archer Class by AileTheAlien
A DnD 5E Player-Class
by Aile the Alien
Overview
You specialize in archery, and the related skills needed to
keep you and your bow in working order. You develop
supernatural abilites, different from other types of spell-
casting.
Hit Dice: D8
Dexterity: +2
Proficiencies:
light armor, bows, shortswords
fletchery kit, herbalism kit
dexterity and wisdom saving throws
Leveling
Starting Skills: three from athletics, acrobatics, (+SoF stands for ability-score improvement, or taking an
nature, perception, performance, survival
optional feat. TS-X is the number of trick-shots you may
Starting Equipment:
perform per long rest at that level.)
a shortbow or longbow and ammunition, a Level Proficiency Bonus Features TS-B TS-A TS-E TS-M
shortsword
1 2 3 - - -
leather armor, explorer's pack (minus rope),
fletchery kit, and herbalism kit 2 2 3 - - -
three coils of spider-silk rope (50 feet, 3 pounds) 3 2 3 - - -
two healing potions
4 2 +SoF 3 - - -
Arrow-Fetcher 5
6
3
3
4
4
2
2
-
-
-
-
7 3 4 2 - -
8 3 +SoF 4 2 - -
9 4 4 2 - -
10 4 5 3 2 -
You befriend a small animal, who helps you retrieve
missiles from the battlefield. They are a Tiny creature, with 11 4 5 3 2 -
base 5 HP, 10 armor, and 1d4 piercing damage attack. 12 4 +SoF 5 3 2 -
They add half your proficiency bonus (PB, rounded down)
13 5 5 3 2 -
to their ability checks, armor, damage, HP, and to-hit. They
can act on their own to defend you, and may follow simple 14 5 5 3 2 -
commands. (A bonus action changes their combat target, 15 5 6 4 3 2
every few rounds.) Choose:
16 5 +SoF 6 4 3 2
rat: 17 6 6 4 3 2
night vision to 55 feet (increased by PB*5/2 )
18 6 6 4 3 2
10 foot movement speed (increased by PB*5 )
19 6 +SoF 6 4 3 2
otter:
swimming 20 6 8 6 5 4
carry PB/2 pounds
10 foot movement speed (increased by PB*5 )
bat:
flying
blindsight to 25 feet (increased by PB*5/4 )
only one quarter your PB to most things
5 foot movement speed (increased by PB*5/2 )
Trick-Shots Melee Mixup
These supernatural abilities are performed as an action on As a bonus action, you slash at a visible enemy within 5
your turn unless noted otherwise. feet of you then move 5 feet in any direction. This does not
provoke opportunity attacks from that enemy, but others
Basic are unaffected. This deals your bow's normal piercing
damage if moving towards them, but slashing damage if
Arrow of Light moving away. Doing this at Advanced adds +1 to hit and 5
feet to the movement. Expert adds your fire or frost
You shoot an arrow of pure light (no ammunition used),
arrows damage and 5 feet. Master gives you advantage to
that shines brightly for ten feet and dimly for another ten,
hit, allows you to attack after moving, doesn't provoke
for ten minutes. Shooting at a higher trick-shot level, it
opportunity attacks from any visible enemy, and adds 10
gains an additional ten feet of radius (twenty for dim), ten
feet. (Back-flip up waaalllllls!)
minutes duration, and deals 1d8 radiant damage for each
higher level. Smoke-Bomb
Arrow of True North You shoot a bomb-arrow up to 60 feet, which erupts in a
cloud of black smoke, heavily obscuring the area.
You balance an arrow on your fingertip that points due
(Creatures in it cannot be seen normally, and looking out is
north. This works anywhere - even underground or on
at disadvantage.) The cloud is 25 feet wide, and lasts for
other planes of existence!
ten rounds (one minute). A moderate wind disperses it
Disarming Shot after one round, and a strong wind immediately. Shooting
at Advanced and Expert adds 5 feet radius and 15 feet
You shoot the weapon right out of their hands! The target range. Master is immune to wind and does 1d8 acid
must pass a DC 15 strength check to keep hold. Otherwise damage per round.
it is knocked DC-failure-amount feet away. Advanced is DC
20, expert 25, and master 30. Advanced
(Prerequisite: level 5)
Flash-Bang Arrows
Arrow of Far-Sense
You shoot a flash-bang arrow up to 60 feet, which blinds
and deafens creatures in a 15-foot radius for one minute You shoot an arrow up to 120 feet, that has a glass marble
(10 rounds). With a successful constitution save (separate and tiny membrane like a drum. For up to 10 minutes, you
for blinding and deafening) the creature is not affected. can see and hear through the arrow to a distance of 30
They repeat the saving throws at the end of each of their feet. Shooting at expert is 150/40 feet with dark-vision, and
turns until they are neither blinded nor deafened. Master is 180/50 feet with blind-sight.