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Amazing Archer Class by AileTheAlien

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0% found this document useful (0 votes)
28 views4 pages

Amazing Archer Class by AileTheAlien

Uploaded by

bblumi0710
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Amazing Archer

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.

Grappling Arrow Fire Arrows


You shoot an arrow with attached line, that anchors As a bonus action, you imbue your quiver so that the next
securely to a surface it hits 50 feet away that can hold 250 thirteen arrows will deal an extra 1d6 fire damage. Casting
pounds. Shooting at a higher levels, it gains 50 feet and 50 at Expert adds another 1d6 and +1 to hit. Master adds
pounds each. As a movement action, you may pull yourself another 2d6 and gives advantage to hit!
and another creature to the arrow, but the spring is used
up. The rope must be readied out of your pack - the spring Frost Arrows
reel adds 8 pounds, and each join between 50-foot lengths As fire arrows, but frost.
adds half a pound.
Hailstorm
Knockout-Gas
You shoot 1d4 arrows with such speed, that they splinter
You shoot a bomb-arrow up to 60 feet, which erupts in a en route, dealing damage to any creature in a 20-foot
cloud of pink smoke that renders creatures unconscious. radius, centered at a point up to 60 feet away. (Make
The cloud is 25 feet wide, and lasts for ten rounds (one
attack and damage rolls as normal, including fire or frost
minute). A moderate wind disperses it after one round,
arrows.) Shooting at a higher trick-shot level, you shoot an
and a strong wind immediately. Creatures within the cloud
additional 1d4 arrows and gain 10 feet of radius and 20
take 1d8 snooze per round. (Creatures that don't sleep are feet range for each higher level.
immune.) When they reach their current HP, they fall
unconscious. Shooting at Advanced and Expert adds 1d8
snooze and 15 feet range. Master is immune to wind and
adds 2d8 snooze.
Expert Master
(Prerequisite: level 10) (Prerequisite: level 15)

Wall of Shrapnel Arrow of Shadow-Step


You shoot 1d4 arrows at astounding speed, that splinter You shoot an arrow of pure darkness (no ammunition
into a wall of shrapnel up to 120 feet away. It is 20 feet used) that teleports you and your equipment where it
high, 5 feet thick, and up to 120 feet long in any shape of strikes. For the next minute (10 rounds) or until you attack
connected 5-foot squares. (Alternately, it is a 10-foot or shoot another trick, you are invisible. You also get
radius ring.) For its ten-round duration (one minute), advantage on your next attack or trick-shot.
creatures that are within the affected area take 2d8
piercing damage with half as much on a dexterity save. Arrow of Visibility
(Fire and frost arrows can stack with this.) Additionally,
You shoot an arrow high into the air, that splits into four
movement speed through the wall is halved. Shot as
as it falls. The four corners form a 40-foot square,
Master, you fire twice the arrows to double the damage,
centered at up to 120 feet away, that shimmers and
partially obscure vision, and quarter movement speed.
sparkles. For up to ten rounds (one minute), enemy
creatures in that square are visible, attacks against them
Multi-Shot
get advantage to hit, and they take 1d8 radiant damage
You up to seven arrows at targets you can see. Shooting at per round.
Master adds thirteen more.
Homing Arrow
Tracking Shot
As a bonus action, you target a creature you are aware of,
As a bonus action, you target a creature you can see. Your even if you cannot currently see them. Your next shot hits
next shot gains +1 to hit, and deals an additional 2d8 regardless of range, ignores partial cover, adds 3d8
piercing damage. Shooting at Master doubles these. Any piercing damage, and can fly around corners or zig-zags!
attacks against the creature shares the to-hit bonus, and
also adds it to damage. The Cone of Silence
You shoot an arrow with such speed that it breaks the
sound barrier. In a 20-foot radius circle up to 200 feet
away coming to a point 20 feet in the air, for ten rounds
(one minute) all sound is disrupted including spells and
effects with an auditory component. (DC is your wisdom
score + dexterity modifier.) Alternately, the affected area is
a ring one foot thick instead, that blocks external sound
but allows spells to be cast from within.
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