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Archer

Basic distance combatants. They are the best there is with bow or crossbow.

D&D details

  Warriors are the experts of ranged combat. They can take out enemy from afar before they even know that someone attacked them. They can keep the enemy at distance and shower it with arrows without allowing them to land a single attack.  
Level Proficiency Bonus Cantrips Known Features
1st +2 1 Fighting Style, Elite aim, Archer magic
2nd +2 1 Quick fire, Trick Shot
3rd +2 1 Archery Archetype
4th +2 1 Ability Score Improvement, Archery Versatility
5th +3 1 Extra Attack
6th +3 1 Ability Score Improvement, Martial Versatility
7th +3 1 Martial Archetype feature
8th +3 2 Ability Score Improvement, Martial Versatility
9th +4 2 Quick senses
10th +4 2 Martial Archetype feature
11th +4 2 Tireless Precision
12th +4 2 Ability score improvement, Martial Versatility
13th +5 2 Quick Fire Improvement, Sure Shot
14th +5 3 Ability Score Improvement, Martial Versatility
15th +5 3 Martial Archetype feature
16th +5 3 Ability score improvement, Martial Versatility
17th +6 3 Aimed Shots
18th +6 3 Martial Archetype feature
19th +6 4 Ability score improvement, Martial Versatility
20th +6 4 Master Archer

Class Features

As an archer, you gain the following class features.  

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: All ranged Weapons (except firearms/guns)
Tools: Choose two from Tinker’s Tools, Poisoner’s Kit, Gaming Set and one Artisan’s Tools of your choice.
Saving Throws: Dexterity, Wisdom
Skills: Choose two skills from Acrobatics, Stealth, History, Investigation, Nature, Animal Handling, Perception, Survival and Intimidation  

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a longbow and a quiver with 20 arrows or (b) a heavy crossbow and a quiver with 20 bolts or (c) any ranged weapon of your choice (except firearms/guns)
  • Any light armor
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two Daggers, and two sets of tools.
   

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a 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.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • 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 walking speed increases by 5 feet (1.5m).
  • Piercing Shot. You gain a +2 bonus to damage rolls you make with two-handed ranged weapons
  • Ranged Protection. When a creature you can see attacks a target, other than you, at the distance of more than 5 feet (1.5m) and less than 20 (6m) feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a ranged weapon.
  • Agile. You gain proficiency in a Dexterity based skill, and if you already have proficiency in it, you can double your proficiency bonus. In addition, you can add half your proficiency bonus, rounded down, to any Dexterity based ability check you make that doesn't already include your proficiency bonus.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Whistle of Death. When you hit a creature with a ranged weapon attack, if you have half or three quarters cover from the target, your attack deals an additional 1d4 piercing damage. Additionally, if you hit an attack while hidden, you may immediately use a bonus action to make a Dexterity (Stealth) check against the target of your attack. On a success, your attack does not reveal your position to that creature, though it may still be able to determine from what direction the attack came from, at the DM’s discretion. Starting at 6th level, you don’t need to use your bonus action to attempt to remain hidden.
  • Mariner. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
  • Always in Movement. You gain a +3 bonus to attack rolls you make with ranged weapons if you have spent at least half of your movement before making the attack. You must spend the rest of your movement after the attack.
  • Blindsight. Through endless hours of honing your senses to their peak, you have gained unnaturally perceptive senses. You gain a Blindsight range of 30 feet.
 

Elite Aim

Beginning at 1st level, your breathing allows for steady and precise shots. On each of your turns in combat, if you have moved less than half of your movement speed, you can set up an aiming stance until the start of your next turn or until you move.
For as long as you are in an aiming stance, you gain the following benefits:
  • When a creature you can see within the range of your weapon moves, you can use your reaction to make an attack roll against the creature. On a hit, you reduce their movement speed to 0 for the turn instead of any other effects or damage.
  • You gain a +2 bonus to AC against ranged attacks.
   

Archer magic

Beginning at 1st level, you have adapted you magic to help you in your ordeals. You gain one cantrip from the Archer Spell list at first level and additional ones at 8th, 14th, and 19th levels.
Wisdom is your spellcasting ability for your archer spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an archer spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier  

Quick Fire

At 2nd level, you have learned how to trade accuracy for speed. When you use your turn to make a ranged weapon attack, you can give yourself disadvantage on all attacks for this turn. If you do, you can make another ranged weapon attack with disadvantage as a bonus action. You must use ammunition for each shot, as usual. At 13th level, your speed has improved, but so has your accuracy. You can ignore the disadvantage that this feature implies on your ranged attacks. Alternatively, you can keep the disadvantage, but make three ranged attacks with disadvantage as a bonus action instead of just one.  

Trick Shot

At 2nd 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 your 1 + your Wisdom modifier (minimum of one), and you regain all uses of this feature after you finish a short or long rest.
  • Disarm. When you hit a creature with a ranged weapon attack, it drops one item (of your choice) that it is holding. That item flies 15 feet (4.5) from the creature in a random direction.
  • Immobilize. When you hit a creature with a ranged weapon attack, its movement speed becomes 0 until the end of your next turn.
  • Head Shot. When you hit a creature with a ranged weapon attack, add 1d8 damage to the damage roll. This damage increases at 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  • Wingshot. When you hit a flying creature with a ranged attack. The target falls for 30 feet if they are not held aloft by magical means.
  • Long Shot. You double both the normal and long range of your ranged weapon.
 

Archery Archetypes

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.   Archetype
  • Ranger
  • Other archetypes will be added when needed by players.
   

Archery Versatility

  Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can shift the focus of your archery practice: Replace a fighting style you know with another fighting style available to archers.  

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.  

Extra Attack

At 5th level, you can attack twice, instead of once, when you take the attack action on your turn. Additionally, you ignore the loading properties of ranged weapons you are proficient with.  

Quick Senses

Beginning at 9th level, your mind thinks fast in combat, letting you notice things that others may not, and letting you take in things out of your peripheral vision. Beginning at 6th level, you can take the Search action as a free action on each of your turns. In addition, whenever you take the Search action as an action, not a free action, you gain advantage on the Wisdom (Perception) or Intelligence (Investigation) check.  

Tireless Precision

Beginning at 11th level, you can reroll an attack roll that you miss. If you do so, you must use the new roll. You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum of one), and you regain all uses of this feature after you finish a short or long rest.  

Sure Shot

At 13th level whenever you roll for damage on a ranged weapon attack you can reroll any 1 or 2. You must use the new total.  

Aimed Shots

At 17th level, your ranged weapon (with which you are proficient) attacks deal additional damage equal to your Wisdom modifier (minimum of one).  

Master Archer

At 20th level your Dexterity score is increased by 2 and your new maximum Dexterity score is 24. Additionally, you may never have disadvantage on attack rolls made with ranged weapons that you are proficient with as long as you do not use any of your trickshots or similar amplified shots. Amplified refers to attacks that are improved with spells, trickshots or similar added effects.

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