Shoot to Wound
You are used to taking your foes alive. A dead enemy cannot
be ransomed, and putting an enemy down quickly does less
damage to any valuables they might be carrying. After taking
this archetype at 3rd level, you can wound enemies instead of
killing them. Once per turn when you hit a creature with a
weapon attack, you can inflict one of the following wounds.
Wounds
Arm. The first weapon attack roll the target makes each turn is made with disadvantage.
Eye. The target is blinded until the end of its next turn.
Ear. The target is deafened.
Gut. The target cannot take reactions.
Leg. The target's movement speed is reduced by 10 feet.
Throat. The target cannot speak.
The effects of wounds last for one hour. The target's
anatomy need not perfectly match those described in the
feature for wounds to take effect. You can use this feature a
number of times equal to your Strength modifier (minimum of
1). You regain all expended uses after completing a short or
long rest.
Mercantile
You are accustomed to wandering far to sell your war loot. At
7th level, you gain proficiency in navigator's tools, and either
land or water vehicles. You add your fighter level to the
number of miles you and up to 10 other creatures with you
can travel in a day.
Shotcaller
When you reach 10th level, you can sacrifice one of your
attacks on your turn to indicate an opening to an allied
creature that can see or hear you within 30 feet of you. That
creature can use its reaction to make one weapon attack. If
the attack hits they can inflict one effect from Shoot to Wound
of their choice on that target, which lasts until the end of your
next turn.
Blood Brothers
Starting at 15th level, whenever an allied creature within 10
feet of you fails a saving throw, you can expend one use of
Indomitable and allow them to reroll it.
Glint of Gold
You understand riches, and the people who carry them.
Moreover, you know that those are the most lucrative targets.
Starting at 18th level, you know the exact monetary value of
any object you see, magical or nonmagical, and have
advantage on the first attack roll you make each turn against
creatures with a net worth of at least 2,000 gp. This wealth
includes hoards, magical items, clothing, weapons, lands, or
treasure, as well as liquid currency.
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