Archer, Bird Trainer (5e Class)

This page is incomplete and/or lacking flavor. Reason: Basically no fluff.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Archer, Bird Trainer

An archer , but capable of training a bird to help with scouting.

Creating an Archer, Bird Trainer

An Archer, Bird Trainer , calls upon their trained bird to scout up ahead, perhaps distract the enemies while they load and get ready to fire. Ever needed that extra sight to see if a camp was worth raiding? Ever got caught in a situation you never saw coming? If you want to avoid such, perhaps the Archer, Bird Trainer is the class for you.

Quick Build

You can make an Archer, Bird Trainer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the outlander background. Third, choose a longbow and a quiver, studded leather armour, and an explorer's pack.

Class Features

As a Archer, Bird Trainer you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium
Weapons: One Handed Simple Weapons, Crossbows, Bows, Shortswords, Nets
Tools: Falconry Kit
Saving Throws: Dexterity, Charisma
Skills: Animal Handing, and choose 3 between Acrobatics, Athletics, Nature, Perception, Sleight of Hand, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Longbow and a Quiver of 20 Arrows or (b) A Heavy Crossbow and a Quiver of 20 bolts
  • Two daggers
  • (a) Leather armor or (b) Studded leather armor
  • A falconry kit
  • (a) An explorer's pack or (b) A dungeoneer's pack

Table: The Archer, Bird Trainer

LevelProficiency
Bonus
FeaturesScouting Radius
1st+2Fighting Style, Bird Companion100 feet
2nd+2Blinding Assault200 feet
3rd+2Archery Path300 feet
4th+2Ability Score Improvement400 feet
5th+3Extra Attack500 feet
6th+3Special Delivery600 feet
7th+3Archery Path Feature700 feet
8th+3Ability Score Improvement800 feet
9th+4Mimic900 feet
10th+4Extra Bonus Action1000 feet
11th+4Archery Path Feature, Fighting Style(2)1100 feet
12th+4Ability Score Improvement1200 feet
13th+5Archer's Luck1300 feet
14th+5Cowardly Gains1400 feet
15th+5Archery Path Feature1500 feet
16th+5Ability Score Improvement1600 feet
17th+6Behind Enemy Lines1700 feet
18th+6Archery Path Feature1800 feet
19th+6Ability Score Improvement1900 feet
20th+6Eagle Eye2000 feet

Fighting Style

At 1st level and again at 11th level, you may adopt a particular style of fighting as your speciality. 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

While you are wearing light or medium armour, you gain a +1 bonus to AC.

Piercing Shot

You gain a +1 bonus to damage rolls you make with ranged weapons.

Bird Companion

At the 1st level, you gain a bird companion that travels with you. You must start the campaign with this bird companion. You can choose between an eagle, hawk, owl, or vulture.

Upon becoming your companion, your birds' Maximum Hit Points are equal to half of your Maximum Hit Points (rounded up) or their current Maximum Hit Points, whichever is higher. Likewise, their AC is equal to half of your AC (rounded up) or their current AC, whichever is higher. After this value is determined, they also gain a +2 bonus to their AC and a bonus to their Maximum Hit Points based on their CR. If you call a bird that has a CR of 0, they gain a +5 bonus to their Maximum Hit Points. If the called bird has a CR of 1/8 or 1/4, they gain a +3 bonus to their Maximum Hit Points. Finally, if the called bird has a CR of 1/2 or higher, they do not gain a bonus to their Maximum Hit Points. Your bird companion also gains a Hit Dice of 1d6 and gains an additional Hit Die each time you increase in level as if your bird companion was a Player Character.

During combat, your bird companion acts independently of you, but it always obeys your commands. It rolls its own initiative and acts on its own turn. Additionally, your bird companion can occupy the same space as you.

If your bird companion dies, you can use the Falconry Kit to capture a new bird companion of any species listed above. Since your new bird companion isn't as trustworthy and familiar with you as your former bird companion, you must spend 5 consecutive hours training it the commands and 5 hours training it in the field. After capturing a new bird companion, you can choose to make a Animal Handling skill check (DC 15) to halve this amount of time.

Whenever you or your bird companion force a creature to make a saving throw or skill check with a Archer, Bird Trainer class feature, they must roll against your Archer, Bird Trainer class DC unless noted otherwise.

Archer, Bird Trainer Class DC

8 + your Proficiency Bonus + your Dexterity modifier

Blinding Assault

At the 2nd level, you and your bird companion have learned to coordinate attacks. If your bird companion is within 25 feet of you, you can use a bonus action to send your bird companion to make a melee attack against a creature within 25 feet of you, dealing 1d4 slashing damage on a successful hit. The damage from this feature increases to 1d6 slashing damage at the 5th Level, 1d8 slashing damage at the 9th Level, and to 1d12 slashing damage at the 13th level. Attack and damage rolls for this feature are calculated with your Dexterity modifier. After attempting an attack, your bird companion returns to its location prior to this feature being used. Your bird companion doesn't provoke opportunity attacks when it returns to its original location after using this feature.

Archery Path

At 3rd level, you may choose an archetype that determines what type of archer you are. Choose either Crossbow Specialist or Bow Master. Both are detailed at the end of this class description. Your archetype grants you features at 3rd level and again at 7th, 11th, 15th, and 18th levels.

Ability Score Increase

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.

Extra Attack

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

Special Delivery

At the 6th level, your feathered friend gains more trust in you and your decisions. You or any willing creature you choose can give an item to your bird companion to deliver to you or another creature within your Scouting Radius. You can also choose to have your bird companion drop an item given to it anywhere within your Scouting Radius. Items given to your bird companion must be light enough for it to reasonably carry. At the 9th level, you can also choose to give it a brief verbal message that is one sentence or shorter.

Mimic

At the 9th level, you have trained your bird to a point that it can better enunciate its messages and intentions. It can now speak certain phrases and short sentences as well as mimic certain noises to let you know slightly more specific details of what it has found on its scouting missions.

Extra Bonus Action

Beginning at 10th level, you can now use two Bonus Action, whenever you take the Attack action on your turn.

Archer's Luck

When you reach 13th level, when you roll a 1 or a 2 for an attack roll, ability check, or saving throw, you can reroll the die once. If you roll a 1 or a 2 on the damage die for ranged weapon, you can reroll the die. You can use this feature again after finishing a short/long rest.

Cowardly Gains

At the 14th level, you become great at just fading away out of sight. As a bonus action, you can now use the Hide action. In addition, you gain proficiency in the Dexterity (Stealth) skill. If you are already proficient in this skill, double your proficiency bonus.

Behind Enemy Lies

At the 17th level, your bird companion has unyielding loyalty to you, drastically increasing your combat capabilities. If your bird companion is within 5 feet of you, you can use an action to have it combine with you, lifting you into the air. While you are in this combined state, you gain a flying speed equal to your bird companion's flying speed and any attacks or harmful spells that would target your bird companion target you instead. Additionally, you gain a bonus to all attack rolls and Dexterity saving throws equal to half of your bird companion's Dexterity modifier (rounded up). While you are using this feature, your bird companion always shares the same space as you, you cannot use any Archer, Bird Trainer class features that would change your bird's location, and your bird companion doesn't take its own turn. You can use a bonus action to end this state and immediately make a ranged weapon attack against a creature within 20 feet of you. After using this feature, you cannot use it again until you've finished a long rest.

Eagle Eye

When you reach 20th level, your Dexterity score increases by 4. Your maximum for this score is now 24. In addition, you may never have disadvantage on attack rolls with ranged weapons and your ranged attacks are criticals on 19-20

Crossbow Specialist

You have practised extensively with crossbows and know how to fire bolts effectively with them.

Crossbow Adept

Starting at 3rd level, you gain the following benefits due to your training with crossbows:

You ignore the loading quality of crossbows with which you are proficient.

If you are under the effects of an Dexterity Saving Throw to evade damage you instead take no damage if you succeed and the half of damage if don't.

Extra Munitions

Starting at 7th level, you gain extra modified munitions that can only be used with a crossbow. For the cost of any action you are able to create original munitions that count for two in one shot. With each munition, if you hit, add an extra damage die equal to the damage die. You are able to craft 20 munitions with the right ingredients in a short rest or at the end of a long rest. This upgrades a two extra damage die at 15th level.

Deadshot

Starting at 11th level, you can use your action to make three fast attacks, the target must roll a Dexterity saving throw equal to your Archer, Bird Trainer Class DC or take 3 of your attacks and be unable to move for turns equal to your Dexterity modifier. If they succeed, they take half of the damage only. You can use this feature twice between long rest.

Terrain Master

Starting at 15 level, all non-magical difficult terrains are normal terrains for you.

Legendary Crossbowman

Starting at 18th level your Crossbows Damage Dice increase in 1 size (d4>d6, d6>d8, d8>d10, d10>d12, d12>2d6, 2d6> 2d8) and you ignore resistance of all your munitions damages.


Bow Master

Arrow Adept

Starting at 3rd level you gain the following benefits due to your training with Bows:

If you don't move on your turn, you gain advantage on your next attack.

If you are under the effects of an Dexterity Saving Throw to evade damage you instead take no damage if you succeed and the half of damage if don't.

Fletcher

Starting at 7th level, for the cost of either a full or bonus action you are able to create enchanted arrows that deal your choice of cold, fire or lightning damage. These enchanted arrows deal 1d6 of the given type of damage on top of your normal bow damage. You are able to craft 20 arrows with the right ingredients in a short rest or at the end of a long rest. You may only have one type of enchanted arrow at a time. At 15th level this dice increased to 1d8.

Favoured Target

Starting at 11th level, as a bonus action you are able to target a creature within range that you can see. For 1 minute, you deal one extra damage dice of your weapon to that creature. If the target takes the Hide action or goes out of the archer's sight, the effect of this feature ends. You can use this feature twice between long rest.

Quick Feet

Starting at 15th level, your movement speed increases by 10 feet.

Legendary Archer

Starting at 18th level your Bows Damage Dice increase in 1 size (d4>d6, d6>d8, d8>d10, d10>d12, d12>2d6, 2d6> 2d8) and you ignore resistance of all your arrows damages.


Multiclassing


Prerequisites. To qualify for multiclassing into the Archer, Bird Trainer class, you must meet these prerequisites: Dexterity 13

Proficiencies. When you multiclass into the Archer, Bird Trainer class, you gain the following proficiencies: ranged weapons, animal handling



Back to Main Page 5e Homebrew Classes

gollark: GEORGE is in fact maximally good.
gollark: Interesting!
gollark: What if you have lemon tranquilizers?
gollark: What if the lemon happens to be asleep or something?
gollark: And do `++tel init_webhook`, which should be available to you.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.