Archer (5e Class)

Archer

Trained Bowmen

An elven woman fires arrow after arrow into the face of an oncoming goblin horde. Refusing to flee even in the face of overwhelming odds, she slowly retreats, surrendering the hilltop. As the goblins crest the top of the hill she releases a powerful barrage of shots, instantly killing five of the remaining goblins. She continues firing at an unbelievably fast rate, but the goblins just keep coming. One lucky goblin gets close enough to attack, taking a wild swing in the hopes that he would be the one to kill the beautiful deadly she-elf. He barely even has time to register the fact that he had completely missed before her next shot wipes the stupid look off his face. The elf rolls safely away to continue her onslaught elsewhere. She smiles grimly as she fires the last of her arrows from her fourth and final quiver. She then draws her daggers and strides forward to face the horde.

A human warrior stands at the ready with his back to the wall and a loaded crossbow in his hand. He waits for the right moment to attack, considering the situation and weighing his options. Suddenly he spins around the corner, repeatedly firing his crossbow at the targets. The bolts strike true, cracking against bone and chipping pieces off the skeletons. Unfortunately, for every bolt that connected solidly, two more missed completely or ricocheted harmlessly off of bare ribs. He aims to break the legs of the skeletons and continues firing. Though a few collapse into piles of bones, the rest continue advancing down the hall, too quickly for his liking. He smiles and steps away from the hall, moving deeper into the room. When the first skeleton comes around the corner he unleashes a volley upon the skeletons. The bolts slam into the wave of undead, decimating it. The warrior turns and leaves the room through the tunnel in the back, smiling widely.

Archers are masters of ranged combat. They prefer to take down their enemies from afar and generally avoid close combat. Although some races, such as elves, certainly favor this class and are well suited to it, any race can excel at being an archer, given enough training.

Creating an Archer

Who taught you how to shoot? Were you self taught? Why did you choose to train in archery rather than becoming a ranger or choosing some other discipline? What are your plans after becoming an archer?

Quick Build

You can make an archer quickly by following these suggestions, First, Dexterity should be your highest ability score, followed by Wisdom then Constitution. Second, choose the folk hero background.

Class Features

As a Archer you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor, sheilds
Weapons: Simple weapons, martial ranged weapons
Tools: One tool of your choice
Saving Throws: Dexterity, Charisma
Skills: Perception and choose one from Acrobatics, Athletics, Insight, Investigation, Persuasion, Sleight of Hand, and Stealth

Equipment

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

Table: The Archer

LevelProficiency
Bonus
Features
1st+2Fighting Style, Agile
2nd+2Trick Shot
3rd+2Archery Path
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Archery Path feature
7th+3Volley
8th+3Ability Score Improvement
9th+4Meticulous Observer
10th+4Archery Path feature
11th+4Fighting Style (2)
12th+4Ability Score Improvement
13th+5Archer's Luck
14th+5Unnatural Perception
15th+5Archery Path feature
16th+5Ability Score Improvement
17th+6Aimed Shots
18th+6Archery Path feature
19th+6Ability Score Improvement
20th+6Sniper

Fighting Style

At 1st level and again at 11th level, you may adopt a particular style of fighting as your specialty. 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 armor, you gain a +1 bonus to AC.

Piercing Shot

You gain a +2 bonus to damage rolls you make with two-handed ranged weapons.

Agile

At 1st level, 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.

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, 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 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).

Forceful Shot

When you hit a creature with a ranged weapon attack, it is pushed back 10 feet. This effect only works against Large or smaller creatures.

Archery Path

At 3rd level, you must choose an subclass that determines what kind of archer you wish to be. Choose from Crossbow Specialist, Marksman, or Nomad, all of which are detailed at the end of this class description. Your subclass grants you features at 3rd level and again at 6th, 10th, 15th, and 18th level.

Ability Score Improvement

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.

Volley

Beginning at 7th level, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Meticulous Observer

Beginning at 9th level, before you make a Perception or Investigation check, you may gain advantage on it. You regain use of this feature after you finish a short or long rest.

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. If you also roll a 1 or a 2 on the damage die for ranged weapon, you can reroll the die. This can only be used once per die roll.

Unnatural Perception

Starting at 14th level, through endless hours of honing your senses to their peak, you have gained unnaturally perceptive senses. You gain a blindsight range of 30 feet.

Aimed Shots

At 17th level, your ranged weapon attacks deal additional damage equal to your Wisdom modifier.

Sniper

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 bypass creature's resistance to magical piercing damage.

Crossbow Specialist

Archers who choose this path have trained extensively with crossbows. These specialists have mastered the technique of firing lethal bolts at an alarming pace, most often leading to deadly results.

Crossbow Adept

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

  • You ignore the loading property of crossbows with which you are proficient.
  • You gain a bonus to damage rolls made with crossbows equal to half your proficiency bonus.
  • You can add half your proficiency bonus to any Strength based ability check you make that doesn't already include your proficiency bonus.
Bonus Proficiency

When you choose this subclass at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Athletics, or Stealth. Alternatively, you may learn one language of your choice.

Resolute

At 6th level, whenever an effect requires you to make a Constitution saving throw, you may use your reaction to add 1d6 to the roll before the results of the roll have been announced. If succeeding on the Constitution saving throw would make you only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Deadshot

Starting at 10th level, you gain an additional option for the Trick Shot feature. If you are within 30 feet of an enemy creature, you may gain advantage on a ranged attack roll against that creature.

Adrenaline

Beginning at 10th level, your instincts are so honed that you have advantage on initiative rolls and can not be surprised at the beginning of combat, if you are not incapacitated.

Brace

Starting at 15th level, when you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.

Rebuke

Starting at 18th level, you may take an additional reaction each round, but you cannot use this reaction to make an opportunity attack or to rebuke a creature that has damaged you. Whenever a creature damages you while within 30 feet of you, you may make a ranged weapon attack as a reaction against that creature.

Marksman

A marksman is an archer whose skill with all ranged weapons is unmatched. They mark a single quarry at a time, preferring to focus down a singular target over weaker quarry.

Mark for Death

Starting at 3rd level, you may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol of your choice that is even visible in dim light. You and your allies have advantage on any Wisdom (Survival) or Wisdom (Perception) checks you make against the target. Additionally the target loses 1 AC. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. You regain use of this feature after you finish a short or long rest.

Bonus Proficiency

When you choose this subclass at 3rd level, you gain proficiency in one of the following skills of your choice: Insight, Investigation, or Survival. Alternatively, you learn one language of your choice.

Uncanny Dodge

Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Enhanced Focus

Starting at 10th level, as a bonus action you may focus in on one target. Until the start of your next turn, your ranged attacks deal 1d6 additional damage against the target.

Disrupt

Starting at 15th level, before the results of a roll have been announced, as a reaction, you may give yourself advantage on a saving throw from a marked target or give the target disadvantage on their attack rolls made against you until the start of your next turn. You may use this feature a number of times equal to half your Wisdom modifier rounded up(minimum 1), and you regain all uses of this feature after you finish a long rest.

Enhanced Mark

Starting at 18th level, the Mark for Death feature can be used repeatedly, but may only ever have one target marked, and if you mark another creature when a different creature is already marked, the previous mark disappears. The target affected by Mark for Death must also subtract 1d4 from any roll they make.

Nomad

Nomads are archers who spends their days traveling and exploring while learning new skills along the way. These individuals use their speed and adaptability to help their allies in and out of battle.

Sheer Skill

Beginning at 3rd level, before the results of a roll have been announced, you may add 1d6 to any roll you make. You may not use Sheer Skill more than once on any roll you make. You may use this feature twice, and you regain all uses of this feature after you finish a short or long rest. The number of times you can use this feature increases to three at 5th level, four at 11th level and five at 17th level.

Trained Hands

When you choose this subclass at 3rd level, you gain proficiency in two tools, and if you already have proficiency in them, you can double your proficiency bonus.

Vault

Starting at 6th level, whenever a hostile creature moves within 5 feet of you, you may vault 10 feet directly away from them as a reaction without provoking an opportunity attack from the creature. The range needed to activate Vault increases to 10 feet at 10th level.

Quickened Movement

Starting at 10th level, your base walking speed increases by 5 feet, and you may take the Disengage action as a bonus action.

Learned Traveler

Starting at 10th level, you may gain proficiency in any two skills of your choice.

Foresight

Starting at 15th level, whenever you make a saving throw, you gain a bonus to the saving throw equal to half your proficiency bonus rounded down. You must be conscious to grant this bonus.

Refresh

Starting at 18th level, as a bonus action, you may regain all uses of Trick Shot. You regain use of this feature after you finish a long rest.

Multiclassing

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

Proficiencies. When you multiclass into the archer class, you gain the following proficiencies: simple weapons and martial ranged weapons.


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