Archer
As the party advances towards the dragon, each member showcases their unique skills. The fighter wields their blade with deadly precision, the wizard conjures powerful spells, and the cleric heals the wounded. But amidst the chaos of battle, the archer stands out, their eyes trained on the dragon's every move. With a swift movement, the dragon takes flight, but the archer is ready. Their arrow flies true, striking the dragon with a lethal blow.
Greatest marksman that ever was
As an Archer, you are part of a proud lineage of skilled marksmen who have honed their craft to perfection. You are the pinnacle of archery, able to strike a target with unparalleled precision and accuracy. Your training has taught you how to wield your bow with deadly efficiency, and your keen eye and steady hand make you a force to be reckoned with on the battlefield. Your reputation precedes you, and those who cross you would do well to keep their distance.
Fast reflexes
As an Archer, you rely on your quick reflexes and lightning-fast reactions to stay one step ahead of your enemies. You are always on the move, constantly scanning your surroundings for potential threats and opportunities. You are a master of the bow, able to draw, aim, and fire with lightning speed. Your training has taught you to think on your feet and adapt to changing situations, allowing you to stay one step ahead of your opponents at all times.
Creating a Archer
Becoming an Archer requires years of dedicated training and practice. You must be quick, agile, and precise, with a steady hand and keen eye. Your training will teach you the fundamentals of archery, from how to properly hold and aim a bow to how to lead a moving target. You will learn how to read the wind, judge distances, and anticipate your opponent's movements.
Quick Build
You can make a Archer quickly by following these suggestions. First, make Dexterity your highest ability score. Your next-highest score should be Wisdom, Constitution if you choose the Mounted Fortress subclass. Second, choose the soldier background.
Multiclassing
Multiclassing as an Archer in D&D 5e requires a minimum Dexterity score of 13 and a Wisdom score of 13 to take a level in this class.
The Archer
Level | Proficiency Bonus | Features | Tempo | Tempo Bonus |
---|---|---|---|---|
1st | +2 | Marksman Specialty, Tempo | 3 | d4 |
2nd | +2 | Keen Sight, Quick Step | 3 | d4 |
3rd | +2 | Ranged Prowess | 4 | d4 |
4th | +2 | Ability Score Improvement | 4 | d4 |
5th | +3 | Extra Attack (x1), Marksman Specialty | 5 | d6 |
6th | +3 | Clarity | 5 | d6 |
7th | +3 | Agility, Prowess Feature | 6 | d6 |
8th | +3 | Ability Score Improvement | 6 | d6 |
9th | +4 | - | 7 | d8 |
10th | +4 | Quick Step | 7 | d8 |
11th | +4 | Marksman Specialty, Prowess Feature | 8 | d8 |
12th | +4 | Ability Score Improvement | 8 | d8 |
13th | +5 | Ranged Savant | 9 | d10 |
14th | +5 | Ability Score Improvement | 9 | d10 |
15th | +5 | Prowess Feature | 10 | d10 |
16th | +5 | Ability Score Improvement, Marksman Specialty | 10 | d10 |
17th | +6 | - | 11 | d12 |
18th | +6 | Eagle Eye, Prowess Feature | 11 | d12 |
19th | +6 | Ability Score Improvement | 12 | d12 |
20th | +6 | Quick Step, Supernatural Agility | 12 | d12 |
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 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per archer level after 1st
Proficiencies
- Armour: Light armour, medium armour
- Weapons: Simple weapons, martial ranged weapons
- Tools: Woodcarvers Tools
- Saving Throws: Dexterity, Intelligence
- Skills: Choose three from Acrobatics, Athletics, History, Insight, Investigation, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain shirt, or (b) leather armour, 5 Daggers
- A weapon granted from your Marksman Specialty
- (a) a dungeoneer's pack (b) an explorer’s pack
- 60 standard ammunition or a net depending on your Marksman Specialty
Tempo
Starting at 1st level. Using a Bonus Action, the archer slows their heart rate and goes into a zone of pure concentration. Expending 1 Tempo, you can for one minute apply the Tempo Bonus to both your Attack and Damage roles.
The Tempo Bonus is a d4 at 1st level, d6 at 5th, d8 at 9th, d10 at 13th, and d12 at 17th level.
If you are hit during Tempo you must make a concentration check to see if you keep your Tempo active, for these concentration checks use your Wisdom modifier instead of your Constitution modifier.
To restore the uses of Tempo, you must finish a short rest.
Quick step
Starting at 2nd level, when you make a ranged weapon attack against a creature within 5 feet of you apply the following:
- You can disengage and move up to 5 feet away as part of this attack.
- You do not have disadvantage on the attack roll.
At 10th level, the distance you can move increases to 10 feet, and at 20th level it increases to 15 feet.
Keen Sight
Starting at 2nd level, your sharp eyesight and exceptional perception give you a distinct advantage in the field of battle. You gain the following benefits:
- You have advantage on Wisdom (Perception) checks that rely on sight.
- You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.
- Dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
Ranged Prowess
Beginning at 3rd level, you choose a method of ranged prowess to hone your skills. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 18th levels.
Ability Score Improvement
When you reach 4th level and again at 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
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Clarity
Beginning at 6th level, the archer gains an advanced level of spatial awareness, honing their reflexes and perception to a razor-sharp edge. You gain advantage on Deterity saving throws and Initiative rolls.
Evasion
Starting at 7th level, your agility and reflexes allow you to minimize the impact of dangerous situations. When you are required to make a Dexterity saving throw that would normally result in you taking half damage on a successful save, you instead take no damage on a success, and only half damage on a failure. This feature does not apply to Dexterity saves that result in you taking full damage on a failed save.
You can only activate this feature while Tempo is active, and doing so will end the Tempo.
Double Shot
Starting at 13th level, your mastery of ranged weapons reaches new heights. You can make a ranged weapon attack as a bonus action when you make make a ranged weapon attack.
Eagle Eye
At 18th level, you know the right time to fire. You can make one ranged attack with advantage. You can use this feature = to your Proficiency modifier + 1.
You need to take a short rest to use this feature again.
Supernatural Agility
At 20th level, your dexterity increases by 4 to a maximum of 24, this score now has its cap raised to 24. You also cannot roll disadvantages for dexterity saving throws, only advantage.
Marksman Specialty
Starting at 1st level, you are an expert of your craft as you excel in a specific ranged weapon type. Choose from the following types: Longbow, Heavy Crossbow, Sling, Blowpipe, and Thrown Weapons.
You gain additional features at 5th, 11th, and 16th levels.
Longbow
You gain a Longbow in your starting equipment.
Multishot
Starting at 1st level, You can fire 2 arrows instead of 1. The damage die changes to 2d4 + your Dexterity modifier.
Additionally you can take -2 to the attack roll to attempt to strike 2 separate targets, they each take 1d4 + your Dexterity modifier.
This feature consumes two arrows instead of one.
Piercing Round
Beginning at 5th level, your arrows carry immense force. If an arrow reduces an enemies HP to 0, it travels on hitting any other creature within its trajectory.
Resourceful
Starting at 11th level, you can craft twice the amount of arrows using wood and woodcarver's tools (Source: XGtE pg. 85).
Repeating Shot
Starting at 16th level, a rapid fire and load. You can fire an additional arrow at the cost of a bonus action.
The damage dice is 1d6 + any modifiers.
Crossbow
You gain any 1 type of Crossbow in your starting equipment.
Quick Hands
Beginning at 1st level, loading is no longer an issue. You ignore the loading quality of a Heavy Crossbow.
Overclock
Starting at 5th level, load a bolt at maximum capacity. When you make a ranged weapon attack using a heavy crossbow, you can change the damage type to bludgeoning instead of piercing.
Squattershot
Starting at 11th level, while prone you do not have disadvantage while making attacks with a crossbow
Critical Blow
Starting at 16th level, strike their weakness. When you score a critical hit against a creature, you can roll an additional damage dice on top of the critical damage.
Sling
You gain a sling in your starting equipment.
Underdog
Beginning at 1st level, you embrace your weapon of choice. Your sling damage dice is now 1d6, and its range is 60/240.
Goliath
Starting at 1st level, you can bring everyone to their knees. If your sling's attack roll exceeds the target's AC by 5 you can choose to apply one of the following:
- The Target is blinded until the end of your next turn.
- Their movement is reduced by 10 for their following turn.
Brain Shaker
Starting at 5th level, make your enemies see stars. When you land a critical hit against a creature, they suffer disadvantage on intelligence, wisdom, and charisma saving throws until the end of your next turn.
Power Swings
Starting at 11th level, with the might of David. Your attacks made with a sling can suffer a -4 penalty, in return gain +10 to the damage output.
Usurper's Will
Starting at 16th level, when you score a critical hit against a creature they need to make a Charisma saving throw (DC = 8 + Prof + Dex). On a fail, you have advantage on every sling attack made against this creature for 1 minute.
You can only use this feature = to your proficiency bonus every short rest.
Blowgun
You gain a Blowgun in your starting equipment, along with a Poisoner's Kit.
Poison Mixer
Beginning at 1st level, you gain proficiency with the Poisoner's Kit.
Dart Coatings
Starting at 1st level, you can purchase Dart Coatings for Blowgun Ammunition at suitable stores. Each coating has a name, a level needed to apply it, a general price of the materials needed, and an effect. To apply a coating, you need to succeed on a check with the Poisoner's Kit (Amount Coated = Number rolled on check). Vile Coating requires a check of 18 to successfully coat one Blowgun Dart.
(Save DC = 8 + Proficiency modifier + Wisdom modifier)
1st level
- Light Acid Coating (5 gp). The dart sprays acid, dealing 2d4 acid damage to the creature hit and any creatures within 5ft of it.
- Sleep Coating (10 gp). The creature hit must make a Constitution saving throw or become drowsy, gaining disadvantage on Dexterity saving throws until they take damage.
- Bulwark Coating (5 gp). The dart injects vitality into the target, granting temporary hit points equal to your Archer level + your Wisdom modifier. This feature does not stack.
5th level
- Susceptible Coating (20 gp). The target must make a Wisdom saving throw. On a fail, they become weak to one of the following damage types until the end of your next turn: Fire, Cold, Acid, or Poison. If the target was immune to one of these types, they instead become resistant to it, if they resist one of these types they become neutral against it instead.
- Acid Injection Coating (15 gp). The target must make a Constitution saving throw or take 1d6 acid damage for 1 minute. This effect does not stack.
- Enhancing Darts (10 gp). The target's abilities are enhanced, and their Constitution score is raised by 2 (up to a maximum of 20) for one minute.
11th level
- Infectious Coating (25 gp). The target must make a Constitution saving throw. On a fail, any ranged or melee attacks made by the target suffer a -1 ailment. This effect can stack up to -4.
- Gonane Coating (15 gp). For one minute, the target has advantage on Strength saving throws.
- Corrosive Darts (35 gp). If the target is wearing armor or a shield, their AC is reduced by 2.
16th level
- Vile Coating (500 gp). The creature hit must make a Constitution saving throw. On a fail, the creature gains 1 point of exhaustion, with a maximum of 3.
Taste Tester
Beginning at 5th level, you resist poison damage and you have advantage against being poisoned.
Thrown Weapons
For your starting equipment, choose one of the following combinations:
- 8 daggers.
- 6 javelins.
- 4 handaxes.
- 8 light hammers.
- 4 spears.
Instead of 60 ammunition, gain a Net instead.
Thrower
Beginning at 1st level, you can draw a thrown weapon as part of the attack you make with it, +2 to the damage rolls made using this feature.
Solid Strikes
Starting at 5th level, you can make an additional attack with a thrown weapon as a bonus action on your turn, but only once per turn.
You can add your proficiency bonus to the damage roll of a thrown weapon attack that hits a target within 20 feet of you.
Ricochet
Starting at 11th level, your thrown weapons can ricochet off surfaces to hit targets around corners or behind cover. You can make a separate attack roll for each target you want to hit within 30 feet and line of sight, even if they have partial cover. You must have a clear path to the surface you want to ricochet off of.
Power Throw
Starting at 16th level, your thrown weapons now deal an extra 1d6 damage on a hit. Additionally, your thrown weapons count as magical for the purpose of overcoming resistance and immunity to non-magical attacks.
Net Positive
Starting at 1st level, you evolve with the net. When using the Net it has a range of 15/40. At each level milestone select one feature to apply to your net:
- 1st level: (a) Your net's AC = 13 + your Wisdom modifier. (b) The slashing damage required to break the net = Your Archery level + your Wisdom Modifier.
- 5th level: (a) The DC check = 10 + your Wisdom modifier. (b) You can effect Huge creatures with the Net.
- 11th level: (a) Your Net's range increases to 30/80 ft.
(b) You gain proficiency with Tinker's Tools, you can repair a net using an action with Tinker's Tools. - 16th Level: (a) Any creature restrained in the net takes 1d8 + your Dexterity modifier bludgeoning damage at the beginning of their turn. (b) You can use your reaction to knock the creature restrained by the net, prone.
Ranged Prowess
The Archer hones that method of ranged combat, each Archer is different and that is reflected in their decision of how best to take the 'shot'.
You gain additional features at 7th, 11th, 15th, and 18th levels.
Mounted Fortress
Mounted Fortress are experts in defense and fortitude. They are heavily armored and rely on their formidable strength to keep their allies safe from harm. Despite being virtually impenetrable, their enemies soon learn that these defenders are more than mere walls of steel.
Gun Shield
Starting at 3rd level, you gain proficiency in heavy armor, Intimidation checks, and Smith's Tools. During a long rest, you can use Smith's Tools to combine a heavy crossbow with a shield, creating a Shielded Crossbow. This weapon retains the properties of a heavy crossbow and grants you a +2 bonus to AC. Additionally, you can add your Constitution modifier to the damage roll of any ranged weapon attack.
Absolute Fortitude
Starting at 3rd level, nothing can shake your resolve. When using Tempo, you gain temporary hit points equal to the number rolled on your Tempo Bonus. Furthermore, if you take damage that reduces your temporary hit points but not your actual hit points, you do not lose your active Tempo.
Arcane Blockade
Beginning at 7th level, you become a master of blocking magic. While in the range of a saving throw spell attack, any creatures behind you or within 5 feet of you who also need to make a saving throw gain advantage on their saving throw rolls.
Stalwart
Starting at 11th level, you become unflinching. You gain advantage against being frightened, and you also gain proficiency in Constitution saving throws.
Gambit Blow
Starting at 15th level, you can pour your vitality into one devastating ranged weapon attack. You can roll the maximum possible damage for this attack, and it also deals fire damage equal to your Archer level.
After using this feature, you must take a short rest before using it again.
Unbreakable
Starting at 18th level, your armor becomes nigh impenetrable. When a weapon attack is made against you while you are in Tempo, you can use your reaction to add the number rolled on your Tempo Bonus to your AC for that attack.
You can use this feature a number of times equal to your Constitution modifier, and a long rest is required to regain all uses of this feature.
Pact Summoner
As a Pact Summoner, this class goes beyond the traditional Archer archetype by harnessing the powers of Abjuration and Conjuration magic. By mastering the Arcana, this half caster can conjure allies to help line up the perfect shot and become a nightmare for enemies.
Pact Archer Spellcasting
Archer Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | +3 | 3 | 2 | — | — | — |
4th | +3 | 4 | 3 | — | — | — |
5th | +3 | 4 | 3 | — | — | — |
6th | +3 | 4 | 3 | — | — | — |
7th | +3 | 5 | 4 | 2 | — | — |
8th | +3 | 6 | 4 | 2 | — | — |
9th | +3 | 6 | 4 | 2 | — | — |
10th | +4 | 7 | 4 | 3 | — | — |
11th | +4 | 8 | 4 | 3 | — | — |
12th | +4 | 8 | 4 | 3 | — | — |
13th | +4 | 9 | 4 | 3 | 2 | — |
14th | +4 | 10 | 4 | 3 | 2 | — |
15th | +4 | 10 | 4 | 3 | 2 | — |
16th | +4 | 11 | 4 | 3 | 3 | — |
17th | +4 | 11 | 4 | 3 | 3 | — |
18th | +4 | 11 | 4 | 3 | 3 | — |
19th | +4 | 12 | 4 | 3 | 3 | 1 |
20th | +4 | 13 | 4 | 3 | 3 | 1 |
Spellcasting
When you reach 3rd level, your research provides results, you keep your spells memorised in your memory banks.
Cantrips
You learn three cantrips of your choice from the Wizard spell list. You learn an additional Wizard cantrip of your choice at 10th level.
Spell Slots
The Pact Summoner Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the Conjuration & Abjuration spells on the wizard spell list.
The Spells Known column of the Pact Summoner Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an Conjuration or Abjuration spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Spellcasting Ability
Wisdom is your spellcasting ability for your wizard spell. 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 a wizard 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
Pact of Summoning
Beginning at 3rd level, you establish a connection with an otherworldly being. You gain the ability to cast Find Familiar, which does not count against your spells known. Additionally, your familiar forms a physical bond with you and possesses the following traits:
- The familiar's hit points are equal to your Archer level plus your proficiency bonus.
- When you make an attack, your familiar can use its reaction to make a melee attack against a creature within 5 feet of it. This attack uses your Wisdom modifier and proficiency bonus to hit, and its damage is equal to your Wisdom modifier.
Vital Bond
Beginning at 7th level, your connection with your familiar becomes even more tangible. When your familiar is present, if you sustain damage, you may choose to transfer the damage to your familiar instead. If the damage exceeds the remaining hit points of your familiar, you will still take the remaining damage.
Summoner Tempo
Starting at 11th level, your concentration now affects your familiar's attacks. While your Tempo feature is active, your familiar's attacks deal extra damage based on the number rolled on your current Tempo Bonus.
Strengthened Duo
Starting at 15th level, once per short rest, you can grant you and your familiar temporary hit points equal to the number rolled on your Tempo Bonus plus your Wisdom modifier. This effect doesn't stack with previous uses of this feature.
You must take a short rest to use this feature again.
Small Menace
Starting at 18th level, your familiar becomes a small but potent threat. As a bonus action, you can command your familiar to cast a cantrip or a spell that you know. The spell uses your Wisdom modifier and proficiency bonus for its attack roll or saving throw DC.
Fate Weaver
The Fate Weaver is an individual who embraces the capricious nature of fortune and wields it to their advantage. They possess the ability to manipulate luck, influencing fate and sowing chaos amidst their adversaries.
Talismans of Fate
Starting at 3rd level, when Tempo is first activated you summon two Talismans one black and one white. Roll 1d6 for the white talisman and 1d6 for the black talisman. As a reaction, you can choose to add the result of the white talisman to any d20 roll made by anyone within 30 feet. Conversely, you can choose to subtract the result of the black talisman from any d20 roll made by anyone within 30 feet. The talisman will stay on the effected and you are aware of their position while it is.
When Tempo ends the talismans disappear from those effected and then reappear on your person.
Misfortune
Starting at 7th level, when you successfully hit a target with a weapon attack, you can activate this ability. The target must make a Wisdom saving throw against a DC of 8 + your Wisdom modifier + your proficiency bonus. On a failed save, they become cursed with misfortune for 1 minute, causing a series of unfortunate events to befall them:
- The target experiences a string of bad luck as objects around them begin to break or malfunction. Mirrors shatter, footsteps echo ominously, and signs of misfortune manifest.
- The target is plagued by a pervasive sense of impending doom, giving them disadvantage on one saving throw of your choice, which can be either Wisdom, Intelligence, or Charisma.
- The target takes additional psychic damage from your attacks equal to your Wisdom modifier.
You can use this feature a number of times equal to your Wisdom modifier before requiring a long rest.
Lingering Will
Starting at 11th level, a creature affected by the white talisman can make any one ability check with advantage. Conversely, a creature affected by the black talisman has disadvantage on one ability check of your choice.
Vitality Transference
Beginning at 15th level, when two creatures are afflicted with the talismans, you can activate this ability. As an action, roll 4d8 and add your Wisdom modifier to the total. The creature with the black talisman loses hit points equal to the total rolled, while the creature with the white talisman gains hit points equal to the total rolled.
You can use this feature once per short rest.
Bad Luck Charm
Starting at 18th level, you unleash all the bad luck you can muster. All creatures within 30 feet of you must make a Wisdom saving throw against a DC of 8 + your Wisdom modifier + your proficiency bonus. On a failed save, they suffer disadvantages on every d20 roll for 1 minute.
To use this feature again, you must take a long rest.
The Sniper
Sniping is a good job mate. Challenging work. Out doors. I guarantee you will not go hungry. Because at the end of the day, as long there are two people left on the planet, someone is going to want someone dead... Professionals have standards. Be polite. Be efficient. Have a plan to kill everyone you meet.
Focus
Starting at 3rd level, while Tempo is active your movement is halved and you gain the following:
- Your range made with ranged weapon attacks is doubled.
- With your ranged weapon attack, you can add your Wisdom modifier to the damage roll.
Proper Gander
Starting at 7th level, you got the keenest eye of them all. You can make Wisdom perception checks as part of your action, depending on the check you can learn a creatures resistances, weaknesses, and vulnerabilities. Use this feature per long rest equal to your Wisdom modifier.
Critical shot
Starting at 11th level, you gain the ability to make devastating critical shots that deal massive damage. Whenever you score a critical hit with a ranged weapon attack, you can choose to activate Critical shot. The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or take double damage from the attack.
Sharpest Shooter
Starting at 15th level, you gain the Sharpshooter feat. In addition, you can ignore half cover and three-quarters cover when making ranged weapon attacks.
Boom, Headshot
Starting at 18th level, you gain the ability to focus your mind and body to make a deadly shot. As an action, you can make a ranged weapon attack against a creature you can see within range. If the attack hits, it deals maximum damage. You can use this feature once per long rest.
Tempest Bringer
The Tempest Bringer wields the power of the Phenomenas through their arrows, bringing storms, drought, frost, and wildfire to their foes. Their connection to the Phenomenas is so strong that they can channel their energy through any ranged weapon attack, adapting to any situation to overcome any obstacle.
The DC for the saving throw used in this class, (DC = 8 + your proficiency bonus + your Wisdom modifier)
Phenomenas
Starting at 3rd level, your ranged weapon attacks can gain one of four Phenomenas. When Tempo is activated, your ranged weapon attack creates a 5ft, 10ft, or 15ft sphere on impact depending on the chosen phenomena. Only one phenomena can be active per Tempo activation, the phenomena ends when the Tempo ends:
Storms.
Upon impact, a 5ft sphere is created, and creatures within the area must make a Dexterity saving throw to avoid taking 1d6 lightning damage. If they fail, they take half as much damage on a successful save. Creatures with metallic objects automatically fail the saving throw. The damage increases as you level up in this class, reaching 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
Drought.
Upon impact, a 10ft sphere is created, and creatures starting their turn in the area take 3 fire damage. The damage increases as you level up in this class, reaching 5 at 5th level, 7 at 10th level, 9 at 15th level, and 12 at 20th level.
Frost.
Upon impact, a 15ft aura is created, causing the area to become difficult terrain due to frost. When a creature moves in this terrain you can choose to make them make a Dexterity saving throw, falling prone on a fail. The area of effect increases as you level up in this class, reaching 20ft at 10th level, 25ft at 15th level, and 30ft at 20th level.
Wildfire.
Upon impact, creatures or objects struck by the ammunition take an extra 1d8 fire damage, and flammable objects are ignited. The damage increases as you level up in this class, reaching 2d8 at 10th level, 3d8 at 15th level, and 4d8 at 20th level.
Lingering Effects
Starting at 7th level, after an Phenomena has ended, you gain the following effects until you use another Phenomena:
Storms. You gain resistance to lightning damage. Additionally, enemies within 10 feet of you must make a Dexterity saving throw when you take the Attack action with a ranged weapon attack. On a failed save, they take 1d6 lightning damage.
Drought. You gain resistance to fire damage. Additionally, any creature of your choice within 5ft takes 2 fire damage, and you are immune to the effects of extreme heat as described in the Dungeon Master's Guide..
Frost. You gain resistance to cold damage. Additionally, you gain 1d4 temporary hit points, and you are immune to the effects of extreme cold as described in the Dungeon Master's Guide.
Wildfire. If you are grappled, the creature grappling you takes 1d4 fire damage and takes that same amount of damage on subsequent turns until they use their action to put out the flames, you gain the ability to ignite flammable objects within 5 feet of you as a bonus action. Additionally, any ranged weapon attack you make can deal fire damage instead of piercing damage.
Elemental Shielding
Starting at 11th level, you and allies within 10ft gain the resistance from the active Lingering Effects, granting protection against the elements. In addition, you and your allies gain advantage on Dexterity saving throws made involving the resisted element.
For example, if the active Lingering Effect is Drought, you gain resistance to fire damage and advantage on Dexterity saving throws made against fire-based attacks.
Element Burst
Starting at 15th level, if you are hit with a ranged or melee weapon attack while a Phenomena is active and it reduces you to 0 or 1 hit points, you can release a burst of elemental energy that deals damage to the attacker. The damage type corresponds to the active Phenomena. The damage dealt is equal to the amount of hit points you lost that reduced you to 0 or 1 hit points.
- Storms = lightning damage.
- Drought = fire damage.
- Frost = cold damage.
- Wildfire = fire damage.
Unity
Starting at 18th level, you have achieved true unity with the Phenomena. While active, The Phenomenas gain additional benefits:
Storms. The radius of the sphere increases by 30ft and the lightning can strike up to 4 different spaces. Any creatures occupying those spaces are subject to the Save and Damage, with larger creatures requiring multiple saves.
Drought. Whenever enemies take Fire damage within the sphere, you can heal yourself or an ally you can see by an amount equal to 5 + your Wisdom modifier.
Frost. When the sphere is first activated, you can choose 1 creature within it. That creature must make a Dexterity Save, and on a failed save, its speed is reduced to 0 until the end of its next turn as frost freezes it in place.
Wildfire. Upon contact with a creature or object, the Wildfire now generates a 10ft radius sphere. All creatures within the sphere must make a Dexterity Save or take the Wildfire damage. Once a creature takes damage from the Wildfire, it generates its own 10ft radius sphere, and any creatures within it who have not already been affected by the Wildfire take damage as well.
Supernatural
The Supernaturals are renowned for their exceptional marksmanship, even when their targets are around tricky corners or in difficult-to-reach places. Their secret lies in their mastery of telekinetic magic, allowing them to perform gravity-defying feats while still hitting their intended targets with pinpoint accuracy.
Telepathic Mastery
Beginning at 3rd level, your mastery of telekinetic magic grants you telepathic abilities.
- You can cast the message cantrip at will.
- Additionally, at 5th level, you can cast the Sending spell once per long rest to communicate with distant allies.
- At 11th level, you gain proficiency in Arcana checks, allowing you to better understand the magical forces you manipulate.
Psychokinesis
Starting at 3rd level, while Tempo is active, your mastery of telekinetic magic allows you to enhance your ranged weapon attack.
- You can change its direction at every 20ft increment, bypassing any cover.
- Additionally, the attack deals an extra 1d4 psychic damage to the target.
Stasis
Starting at 7th level, while Tempo is active, you gain the ability to create a Psychic Sphere with a radius of 30ft. Using your Telepathic powers, you can halt 1 creature, 1 ranged attack, or 1 object within this sphere. Depending on its nature, you can do one of the following using your reaction:
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Ranged Weapon Attack. You can halt the attack as soon as it enters your Psychic Sphere. It will be locked in the air for 1 minute, and when the time is up, it will lose all momentum and fall to the ground. At 11th level, you can redirect it with its initial attack roll.
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Objects or Small structures. You can halt them as soon as they enter your Psychic Sphere. They will be locked in the air for 1 minute, and when the time is up, they will lose all momentum and fall to the ground.
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Creature. A creature within your Psychic Sphere must make a Strength saving throw (DC = 8 + Proficiency Bonus + Wisdom) or be restrained. They can make a saving throw on each subsequent turn to try and break free.
You must concentrate to hold the creature, attack, or object in place, and you can hold it for up to 1 minute. If it is interacted with, you must make a concentration check to see if you can maintain its position. You must take a long rest before you can use this ability again.
Kinetic Tension
Starting at 11th level, you gain the ability to use Stasis a number of times equal to 1 plus your Wisdom modifier before requiring a long rest. However, if you use Stasis beyond this limit, you will start to suffer from exhaustion, gaining one level of exhaustion for each additional use of Stasis.
Guided Attack
Starting at 15th level, you gain the ability to guide your attacks towards your intended target. If you miss with a weapon attack, you can reroll the attack once. The number of times you can use this ability before taking a long rest is equal to your Wisdom modifier.
Psychokinesis Burst
Starting at 18th level, you have honed your psychokinetic abilities to surpass the physical limitations of your body. When you activate this ability, which lasts for a number of rounds equal to your Wisdom modifier (each round is 6 seconds), you gain the following benefits:
- Any creature within 30 feet of you must make a Strength saving throw or be restrained until the Psychokinetic Burst ends. On each subsequent turn, they can attempt to break free from the restraint.
- You regain 10 hit points at the start of each of your turns.
- You can levitate up to 30 feet above the ground, suspended in mid-air.
- You cannot be knocked prone.
The saving throw DC for the restraint is 8 + your Proficiency Bonus + your Wisdom modifier. After using this ability, you gain one level of exhaustion and cannot use it again until you take a long rest.
Multiclass
- Ability Score Minimum. Dexterity 14, Wisdom 12
- Proficiencies Gained. simple weapons, martial ranged weapons, light armour, medium armour, Woodcarvers Tools proficienc.
J. Kendoug's
Homebrew
Classes
I'd like to thank you for looking through my first ever D&D 5e homebrew class. I plan on making more in future, such as a summoner class, a futuristic small mech rider class for high fantasy settings and a Glyph Knight who uses the 8 schools of magic.
I created the Archer class to address two main issues I see in Dungeons and Dragons fifth edition. First, I believe that archery, fighting with a bow, crossbow, or any ranged weapon, is often overlooked and considered an inferior form of combat. Second, if a player wants to focus on archery, they typically have to choose between the fighter, ranger, or rogue classes, which don't fully specialize in ranged combat. By designing the Archer class, I aimed to provide players with a dedicated ranged combat option that can compete with other combat styles.