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 DnD: Archer Class(Prototype)

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Alibaba
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PostSubject: DnD: Archer Class(Prototype)   Thu Jun 22, 2017 12:31 am

HIT POINTS
Hit dice: 1d8 Per level
HP 1st level: 8+CON modifier
HP after 1st: (1d8 or 5+CON modifier) per level

Proficiencies:
Armor: Light Armor
Weapons: Shortbow, Longbow, Crossbow(light), Crossbow(hand), Crossbow(heavy).
Saving throws: Dex, Constitution.
Skills: Choose three from Acrobatics, Sleight of hand, Stealth, Intimidation, Perception, Athletics.

Equipment:
a)Longbow +40 arrows b)Crossbow(heavy) +40 bolts
a)Studded-leather Armor b)2 Crossbow(hand) +40 bolts
a)Shortbow +40 arrows b)Crossbow(light) +40 bolts
a)Dungeoneer's pack b)Explorer's Pack

Skills:

Long Range Master:
Thanks to extensive practice with long range weapons, from the 1st level while using a Longbow, Shortbow or any Crossbow you gain the following benefits:

*Being within 5ft of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
*You can Ignore the loading quality of Crossbows.
*Attacking at long range doesn't impose disadvantage on your ranged attack rolls.
*As a bonus action you can attack with a hastily aimed quickarrow for Piercing damage of 1d4+dex modifier.

Swift Movement:
Beginning on the 1st level your movement Increases by 5ft*Your Archer Level.

Alert Fighter:
From the 2nd level, When an enemy moves within 10ft of you, you can use your reaction to move up to half your movement.

Archer Archetype:
At 3rd Level you choose an Archer Archetype that you emulate in the exercise of your archer abilities: Sniper, Gunner, All details at the end of the class description.
Your archetype choices grant you feature at 3rd, 9th, 13th and 17th levels.

Ability Score Improvement:
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase 1 ability score by 2 or 2 ability scores by one. As normal you can't increase a score above 20.

Return Fire:
Starting at the 5th level, other creatures provoke an opportunity attack when they hit you with a spell or an attack.

Quickdraw:
You manage to shoot 3 well aimed arrows.
Starting at the 6th level, use a bonus action to make the damage only 3d12+dex modifier for an attack with a long range weapon until your next turn.
You cannot use this ability again until you recover a short or long rest.
You can use this up to 2 times at 15th level, and 3 times on the 18th level before taking a short or long rest.

Extra attack:
Beginning at the 7th level, you can attack twice instead of once. Whenever you take the attack action on your turn.
The number of attacks increases to thee when you reach the 15th level.

High Volley:
at 11th level, you gain the ability to use your action to make a ranged attack against any number of creatures within 20ft of a point you can see within the weapon's range. You must have ammunition for each target and make an attack roll for each of them.
The range increases to 60ft at 18th level.

Futile Resistance:
From the 14th level, when attacking with a long ranged weapon your attack ignores any resistance to damage on your target.


Chipping away:
At 20th level, when you hit a creature with a long ranged weapon attack the target loses 2 AC. An attack you make with a long ranged weapon does +2 damage if the attack hits, and 2 damage if the attack misses.  


Archetypes:

1)SNIPER:

Focused strike:
At 3rd level, If you have not moved this turn you can double your proficiency bonus on the next attack you make this turn. You cannot move after using this.

Impeccable Vision:
At 3rd level you can choose to gain one of:
*Truesight
*If you use your bonus action to observe a creature you learn if it's equal, inferior or superior to you in regards to the following:
Strength, Dexterity , Constitution, Armor class, Hit points.

Longshot:
At 9th level, when you attack with a long range weapon you gain +1 damage for every 20ft away from the target you are up to a max of +10.

Killing blow:
At 13th level, you can use your action to make a killing blow, your target must make a constitution saving throw, DC=8+proficiency bonus+dex modifier, on a failed save they take 4d12 damage, and fall prone, on a successful save they take half damage and drop their primary weapon.

Critical Focus:
Starting at 17th level, your long range weapon attacks score a critical strike on a roll of 18 or a 20.


2)GUNNER:

Flexible Attacker:
When you take this archetype you can choose one of these 2 abilities:
a)Bow-Fighter:
Starting at 3rd level, if you would be hit by an attack and are wielding a longbow or shortbow you can use your reaction to increase your AC by 2 for that attack.

b)Crossbow Barrage:
Starting at the 3rd level, Once per turn you can use any 2 different Crossbows to Make a single attack(Single attack roll, the modifiers are only added once).


You can now take disengage or dash as a bonus action.(Unrelated to choice.)

Hitting home:
Starting at 9th level take one of these based on the choice at level 3:
a)Close calls:
If you hit a creature within 5ft of you with a Longbow or a shortbow you can deal extra damage with a Bow strike equal to 1d4 Bludgeoning damage. You do not provoke an opportunity attack from a creature you attack with the bow until your next turn.

b)Shooting Range:
when you make an attack with any Crossbow, if you are within 10ft of your target, you can add your proficiency bonus to your weapon attack damage.

Right in the face:
Starting at 13th level, once per round, when you make an attack with a long range weapon, if you are within 5ft of your target, your target takes 2d6 bleeding damage on hit. At the start of their turn they make a Constitution saving throw, DC=8+proficiency bonus+dex modifier, the bleeding stops on a successful save.

Whirlwind:
Starting at 17th level, you can use your action and till the end of the turn you can make an attack on up to 6 targets you can get within 5ft of.
You cannot use this action again before taking a long rest.


It's really a pure dps class... and it probably needs some balancing but... here it is!



Spoiler:
 


HAI DD-KUN!(Nourii-chan was here)


Last edited by Alibaba on Thu Jun 22, 2017 10:04 am; edited 4 times in total
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J.J. Knight
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PostSubject: Re: DnD: Archer Class(Prototype)   Thu Jun 22, 2017 7:49 am

This isn't half bad. Is this a custom build you made, or a Homebrew?
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Alibaba
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PostSubject: Re: DnD: Archer Class(Prototype)   Thu Jun 22, 2017 9:08 am

Yeah custom.


Ok i now edited it a bit, mostly the gunner archetype.



Spoiler:
 


HAI DD-KUN!(Nourii-chan was here)
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J.J. Knight
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PostSubject: Re: DnD: Archer Class(Prototype)   Sat Jun 24, 2017 3:34 pm

I'd like you to playtest this character sometime in one of our sessions or during training. I really like the build and can't wait to see how well it performs.
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