The Arbalist
The crossbow is an equally beautiful and brutish weapon, able to send bolts downrange with incredible and frightening speed and efficiency so well, that a mere novice can use it effectively. Yet, there are still those who master even the simplest of weapons, turning even the most unruly of weapons into tools of absolute destruction. For those who master the crossbow through the use of both training and weapon modifications and use them to bring down foe and wall alike, they are known as Arbalists.
Siege Proficiency
When you choose this Archetype at 3rd level, you gain proficiency in tinker’s tools, smith’s tools, and your choice of either carpenter’s tools, mason’s tools, or woodcarver’s tools. You also gain advantage on Intelligence checks when discerning the composition of buildings and structures made of wood or stone.
Crossbow Superiority
When you choose this Archetype at 3rd level, you learn several techniques on how to use crossbows. These techniques, known as Talents, are powered by your Marksmen Dice.
Marksmen Dice
You have 4 Marksmen Dice, which are d8s. A Marksmen Die is expended when you use it. You regain all your Marksmen Dice after you finish a short or long rest. You gain an additional Marksmen Die at 7th and 15th level.
Talents
You learn 2 Talents of your choice from the list below and you can choose another talent at 7th, 10, 15th, and 18th level. Each time you learn new Talents, you can also replace one Talent you know with a different one. Many Talents enhance an attack in some way. You can use only one Talent per attack.
Saving Throws
Some of your Talents require your target to make a saving throw to resist the Talent’s effects. The saving throw DC is calculated as follows:
Talent Save DC
Talents
The Talents are presented in alphabetical order.
Arm Shot
When you hit a creature with a crossbow attack, you can expend one Markmen to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the Marksmen Die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Close Shot
When you make a crossbow attack against a creature within 5 feet, you can spend one Marksmen Die to make the attack without disadvantage.
Head Shot
When you make a crossbow attack against a creature, you can expend one Marksmen Die to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Leg Shot
When you make a crossbow attack against a creature, you can expend one Marksmen Die to attempt to topple a target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Lethal Shot
When you make a crossbow attack against a creature, you can expend one or more Marksmen Dice to enhance the lethality of the attack. For each Marksmen Die expended, the attack suffers a -1 penalty to the attack roll. If the attack hits, you can roll one additional weapon damage die per Marksmen Die spent when determining the damage.
Goading Shot
When you hit a creature with a crossbow attack, you can expend one Marksmen Die to attempt to goad the target into attacking you. You add the Marksmen to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Marking Shot
When you hit a creature with a crossbow attack, you can expend one Marksmen Die to distract the creature, giving your allies an opening. You add the Marksmen Die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Menacing Shot
When you hit a creature with a crossbow attack, you can expend one Marksmen Die to attempt to frighten the target. You add the Marksmen Die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Precision Shot
When you make a crossbow attack roll against a creature, you can expend one Marksmen Die to add it to the roll. You can use this talent before or after making the attack roll, but before any effects of the attack are applied.
Pinning Shot
When you make a crossbow attack against a creature that is standing on or against a floor, wall, or ceiling, you can spend a Marksmen Die to add it to the attack roll and force the creature to make a Strength save. On a failure, the creature is restrained until the end of their next turn.
Nimble Footing
Starting at 7th level, you gain proficiency in Dexterity saving throws. Also, when a creature makes a ranged attack against you, you can use your reaction to give that attack disadvantage.
Always Ready
Starting at 15th level, you are always prepared for battle. If you roll initiative and have no Marksmen Die, you regain two of them. Also, whenever a crossbow attack you make is a critical hit, you regain one spent Markemen Die.
Crossbow Mastery
Starting at 18th level, you gain an additional Talent and your Marksmen Die become d10s. Additionally, during a long rest, you can modify a crossbow and make it into a stronger, more potent weapon using Tinker’s Tools and spending 500 gold worth of material. The weapons and their prerequisites are as detailed below.
| Name | Prerequisite | Damage | Range | Properties | Weight |
|---|---|---|---|---|---|
| Hidden Crossbow | Crossbow, Hand | 1d6 Piercing | 30/120 | Ammo, Hidden, Light, Loading | 2 lbs |
| Repeating Crossbow | Crossbow, Light | 2d6 Piercing | 80/320 | Ammo, Reloading (4), Two-handed | 10 lbs |
| Siege Crossbow | Crossbow, Heavy | 2d12 Piercing | 200/800 | Ammo, Heavy, Loading, Two-handed, Siege Weapon | 30 lbs |
Weapon Properties
These weapons each come with a special property. These properties are as detailed below:
Hidden. All Dexterity (Sleight of Hands) checks to hide this weapon are made at advantage and all Wisdom (Perception) and Intelligence (Investigation) checks to find it are at disadvantage.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Siege Weapon. The weapon deals double damage to all objects and structures.