Archer

by OmegaWater

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Archer

A keen-eyed human marksman stalks silently through the forest, drawing a bead on a distant target. A stoic elven sentinel perches atop a tree, bow ready to unleash swift and deadly arrows. A resourceful dwarf sniper peers through the scope of a finely crafted rifle, calculating windage and distance for the perfect shot. These archers, though diverse in background, share a common bond: an unerring mastery of ranged combat. Whether trained in the wilderness, in the art of marksmanship, or through the arcane arts, they are unmatched in precision and accuracy.

Archers rely on their acute senses, unwavering focus, and a deep connection to their chosen weapon. With every shot, they weave together skill, intuition, and keen observation to strike down their targets from afar. They understand that the bow, crossbow, or firearm is not merely a tool but an extension of themselves, an instrument of death honed to perfection.

Focused Precision

Archers are known for their unparalleled accuracy and precision when it comes to ranged combat. They train tirelessly to hit their targets with pinpoint accuracy, making every shot count. This precision is not limited to mere attacks; archers possess a keen eye for detail, enabling them to perceive crucial information even in the heat of battle. Archers possess a pool of Focus Points, which they use to perform special techniques during combat. These techniques are diverse, including Deadly Shot, which sacrifices accuracy for devastating damage, and Twin Shot, allowing archers to target multiple foes in a single attack. Archers can choose from these techniques to suit their combat style and adapt to different challenges.

Adventurous Spirit

Archers embody an adventurous spirit that thrives on the uncharted territories and untamed wilderness, where the thrill of uncertainty beckons. They revel in the heart of the wild, attuning their senses to the environment. Nature becomes their ally, enhancing their mastery of ranged weaponry, and they navigate the wilds with unmatched grace and cunning.

In the simplicity of the wilderness, archers find solace and camaraderie. Bonds formed around campfires under starlit skies become unbreakable, and they embrace challenges fearlessly. Whether pursuing riches, battling monsters, or seeking personal growth, they live for the moments their skills are tested, arrows find their mark, and the thrill of the unknown calls them forward. This adventurous spirit is their guiding light, pushing them to seek the extraordinary, face the unknown, and emerge victorious.

Creating an Archer

If you seek a class that excels in precision and finesse in combat, the Archer is an ideal choice. Archers are often characterized by their unwavering focus, patience, and unerring aim. Playing an Archer could tie to a character's background as a hunter, guardian, or a soldier from a ranged-combat-focused culture.

Expect a character that excels at eliminating threats before they even get close, providing essential support from afar, and making every arrow or projectile count.

Quick Build

To quickly create an Archer, prioritize Dexterity for accurate shots, followed by Wisdom for perceptive skills. Your choice of Ranged Mastery should align with your character's background and intended playstyle.

Archer
Level Proficiency Bonus Features Focus Points
1st +2 Focus Techniques, Archer Subclass 1
2nd +2 Fighting Style, Subclass Feature 2
3rd +2 Keen Eye 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 Subclass Feature 6
7th +3 Subclass Feature 7
8th +3 Ability Score Improvement 8
9th +4 Subclass Feature 9
10th +4 Focused Strikes 10
11th +4 Precise Maneuver, Subclass Feature Improvement 11
12th +4 Ability Score Improvement 12
13th +5 Subclass Feature 13
14th +5 Direct Focus 14
15th +5 Precise Maneuver Improvement, Subclass Feature Improvement 15
16th +5 Ability Score Improvement 16
17th +6 Subclass Feature 17
18th +6 Master Shooter 18
19th +6 Ability Score Improvement 19
20th +6 Subclass Capstone 20

Class Features

As an 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


  • Armor: Light armor, medium armor, shields
  • Weapons: Basic Training with all Ranged weapons
  • Tools: One tool of your choice
  • Saving throws: None
  • 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:

  • (a) Hide armor or (b) Padded armor
  • (a) a blowgun and 20 darts or (b) a wrist rocket and 20 gunpowder or (c) a light crossbow and 20 bolts or (d) two throwing stars or (e) a bone bow and 20 arrows
  • (a) a dungeoneer's pack or (b) an explorer's pack

Ranged Specialty

At 1st level, you choose a Ranged Specialty. Choose Ranger's Hideout, Musketeer Garrison, Crossbow Fort, Tribal Axe Thrower, Arcane Archer, or Golden Greatbow, all detailed at the end of the class description.

Focus Techniques

At 1st level, you learn to use a variety of Focus Techniques. You have a number of Focus Points equal to the Focus Points shown in the Focus Points column of the Archer table + your Dexterity Modifier. You can spend these points to use a variety of Focus techniques. Initially, you start knowing three such features: Deadly Shot, Twin Shot, and Bloodletting Shot. However, as you progress in this class, you will learn more Focus Techniques.

When you spend a Focus point, it becomes unavailable until you finish a long rest, at which point you regain all your expended Focus points. If one of your Focus Techniques require your target to make a saving throw to resist their effects, with the saving throw DC is equal to your Weapon DC.

Deadly Shot

You may Spend 1 Focus point to gain disadvantage on the attack roll of your next ranged weapon attack. However, on a hit, you roll 2 additional weapon damage dice when determining damage.

Twin Shot

You may spend 3 Focus points when you make an attack against a creature with a ranged weapon. You can make another attack against another creature within 5 feet of the initial target.

Bloodletting Shot

You may spend 2 Focus points when you hit a creature with a ranged weapon attack. The target must make a Constitution saving throw or take damage equal to your Dexterity modifier at the start of their turn. The creature can repeat the saving throw at the end of each of its turns to end this effect.

Fighting Style

At 2nd 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 are a skilled and focused marksman. You gain a +1 bonus to attack rolls you make with bows, launch weapons, and crossbows. Additionally, if you have not move during your turn, you can spend a bonus action to aim carefully, giving yourself advantage on your next attack. After you use this ability, your speed becomes 0 until the start of your next turn.

Blind Fighting

You have trained to fight an unseen creature using your focus and senses other than sight. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Close Quarters Shooter

You are trained in making quick and accurate ranged attacks in close quarters. All ranged weapons you wield gain the hipshot property. If an creature misses you with a melee attack, as a reaction, you can make a ranged weapon attack against that creature. Finally, you ignore half and three-quarters cover when an creature is within 30ft of you.

Marksmen

You have trained in the use and reloading of firearms. You gain a +1 bonus to damage rolls you make with firearms. Additionally, you can decrease your reload time by one but gain -1 to your next attack roll and +1 to your misfire chance, or your could increase your reload time by one but gain -1 to your next attack roll and -1 to your misfire chance.

Thrown Weapon Fighting

You throw weapons with extreme accuracy. Weapons with the thrown property deal an additional +2 bonus to damage and your attacks with them ignore half and three-quarters cover. Additionally, you can forgo your proficiency bonus to hit, but if your attack lands, you deal extra damage equal to double your proficiency bonus.

Two-Weapon Fighting

You are a balanced and ambidextrous warrior. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You make the attack with your off hand as part of your attack action, instead of a bonus action. Finally, when you make an opportunity attack, you can attack with both weapons instead of one.

Keen Eye

Starting at 3rd level, your attention to detail allows you to perceive small but crucial information. As an object interaction, you can make a Wisdom (Perception) check against a creature within 60 feet of you. On a success, you learn one of the following details about the creature: current hit points, damage immunities, condition immunities, or one of its ongoing spell effects.

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. If your DM allows the use of feats, you may instead take a feat.

Extra Attack

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

Focused Strikes

At 10th level, you have honed your aim to strike with precision. Your critical range is increased by 2 when you make a ranged weapon attack.

Percise Maneuver

At 11th level, you gain one of the following features of your choice.

Evasion

When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail

Misdirection

When a creature that you can see makes a melee weapon attack against you and misses, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Uncanny Dodge

You gain an additional reaction to use every round. When an attacker that you can see hits you with an attack, you can use a reaction to halve the attack’s damage against you.

Direct Focus

At 14th level, you regain a number of Focus Points equal to your Dexterity Modifier after you finish a short rest. You also gain access to additional Focus Techniques to choose from:

Volley

You may spend 3 Focus Points when you make an attack against a creature with a ranged weapon to rain down a flurry of projectiles in a 30-foot radius. All creatures within the area must make a DC Dexterity saving throw. On a failed save, a creature takes damage equal to your weapon damage. On a successful save, the creature takes half damage.

Far Shot

You may spend 3 Focus points when you make an attack against a target with a ranged weapon. The range of your attack is doubled, and you ignore disadvantage imposed by long range for that attack.

Ranger's Retreat

You may spend 1 Focus point to move up to half your speed without provoking opportunity attacks.

Precise Maneuver Improvement

At 15th level, you may choose another option from the Precise Maneuver list.

Ranged Mastery

When you reach 18th level, your mastery of archery is unparalleled. You gain the following benefits:

  • Your Dexterity score increases by 4. Your maximum for this score is now 24.
  • You have advantage on initiative rolls.
  • You have reached the epitome of focus, you gain access to additional Focus Techniques to choose from:

Deflective Shot

You may spend 2 Focus points when another creature makes an attack against you with a ranged weapon. As a reaction, you can roll a ranged weapon attack against the attacking creature. If your attack roll is higher than the attacker's, you deflect the projectile, causing it to miss you. On a successful deflect, you may spend an additional 2 Focus Points to deflect the projectile back at the attacker, causing the attacker to take the attack's damage.

Perfect Shot

You may spend 6 Focus points to ensure your next attack with a ranged weapon cannot miss, automatically hitting the target regardless of AC or cover.

Time Stopper

You may spend 15 Focus points to enter a state of temporal mastery, granting yourself an additional turn immediately after your regular turn for 1 minute.

Ranged Mastery

Ranger's Hideout

"Legendary masters of shortbows, they can unleash a hail of arrows faster and further than any other force in the realm."

Bonus Proficiencies

At 1st level, you become proficient with Dexterity, and Wisdom saving throws and gain Master Training with launch weapons.

Barbed Shot

Also at 1st level, when you hit a creature with a ranged weapon, their movement speed is reduced by 15 ft. Each arrow deals 1d4 piercing damage for every 5ft the creature moves at 13th level.

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

Spell Slots

The Ranger's Hideout table shows how many spell slots you have to cast your Ranger`s Hideout 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 Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger's Hideout table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Ranger's Hideout spells you know and replace it with another spell from the Ranger's Hideout spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Ranger's Hideout spells, since your magic draws on your attunement to nature. 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 ranger 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

Poison Projectiles

Also at 2nd level, you become proficient with poisoner's kit. You gain the following benefits:

  • You may create poisons from the "synthetic poisons" list with your tool kit.
  • You may identify poisons, potions and base chemicals at a glance and know if a food or drink has been poisoned.
  • You learn Thieves Cant if you don't already know it.
  • You are resistant to poison damage and have advantage on rolls made to resist the poisoned condition.

Your ranged weapon attacks also deal an additional 1d4 poison damage. This is increased to 1d6 at 6th level, 1d8 at 10th level, 1d10 at 14th level, and 1d12 at 20th level.

Focused Toxins

At 6th level, when a creature you can see makes a Saving throw to resist the effects of a poison, you may spend 2 Focus Points to force the creature to make the Saving throw with disadvantage.

Wrath of The Forest

When you reach 7th level, you learn the spell Grasping Vine and you can cast each spell once without expending a spell slot. You regain this feature on a long rest.

You also learn the spells Wrath of The Forest and Wall of Thorns at 11th and 15th level, you cast these spells once without expending a spell slot. You regain this feature on a long rest.

Nightshade

At 20th level, you have reached the pinnacle of your poison-wielding skills. When you make an against a target with a ranged weapon, you may spend 1 Focus Point to infuse the attack with a any poison of your choice. On a hit, it's administered to the creature. You are immune to poison damage and the poisoned effect.

Ranger's Hideout
Level Spells Known 1st 2nd 3rd 4th 5th
2nd 2 2
3rd 3 3
4th 3 4
5th 4 4 2
6th 4 4 2
7th 5 4 3
8th 5 4 3
9th 6 4 3 2
10th 6 4 3 2
11th 7 4 3 3
12th 7 4 3 3
13th 8 4 3 3 1
14th 8 4 3 3 1
15th 9 4 3 3 2
16th 9 4 3 3 2
17th 10 4 3 3 2 1
18th 10 4 3 3 2 1
19th 11 4 3 3 2 2
20th 11 4 3 3 2 2

Musketeer Garrison

"Patient, careful, and deadly accurate long-range deadeye shooters, with advanced weaponry."

Bonus Proficiencies

At 1st level, you become proficient with Dexterity, and Intelligence saving throws and gain Master Training with firearms.

Rapid Fire

Also at 1st level, when you take the atack action with a firearm, you can choose to attack a number of times equal to your Dex Modifier at disadvantage. If your firearm is not loaded, you spend the time required to reload the firearm. You can use this feature an amount of times equal to your Intelligence Modifier. You regain all expended uses when you finish a long rest.

When you reach 13th level, your firearms ignore the reload property when you use this feature.

Sniper Shot

At 2nd level, when you hit a creature with a ranged weapon attack using a firearm, you may spend 1 focus point to roll a d6, on a 6 or higher, the creature must make a Constitution Saving throw on a hit. The creature drops to 0 hitpoints on a failed save, and takes double damage on a successful one. If you rolled lower than 6, the creature takes additional damage equal to your Intelligence Modifier. A creature with a CR equal or above your level automatically succeeds on the Constitution Saving Throw.

The Sniper Shot Die is increased to a 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.

Marksmen Techniques

At 6th level, you learn to use your focus and patience to infuse your projectiles with chronogy magic. You gain access to additional Focus Techniques to choose from when holding a firearm:

First Bullet Aleph

You may spend 2 Focus points to infuse your projectile with sped up time. When you make a ranged weapon attack against a creature and you hit, the creature is immediately affected by the Haste spell until the end of your next turn. The creature gains all the benefits and drawbacks of the Haste spell as described in the spell's description.

Second Bullet Bet

You may spend 2 Focus points to infuse your projectile with slowed down time. When you make a ranged weapon attack against a creature and you hit, the creature is immediately affected by the Slow spell until the end of your next turn. The creature gains all the benefits and drawbacks of the Slow spell as described in the spell's description.

Third Bullet Gimmel

You may spend 1 focus point to infuse your projectile with sped up time. When you make a ranged weapon attack against an object and you hit, the object magically ages 1 year.

Fourth Bullet Dalet

You may spend 1 focus point to infuse your projectile with reversed time. When you make a ranged weapon attack against an object and you hit, the object's age is reduced by one year, and any physical changes or conditions gained during that time are reversed.

Scatter Shot

When you reach 7th level, you can fire an explosion of projectiles in a 15ft square within half your firearm's normal range. Every creature within the area must make a Dexterity saving throw equal to your weapon DC. A creature takes 8d4 piercing damage on a failed save, or half as much damage on a successful one. You can use this feature a number of times equal to your Intelligence Modifier. You regain all expended uses when you finish a long rest.

Radius and damage increases to 30ft, and 8d6 piercing damage at 11th level.

Radius and damage increases to 45ft, and 8d8 piercing damage at 15th level.

Rapid Repair

Upon reaching 9th level, you can clear a jammed firearm as a bonus action.

Additional Marksmen Techniques

At 13th level, your control over time has given you access to additional Focus Techniques to choose from when holding a firearm:

Fifth Bullet Hei

You may spend 5 focus points to catch glimpses of the future. The GM determines the contents of the vision. It is a truthful vision, but does not take into consideration any possible major events that could affect the possible future such as divine intervention. If you use this technique again before finishing a long rest, you suffer 1 level of exhaustion.

Sixth Bullet Vav

You may spend 3 focus points to infuse your projectile with reversed time. As a reaction, when another creature makes a saving throw, attack roll, or skill check, you may make a ranged weapon attack against a creature and if you hit, that creature is reversed back in time, causing them to reroll the saving throw, attack roll, or skill check..

Seventh Bullet Zayin

You may spend 4 Focus points to infuse your projectile with stopped time. When you make a ranged weapon attack against a creature and you hit, the creature falls into a state of suspended time for 1 minute until the end of your next turn. While in this state of suspended time, the creature is blinded, deafened, incapacitated, paralyzed, petrified, restrained, stunned, and unconscious.

Eighth Bullet Het

You may spend 10 focus points to infuse your projectile with split time. When you make a ranged weapon attack against a creature and you hit, a clone of the creature is created in a 5ft space near the creature. The clone is physically identical to the original and has the same personality, memories, and non magical equipment but not abilities from your class. The clone lasts for 8 hours or until it drops to 0 hitpoints.

Advanced Marksmen Techniques

When you reach 17th level, your mastery over time allows you see the time line of other objects. You learn additional Focus Techniques to choose from when holding a firearm:

Ninth Bullet Tet

You may spend 10 focus points to share your consciousness with another creature. When you make a ranged weapon attack against a creature and you hit, the creature is immediately affected by the Telepathy spell for 24 hours. The creature gains all the benefits and drawbacks of the Telepathy spell as described in the spell's description.

Tenth Bullet Yud

You may spend 5 focus points to infuse your projectile with past time. When you make a ranged weapon attack against an object and you hit, you catch glimpses of the object's past. The GM determines the contents of the vision. It is a truthful vision.

Chronos

At 20th level, your aim with firearms become deadly accurate. You gain advantage on attack rolls with firearms and you learn two more Marksmen Techniques:

Eleventh Bullet Yud Aleph

You may spend 15 focus points to infuse your projectile with the future. When you make a ranged weapon attack against a creature and you hit, the creature is immediately affected by the Foresight spell for 24 hours. The creature gains all the benefits and drawbacks of the Foresight spell as described in the spell's description.

Twelfth Bullet Yud Bet

You may spend 20 focus points to infuse your projectile with the past. When you make a ranged weapon attack against a creature and you hit, the planes of existence rewinds back 2 minutes except for the targeted creature. Only the targetted creature remembers the 2 minutes that were rewinded. Once you use this feature, you gain 2 levels of exhaustion and you may not use it again until 20 days have passed.

Crossbow Fort

"Trained under strict discipline, these crossbow furies are masters of their craft."

Bonus Proficiencies

At 1st level, you become proficient with Dexterity, and Charisma saving throws and gain Master Training with crossbows.

Piercing Bolts

Also at 1st level, your bolts can hit an additional number of creatures equal to your proficiency bonus in a line directly behind your target. You make a seperate attack roll for each hostile creature you hit. Your attack roll towards your first target gains advantage at 13th level.

Barrage

At 2nd level, you can use your reaction to gain an additional attack when you take the attack action until the start of your next turn. You can use this feature an amount of times equal to your Dexterity Modifier. You regain all expended uses when you finish a long rest. Barrage last for an additional 1, 2, and 3 turns at 6th, 10th, and 14th level respectively.

Falconer

At 6th level, you may spend 3 focus points to summon a small flying beast with a CR equal to half your level as a bonus action. The creature is friendly towards you and obeys all your commands. You can telepathically communicate with the creature as long as the two of you are on the same plane of existence. In combat, the creature acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the creature can take any action of its choice, not just Dodge.

Additionally, as an action, you can see through the creature's eyes and hear what it hears until the start of your next turn, during this time you gain the blinded and deafened conditions. The beast lasts until it dies, you fall unconscious, or 24 hours have past.

Hawkeye

When you reach 7th level, your bond with your falcon helps you and allies react quicker in combat. Whenever you or a creature of your choice within 10 feet of you makes an attack roll, saving throw, or skill check, the creature gains a bonus to the roll equal to your Charisma modifier. The radius of this feature increases to 20 feet at 11th level and 30 feet at 15th level.

Reactive

Starting at 9th level, you become more reactive and aware of your surrounding environment, you and your summon may take an additional reaction each round.

Aerial Monstrosity

At 13th level, your experience with flying creature have taught you how to summon any flying creature. The size of the creature summoned can now be medium or large and doesn't follow any creature type restrictions, you still follow all other restrictions when summoning your flying creature.

You gain a flying speed equal to your summon's flying speed.

Sensual Bond

When you reach 17th level, you and your creature have reach a connection where you can share your consciousness with each other. You and your creature can instantaneously share words, images, sounds, and other sensory messages with each other. Additionally, the size of the creature summoned can now be huge.

Skystalker

At 20th level, your bond with your summon becomes absolute, transcending the boundaries of the physical world. When you and your summon are within 30 feet of each other, you both gain advantage on saving throws, attack rolls, and skill checks. You may spend 10 focus points to conjure up a legendary flying creature to aid you. This creature has a size category of Gargantuan and can be any creature type. Its CR is equal to your level. The creature is friendly to you and acts on it's own initiave. The creature lasts for up to 1 hour or until it is reduced to 0 hit points.

Tribal Axethrower

"The wildlings are covered in mystery and occult forces, but their axes show deadly precision."

Bonus Proficiencies

At 1st level, you become proficient with Wisdom, and Charisma saving throws and gain Master Training with all weapons with the thrown property.

Totem of Weakness

Also at 1st level, you can use your action to spawn a totem in an empty space within 30ft of you that lasts for 1 minute. The totem makes creatures of your choosing within 30 ft of it deals half as much damage as usual. You can use this feature an amount of times equal to your Constitution Modifier. You regain all expended uses when you finish a long rest. The totem's range, the range you can place it and the duration is increased to 60 ft and 1 hour, and creatures that are affected by the totem gains vulnerability to all damage at 13th level.

Totem of Silencing

At 2nd level, you can use your action to spawn a totem in an empty space within 15ft of you that lasts for 1 hour. All creatures within the totem's radius of 10ft are affected by the Silence spell. The creature gains all the benefits and drawbacks of the Silence spell as described in the spell's description. You can use this feature an amount of times equal to your Constitution Modifier. You regain all expended uses when you finish a long rest. The radius of which you can place the totem and the radius of the totem increases to 30 feet and the duration increases to 2 hours at 6th level. The radius of which you can place the totem and the radius of the totem increases to 45 feet and the duration increases to 3 hours at 10th level. The range where you can place the totem and the radius of the totem increases to 60 feet and the duration increases to 4 hours at 14th level.

Totem Techniques

At 6th level, you have become attuned to the art of totems. You gain a list of special totems you can use as Focus Techniques to choose from, these totems use the Totem stat block:

Totem of Amplification

You may spend 2 focus points to summon a Totem of Amplification from below the ground in an empty space within 5 feet of you as a bonus action. The totem has a radius of 5 feet and lasts 30 seconds or until it drops to 0 hitpoints. All attacks made within the radius of the totem gains advantage.

Totem of Misdirection

You may spend 1 focus point to summon a Totem of Misdirection in your space as a bonus action. When you are touching the totem, you can activate it as an action to teleport to another Totem of Misdirection. The totem disappears when activated, 24 hours have past or until it drops to 0 hitpoints.

Totem of Knowledge

You may spend 1 focus point to summon a Totem of Knowledge from below the ground in an empty space within 5 feet of you as a bonus action. The totem has a radius of 15 feet and lasts 1 minute or until it drops to 0 hitpoints. You become proficient with all skill checks while you are in the radius of the totem.

Totem of Undying

When you reach 7th level, you can spend a full rest conjuring a magical miniature totem, you can use your object interaction to give this totem to a creature of your choice and if it is in their hand when they drop to 0 hitpoints, the totem turns to dust while they return with the benefits of a full rest. You can have only one item created by this feature at a time; if you use this feature and already have a totem from this feature, the first one immediately turns to dust. You can use this feature once every 3d4 days. The totem grants resistance to the damage type that killed the creature for the rest of the day at 11th level and the feature comes back in 2d4 days. The totem grants immunity to the damage type that killed the creature for the rest of the day at 15th level and the feature comes back in 1d4 days.

Totem of Return

When you reach 9th level, a Totem of Return has manifested on your body. Whenever you make a ranged weapon attack with a weapon which has the thrown property, the weapon flies back to your hand at the start of your next turn. If there is no clear path, the weapon stays where it landed. Otherwise, elemental winds guide the weapon instantly through the air back to your hand. The weapon can pass though openings as narrow as 10 inches wide and can change direction to fly around corners.

Additional Totem Techniques

At 13th level, the elements have chosen you as their champion. You gain a list of special totems you can use as Focus Techniques to choose from, these totems use the Elemental Totem stat block:

Totem of Fire

You may spend 4 focus points to summon an elemental totem from below the ground in an empty space within 60 feet of you as a bonus action. The totem has a radius of 30 feet and lasts 1 minute or until it drops to 0 hitpoints. Each creature within the radius of the totem gains the burning condition.

Totem of Earth

You may spend 4 focus points to summon an elemental totem from below the ground in an empty space within 60 feet of you as a bonus action. The totem has a radius of 30 feet and lasts 1 minute or until it drops to 0 hitpoints. Creatures of your choosing within the radius of the totem gains +2 to their AC Ec, and AR and resistance to bludgeoning, piercing, and slashing damage as small rocks and stones surrounds them.

Totem of Water

You may spend 4 focus points to summon an elemental totem from below the ground in an empty space within 60 feet of you as a bonus action. The totem has a radius of 30 feet and lasts 1 minute or until it drops to 0 hitpoints. Creatures of your choosing within the radius of the totem gains temporary hitpoints equal to your level at the start of their turn as a layer of water surrounds them.

Totem of Air

You may spend 4 focus points to summon an elemental totem from below the ground in an empty space within 60 feet of you as a bonus action. The totem has a radius of 30 feet and lasts 1 minute or until it drops to 0 hitpoints. Each creature within the radius of the totem gains a flying speed equal to their walking speed. If the creature leaves the radius of the totem or the totem disappears, the target falls if it is still aloft, unless it can stop the fall.

Advanced Totem Techniques

At 17th level, you have managed to channel the occult powers of the universe into your totems. You gain a list of special totems you can use as Focus Techniques to choose from, these totems use the Apocalypse Totem stat block:

Totem of Conquest

You may spend 10 focus points to summon an apocalypse totem from below the ground in an empty space within 120 feet of you as a bonus action. The totem has a radius of 60 feet and lasts for 1 minute or until it drops to 0 hitpoints. When you summon this totem, you choose any number of creatures within the radius to be the target of your totem's dark influence. The chosen creatures must make a Wisdom saving throw against the totem DC or become frightened. While frightened, the target's speed is reduced to 0, and it cannot willingly move closer to the totem. Additionally, creatures of your choosing within the radius of the totem becomes immune to the frightened condition.

Totem of War

You may spend 10 focus points to summon an apocalypse totem from below the ground in an empty space within 120 feet of you as a bonus action. The totem has a radius of 60 feet and lasts for 1 minute or until it drops to 0 hitpoints. When you summon this totem, it empowers you and your allies with a fierce battle rage. All creatures of your choosing within the radius of the totem gain advantage on all attack rolls and saving throws while the totem is active. Additionally, the totem grants those creatures within the radius resistance to all damage types.

Whenever you or an allied creature within the totem's radius score a critical hit, you regain 1 focus point. This effect can only occur once per round.

Totem of Famine

You may spend 10 focus points to summon an apocalypse totem from below the ground in an empty space within 120 feet of you as a bonus action. The totem has a radius of 60 feet and lasts for 1 minute or until it drops to 0 hitpoints. When you summon this totem, it fills the area with an aura of hunger and decay. All creatures of your choosing within the radius of the totem gain the ability to drain the life force from their targets. Whenever a creature of your choosing makes a successful melee attack against a target within the radius of the totem, it regains hit points equal to half the damage dealt. Additionally, creatures of your choosing must make a Constitution saving throw against the totem DC at the start of their turn or gain 1 level of exhaustion.

Totem of Death

You may spend 10 focus points to summon an apocalypse totem from below the ground in an empty space within 120 feet of you as a bonus action. The totem has a radius of 60 feet and lasts for 1 minute or until it drops to 0 hitpoints. When you summon this totem, it exudes an aura of death and decay, causing all creatures of your choosing within the radius of the totem to take necrotic damage equal to your Wisdom modifier at the start of their turn. Furthermore, any creature that dies within the radius of the totem has its soul trapped within the totem. You gain temporary hit points equal to the maximum hit points of each trapped soul at the start of your turn as long as your within the radius of the totem. These temporary hit points last until the totem's duration expires. When the totem's duration ends, the trapped souls are released, and you gain a number of hit points equal to the total number of trapped souls.

Symbol

At 20th level, you become one with your totems. All your totems created by your totem techniques last for 8 hours. Additionally, you have gained the ability to internalize a totem, allowing it to merge with your being.

As a bonus action, you can choose to place one of your totems inside of yourself, causing it to occupy the same space as you. While the totem is internalized, you gain its benefits as if it were active on the battlefield. You can choose to activate or deactivate the internalized totem at will as part of your bonus action on each of your turns.

The totem's effects remain active even if you move away from its initial location, allowing you to carry its power with you wherever you go.

Totem Stat Blocks


Totem

Medium Construct


  • Armor Class 15 + your Wisdom Modifier
  • Evasion Class 10 + your Wisdom Modifier
  • Armor Reduction 3 + your Wisdom Modifier
  • Hit Points 2 x your level
  • Speed 0 ft

STR DEX CON INT WIS CHA
10 (0) 10 (0) 10 (0) 10 (0) 10 (0) 10 (0)

  • Damage Immunities Poison, Psychic
  • Condition Immunities Blind, Charmed, Frightened, Incapacitated, Overwhelmed, Paralyzed, Poisoned, Sickened, Silenced, Stunned, Stupefied, Unconscious


Elemental Totem

Medium Construct


  • Armor Class 19 + your Wisdom Modifier
  • Evasion Class 11 + your Wisdom Modifier
  • Armor Reduction 5 + your Wisdom Modifier
  • Hit Points 5 x your level
  • Speed 0 ft

STR DEX CON INT WIS CHA
10 (0) 10 (0) 10 (0) 10 (0) 10 (0) 10 (0)

  • Damage Immunities Poison, Psychic
  • Condition Immunities Blind, Charmed, Frightened, Incapacitated, Overwhelmed, Paralyzed, Poisoned, Sickened, Silenced, Stunned, Stupefied, Unconscious
  • Challenge 0


Apocalypse Totem

Medium Construct


  • Armor Class 23 + your Wisdom Modifier
  • Evasion Class 12 + your Wisdom Modifier
  • Armor Reduction 7 + your Wisdom Modifier
  • Hit Points 10 x your level
  • Speed 0 ft

STR DEX CON INT WIS CHA
10 (0) 10 (0) 10 (0) 10 (0) 10 (0) 10 (0)

  • Damage Immunities Poison, Psychic
  • Condition Immunities Blind, Charmed, Frightened, Incapacitated, Overwhelmed, Paralyzed, Poisoned, Sickened, Silenced, Stunned, Stupefied, Unconscious
  • Challenge 0

Apocalypse. Upon reaching to 0 hitpoints, creates an explosion within 15 ft of it. All creatures withing the radius must make a Dexterity Saving Throw, taking 10d6 force damage on a failed save and half as much on a successful save.

Arcane Archer

"Arcane Archers shoot magical arrows that weaken their target's magic resistance. "

Bonus Proficiencies

At 1st level, you become proficient with Wisdom, and Dexterity saving throws and gain Master Training with all ranged weapons.

Arcane Arrows

Also at 1st level, your arrows become enchanted with arcane energy. When you make a ranged weapon attack and hit, if the creature has the Magic Resistance X trait, the trait is reduced by 1, Magic Resistance 2 becomes Magic Resistance 1, otherwise the creature gains disadvantage on saving throws they make against spells and magical effects.

At 13th level, when you make a ranged weapon attack and hit, if the creature has the Magic Resistance X trait, the trait is reduced by 2. In addition, your arrows count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Spellcasting

When you reach 2nd level, you augment your ranged prowess with the ability to cast spells.

Spell Slots

The Arcane Archer table shows how many spell slots you have to cast your archmage 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 Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Arcane Archer spell list.

The Spells Known column of the Arcane Archer table shows when you learn more Arcane Archer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Arcane Archer spells you know and replace it with another spell from the Arcane Archer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Arcane Archer spells, since your magic draws on your attunement to the magic in the world. 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 Arcane Archer 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

Burst arrows

At 2nd level, your arrows are filled to the brim with unstable arcane energy. The energy detonates after your attack. When you make a ranged weapon attack against a target and hit, all objects within 5 ft of the target take 1d4 force damage each. The radius of your explosion increases to 10 ft at 6th level, 15 ft at 10th level, and 20 ft at 14th level. The damage of your explosion increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Projectile Infusion

At 6th level, you may infuse your projectiles with your arcane magic. You may spend 1 focus point and a bonus action to cast a spell with a casting time of 1 action. The next time you make a ranged weapon attack, the target is immediately affected by the spell you cast using this feature. If the spell would effect multiple targets, it only affects one, unless the spell has an area of effect that is centered on the target.

Slumber arrow

At 7th level, you can use an action to make a ranged attack against a creature, on a hit, the creature falls unconscious for 1d4 rounds, the creature wakes up after the effect ends, the creature takes damage, or someone uses an action to shake the sleeper awake. Creatures immune to being charmed or don't need sleep aren't affected by this feature. You can use this feature a number of times equal to your Wisdom Modifier. You regain all expended uses when you finish a long rest.

The duration in which the creature stays unconscious increases to 1d6 rounds at 11th level, and 1d8 rounds at 15th level.

Ascendant

At 20th level, your skill with the arcane arts reaches its zenith, allowing you to fuse your arrows permanently with magic. You may chose two 1st-level spells that you know. When you use Projectile Infusion, you can cast those spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Arcane Archer
Level Spells Known 1st 2nd 3rd 4th 5th
2nd 2 2
3rd 3 3
4th 3 4
5th 4 4 2
6th 4 4 2
7th 5 4 3
8th 5 4 3
9th 6 4 3 2
10th 6 4 3 2
11th 7 4 3 3
12th 7 4 3 3
13th 8 4 3 3 1
14th 8 4 3 3 1
15th 9 4 3 3 2
16th 9 4 3 3 2
17th 10 4 3 3 2 1
18th 10 4 3 3 2 1
19th 11 4 3 3 2 2
20th 11 4 3 3 2 2

Golden Greatbow

"Golden Greatbows are accurate, disciplined archers that deal death from far far away."

Bonus Proficiencies

At 1st level, you become proficient with Strength, and Constitution saving throws and gain Master Training with bows, portable ballistas, portable cannons, portable catapults and kylies.

Hardened Arrows

Also at 1st level, when you make a ranged weapon attack and the roll is higher than the target's AC, you roll for damage twice and take the highest. At 13th level, you instead use the highest number possible for each die instead of rolling twice.

Hunter's Mark

At 2nd level, you can use an action to make a ranged weapon attack against an object that makes a creature hit become vulnerable to all damage for 1d4 rounds. You can use this feature a number of times equal to your Strength Modifier. You regain all expended uses when you finish a long rest. The duration of this arrow increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Eagle Eye

At 6th level, your keen eyesight allows you be unrivaled at range. When you make a ranged weapon attack, you gain advantage on the attack roll at long range but disadvantage on attack rolls at normal range.

Crimson Sentence

Starting at 7th level, when you make a ranged weapon attack against another creature and your attack roll is 6 over the creature's AC, the creature instantly drops to 1hp. This feature only works on creatures with a CR that's lower than half your level (rounded down). The attack only has to be 4 and 2 over the creatures AC at 11th and 15th level.

Worst Enemy

When you reach 9th level, you may spend 2 focus points to target a creature within 30 feet of you that you can see. The target must make an Intelligence Saving throw against your spell save DC. On a failed save, you gain access to one ability or trait of the target creature for 1 minute. You can use this gained ability once during that time. The specific ability or trait gained depends on the type of creature targeted (e.g. a troll might grant you access to its regeneration).

Distant Death

At 13th level, when you make a ranged weapon attack at long range, you may use your Deadly Shot Focus Technique without expending a Focus Point.

Golden Vision

At 17th level, your eyesight has become so refined that nothing can hide from you. You have truesight out to a range of 15 feet. Also, your critical hit range is increased by one.

For example, if your critical hit range was 20 to 20, it is now increased to 19 to 20.

Legend

At 20th level, having slain all creatures imaginable, you have become a living legend. You may spend 5 focus points when you fail a Saving throw to turn the failure into a success.

Poisons

Name Cost Weight Description
Rotshroom Spores 740gp 0.5 Inhaled. Natural. The collected spores of a diseased Rotshroom. The target must make a DC 14 Constitution saving throw, taking 7d10 poison damage on a failure, or half as much on a success.
Scorpion Poison 2100gp 0.5 Injury. Natural. The poison extracted from the stinger of a giant scorpion. The target must make a DC 13 Constitution saving throw, taking 14d10 poison damage on a failure, or half as much on a success.
Hunter Poison 720gp 0.5 Injury. Synthetic. The target must make a DC 14 Constitution saving throw, taking 11d8 poison damage on a failure, or half as much on a success.
Dark Blood 1680gp 0.5 Contact. Natural. The blood of a Dark Spitter. The target must make a DC 16 Constitution saving throw, taking 7d6 necrotic damage on a failure, or half as much on a success.
Mactans' Poison 1386gp 0.5 Injury. Natural. The poison extracted from the fangs of the sons of Mactans. The target must make a DC 16 Constitution saving throw, taking 11d6 poison damage on a failure, or half as much on a success.
Wererat Poison 675gp 0.5 Injury. Natural. The poison harvested from the rat in Rotwick. The target must make a DC 14 Constitution saving throw, taking 11d4 poison damage on a failure, or half as much on a success.
Rat Poison 180gp 0.5 Injury. Natural. The poison harvested from the rat in Rotwick. The target must make a DC 12 Constitution saving throw, taking 7d4 poison damage on a failure, or half as much on a success.
Drider Poison 4200gp 0.5 Injury. Natural. The poison extracted from the claws of a Drider. The target must make a DC 17 Constitution saving throw, taking 13d12 poison damage on a failure, or half as much on a success.
Myconid Spores 56250gp 0.5 Inhaled. Natural. The poison collected from the spores of Myconid. The target must make a DC 24 Constitution saving throw, taking 35d12 poison damage on a failure, or half as much on a success.
Undead Disease 23750gp 0.5 Contact. Natural. A magic disease used the former watcher of the Tear of Elynie. The target must make a DC 19 Constitution saving throw, taking 21d6 poison damage on a failure, or half as much on a success. If this damage would reduce a creature to 0 hitpoints, the creature explodes in a 5 ft radius. All creatures in the area must make a DC 19 Constitution Saving Throw or taking 14d6 poison damage on a failure, or half as much on a success
Shadow Toxin 2560gp 0.5 Injury. Sythetic. The poison created by shadow assassins for taking out their targets. The target must make a DC 19 Constitution saving throw, taking 33d4 poison damage on a failure, or half as much on a success.
Zombie Rot 7500gp 0.5 Contact. Natural. The rot extracted from powerful undead creatures. The target must make a DC 19 Constitution saving throw, taking 23d12 necrotic damage on a failure, or half as much on a success.
Ranger's Hideout Spell List
1st Level
  • Alarm
  • Catapult
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Ensnaring Strike
  • Entangle
  • Expeditious Retreat
  • Feather Fall
  • Goodberry
  • Hail of Thorns
  • Hunter's Mark
  • Identify
  • Jump
  • Longstrider
  • Purify Food and Drink
  • Snare
2nd Level
  • Barkskin
  • Blur
  • Cordon of Arrows
  • Darkvision
  • Enhance Ability
  • Find Traps
  • Invisibility
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Misty Step
  • Pass Without Trace
  • Protection from Poison
  • Silence
  • Spike Growth
3rd Level
  • Blink
  • Conjure Barrage
  • Create Food and Water
  • Haste
  • Leomund's Tiny Hut
  • Nondetection
  • Plant Growth
  • Sending
  • Speak with Plants
  • Summon Fey
4th Level
  • Aura of Purity
  • Conjure Woodland Beings
  • Freedom of Movement
  • Grasping Vine
  • Greater Invisibility
  • Guardian of Nature
  • Locate Creature
5th Level
  • Cloudkill
  • Commune with Nature
  • Conjure Volley
  • Mass Cure Wounds
  • Greater Restoration
  • Passwall
  • Scrying
  • Skill Empowerment
  • Steel Wind Strike
  • Swift Quiver
  • Tree Stride
  • Wrath of Nature
Arcane Archer Spell List
1st Level
  • Abosrb Elements
  • Bane
  • Chaos Bolt
  • Chromatic Orb
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Faerie Fire
  • Fogcloud
  • Guiding Bolt
  • Hex
  • Hunter's Mark
  • Ice Knife
  • Identify
  • Magic Missile
  • Sleep
2nd Level
  • Cordon of Arrows
  • Darkness
  • Darkvision
  • Enthrall
  • Flaming Sphere
  • Magic Weapon
  • Melf's Acid Arrow
  • Mind spike
  • Snilloc's Snowball Storm
  • Spiritual Weapon
3rd Level
  • Bestow Curse
  • Call Lightning
  • Catnap
  • Conjure Barrage
  • Elemental Weapon
  • Fireball
  • Flame Arrows
  • Lightning Arrow
  • Lightning Bolt
  • Melf's Minute Meteors
  • Slow
4th Level
  • Banishment
  • Charm Monster
  • Compulsion
  • Confusion
  • Elemental Bane
  • Ice Storm
  • Sickening Radiance
5th Level
  • Bigby's Hand
  • Conjure Volley
  • Destructive Wave
  • Dominate Person
  • Geas
  • Hold Monster
  • Holy Weapon
  • Mislead
  • Modify Memory
  • Swift Quiver
  • Synaptic Static
 

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