Fighter, Artillery Bowman Martial Archetype

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Fighter, Artillery Bowman Martial Archetype

Bonus Proficiencies

When you choose this archetype at level 3, your strenuous practice with the great bow grants you proficiency in the use of this weapon. You also gain proficiency in either Athletics or Perception.

Great Bow

80gp

1d12 piercing

10 lbs.

Ammunition (range 240/720), heavy, two-handed

Artillery Shot

At 3rd level, you learn to unleash special effects with some of your shots. When you gain this feature, you learn two Artillery Shot options of your choice (see "Artillery Shot Options" below).

Once per turn, as a bonus action, you can apply one of your Artillery Shot options to your next hit with a great bow. You have three uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Artillery Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

Artillery Shot Save DC. Some of your Artillery features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Artillery Save DC = 8 + your proficiency bonus + your Dexterity modifier

Piercing Arrows

At 7th level, whenever you attack with the great bow without using an Artillery Shot, your shot may pierce thru to damage multiple targets in a line. On a hit, the original target suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. You may only use this feature once per turn in combat.

Cover Fire

At 10th level, whenever an enemy you can see within 90 feet attacks another creature, you may use a Reaction to let loose a barrage of arrows from your great bow and impose disadvantage on the attack. You must complete a short or long rest before you are able to use this feature again.

Hasty Assembly

Starting at 15th level, your artillery is available whenever battle starts. If you roll initiative and have no uses of Artillery Shot remaining, you regain one use of it.

Artillery Shot Options

Blinding Blast Artillery. You load a satchel that explodes with brilliant light upon impact. The creature hit by the arrow and all creatures within 10 feet of it take must succeed on a Constitution Saving Throw or be Blinded until the beginning of your next turn.

After you reach 18th level in this class, the radius of the blast increases from 10 feet to 15 feet, and all creatures within the blast take 2d6 thunder damage.

Earthblaster Artillery. You load an explosive charge onto an arrow that burrows into the ground and blasts an area of terrain. The creature hit by this arrow takes an additional 1d6 fire damage, and the area within a 15 foot radius of it becomes difficult terrain.

After you reach 18th level in this class, all creatures within a 15 foot radius of your target also take the 1d6 fire damage, and all affected creatures must succeed on a Dexterity Saving Throw, or be knocked prone.

Frostbite Artillery. You affix a shard of compressed ice to an arrow. The creature hit by this arrow takes 1d6 cold damage. The target and all creatures within 15 feet of it must succeed on a Constitution Saving Throw, or have their Movement halved for 1 minute. Creatures may reattempt the Saving Throw at the end of each of their turns.

After you reach 18th level in this class, the damage increases to 3d6 cold damage. Additionally, creatures are Restrained instead of having their Movement halved if they fail their Saving Throw.

Poison Gas Artillery. You attach a canister of poisonous gas to an arrow that releases on impact. The creature hit by this arrow and all creatures within 15 feet of it take 1d6 poison damage, and must succeed on a Constitution Saving Throw or be Poisoned for 1 minute. A poison gas cloud with a 15 foot radius centered on the creature hit remains until the beginning of your next turn. Any creature that enters the cloud must make the Saving Throw as well, or be Poisoned for 1 minute.

After you reach 18th level in this class, the damage increases to 3d6 poison damage, and the poison gas cloud instead remains for 1 minute.

Smoke Cloud Artillery. You attach a container full of compressed smoke to an arrow. Upon hitting a creature, this arrow erupts into a fog, creating a nonmagical version of the Fog Cloud spell.

When you reach 18th level, the radius of the fog cloud increases to 40 feet

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