Archer Type II – Empires End

Archer Class

Archers are a fighter sub-class adept at use of bows of any type. They serve to supplement (not replace) the other fighters. They are adept at using bow weapons; however, less adept at hand to hand combat.

  • The archer may specialize in up to two types of bows gaining +1 for each additional weapon proficiency (besides the initial) assigned to the specialized weapon.
    • Proficiencies uses in this way must be designated when training for a new level and cannot be saved and used for specialization at a later time.
  • The Archer starts with three weapon proficiencies and gains one every three levels.
  • The Archer has a penalty of -1 for non-proficient bow weapons. This could be applied to thrown weapons and the sling if the DM wishes. I added the red part as it sort of made sense to me, but delete it if you wish
  • The Archer has penalty of-3 for non-proficient non-bow weapons
  • Weapons permitted: Any bow or crossbow, Javelin sling, darts, spear short sword, dagger, long dagger

Non-Weapon Proficiencies:

The Archer has already learned much during his formative years.  As a bonus he gains the following Non-weapon proficiencies that do not count against his base slots.

  • -Education 1

Archer Special Abilities

  • Ability to make their own arrows (if materials available).
  • +1 damage for every three levels attained (i.e. 4th, 7th, 10th, etc.)
  • An extra shot at 5th level (3/round)and at 10th level (4/round) if Strength and Dexterity are each at least 16.
  • Can make their own bows at 6th level
  • Gets a 15% experience bonus for putting up with Characters played by Chad (just kidding!)
Experience Table
Experience Level Hit Dice (d8)
0 1 1
2,250 2 2
4,500 3 3
8,750 4 4
17,000 5 5
34,000 6 6
68,000 7 7
121,600 8 8
185,000 9 9 *
235,000 10 10
295,000 11 11
370,000 12 12
470,000 13 13


Table: The Archer

Level Proficiency
1st +2
  • Ability to make their own arrows (if materials available).
  • +1 damage for every three levels attained (i.e. 4th, 7th, 10th, etc.)
 4th Munitions Modification
5th +3
  • An extra shot at 5th level (3/round)and at 10th level (4/round) if Strength and Dexterity are each at least 16.

, Charge Shot

7th +3 Volley
8th +3 Ability Score Improvement
9th +4 Overdraw
10th +4 Archetype Feature, Sure Shot Improvement
11th +4 Extra Attack (2), Multi-Shot
12th +4 Ability Score Improvement
13th +5 Retrieval
14th +5 Improve Critical
15th +5 Archetype Feature
16th +5 Ability Score Improvement
17th +6 Master Marksman
18th +6 Archetype Feature
19th +6 Ability Score Improvement, Power Shot
20th +6 Master of Archery, Extra Attack (3)

Take Aim



Munitions Modification

At 4th level, you have learned to craft and modify your ammunition for increased damage and effectiveness. You are able to craft the following types of enhanced ammunition listed below. You must have a set of Tinker’s tools as well as meet any other requirements listed for each ammo type. Modified ammunition is harder to retrieve intact, as diamond tips frequently break off on contact and barbed and broadhead arrows and bolts are almost impossible to extract without damaging them. As a result, 75% of enhanced ammunition cannot be recovered after it is used.

Barbed Ammunition – You can add barbs to your ammunition to deal increased damage. Barbed ammunition deals an additional 1d4 piercing damage on a hit and is much harder to pull from a wound. Barbed ammunition requires a DC 15 Strength check to remove, and damage from that piece of ammunition cannot be healed until it is removed. Attempting to remove barbed ammunition results in the target taking 1d4 piercing damage, whether the attempt is successful or not. To craft barbed ammunition, you must have the raw materials and spend 5 minutes per arrow fashioning the barbs. The raw materials required can be purchased from almost anywhere as they are very common materials, such as scrap metal and small pins. The materials cost 5 gp per piece of ammunition you wish to modify. This enhancement can be combined with any other enhancements.

Snared Ammunition – You can make your ammunition ensnare your enemies. Snared Ammunition causes a sticky substance to burst out in a 10 foot radius originating from where the piece of ammunition hits. Targets that are in the area when the sticky substance is released must succeed on a Dexterity saving throw to avoid being slowed. The DC for this saving throw is 8 + your proficiency bonus + your Intelligence modifier. Affected enemies have difficulty moving, as their speed is reduced by 10 feet. This effect lasts for 1 minute, after which the sticky substance dissolves into liquid. Enemies can use their action to attempt to remove the sticky substance from themselves. Doing so requires a Strength check against the same DC as the previous Dexterity save. Creating a snared piece of ammunition takes 10 gp and 10 minutes to put together.

Shoving Ammunition – You can create ammunition that shoves away enemies that are too close. When you hit an enemy with this piece of ammunition, you shove them back up to 30 feet. If they hit a solid object, they take bludgeoning damage equal to the number of feet they were pushed. You choose how far the piece of ammunition shoves creatures when you create it. It takes 10 gp and 5 minutes of time to create a shoving piece of ammunition that knocks enemies back 10 feet, 20 gp and 10 minutes of time for 20 feet, and 30 gp and 15 minutes of time for 30 feet.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn to attack with a ranged weapon. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Charge Shot

At 5th level, you may replace an attack to charge up the next attack you make, causing it to deal twice as much damage for every time you charged it up previously, add that much damage again for each time you do this, up to a maximum of three times.



At 7th level, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.


Beginning at 9th level, you have learned to draw your bows and crossbows past their normal limits. Your damage die for these weapons is increased by one size. A d6 becomes a d8, a d8 becomes a d10, and a d10 becomes a d12. The normal ranges for these weapons also increase by 10 feet.


At 11th level, you can fire multiple arrows with one shot, placing up to three arrows on your string at once. You can fire all arrows at one enemy or at separate enemies. All targets must be within a 90 degree firing angle and within normal range. You can 2 times per long rest.


At 13th level, you gain the ability to recover nearly twice the amount of ammunition as normal. You can now recover 50% of the enhanced arrows you use, instead of 25%. Additionally, you can now recover almost all of your regular ammunition that you expend in battle. At your DM’s discretion, you may recover 100% of your regular ammunition that you use, instead of 50%. This does not work in extenuating circumstances such as shooting at enemies swimming in a river. You also gain twice the number of munitions from crafting.

Improved Critical

Beginning at 14th level, you score a critical hit on a roll of 19 or 20 when making an attack with a ranged weapon.

Master Marksman

At 17th level,choose one of the following.

Sentinel On your turn you can watch up to two creatures that you can see. If one of those creatures makes an attack against a creature other than you, and is within range of a ranged weapon you are wielding, you can make a ranged weapon attack against that creature as a reaction.

Sharpshooter Before making an attack with a ranged weapon, you may choose to take a -5 penalty to the attack roll. If the attack hits, you add a +10 bonus to the attack’s damage.

Power Shot

When you reach 19th level, once per turn when rolling damage for a ranged attack, you can choose to reroll the dice and take either total.

Master of Archery

When you reach 20th level, your Dexterity score increases by 4. Your maximum for this score is now 24. In addition, you are no longer affected by difficult terrain, and whenever a creature that you can see moves closer to you, you can use your reaction to move a number of feet equal to the number of feet they moved in any direction. Double the range of any weapon you use with a range longer than melee.


Crossbow Specialist

You have practiced extensively with crossbows, and you know how to kill effectively with them.

Quick Reload

Starting at 3rd level, you gain the following benefits:

  • You ignore the loading quality of crossbows with which you are proficient.
  • You can ignore the two-handed property of crossbows with which you are proficient.
  • When you take the Attack action and attack with a crossbow that you are holding in one hand, you can use a bonus action to attack with a different crossbow that you are holding in the other hand.

Extra Munitions

Starting at 6th level you gain extra modified munitions that can only be used with a crossbow.

Large Arrows – You can create arrows that are larger than normal and fire them out of your crossbow. It costs 5gp per arrow made this way and requires 2 arrows to make. (20 arrows + 50gp =10 large arrows) This takes 5 minutes to do. Large arrows are harder to hit with due to their size but they can hit two enemies next to each other. Large arrows take a -3 to hit but add 1d4 extra damage. When attacking multiple targets roll attack rolls as if you were attacking them separately. This can be combined with any other modifications. If combined with barbed arrows you must use two barbed arrows in creation in place of regular arrows.

Disrupting Arrow – By spending 10gp and taking 10 minutes you can create an arrow that interferes with a spellcaster’s ability to cast spells. The next time a spellcaster hit by this arrow must make a concentration check.


Starting at 10th level, when you attack with a crossbow you ignore the enemy’s Dexterity bonus to AC.

Crossbow Mastery

Starting at 15th level you gain the following abilities

  • When you use two hand crossbows and take the attack action you can make an extra attack by taking a -2 penalty to hit on all of your attacks that round.
  • When you are using a heavy or light crossbow you gain an increasing hit chance(no higher than +5) if you keep attacking the same enemy. If you miss this restarts. This also restarts if you attack another enemy even if you miss. Example: you hit your enemy with the first attack, so on the second attack you gain a +1 to hit that same enemy. If you hit with the second attack then you gain a +2 on the third attack. If you missed on the third attack then you don’t gain any additional bonus to hit against that enemy.)

Legendary Crossbower

Starting at 18th level your ability with crossbows is legendary. Whenever you attack with a crossbow and hit you deal an additional die of weapon damage.


Stealth Feature

Starting at 3rd level, you gain proficiency in the stealth skill. In addition you gain advantage on stealth rolls.

Unnoticed Threat

At 5th level, you have become a master of avoiding notice in combat. As long as you remain 40 feet or further away from enemies they are much less likely to notice or attack you. Enemies that wish to attack you must first make a perception roll against a stealth roll you make. If they fail they cannot target you with an attack until they make a successful perception check. Any enemies you have successfully hit with an attack or that are within 40 feet of you do not need to make this check to notice you. If you have fired at a target that is more that 40 feet away and missed they must still make the perception check, but they gain an advantage on it. Enemies may reroll their check to notice you on every new turn they take.

Perfect Aim

At 6th level, your ranged weapon attacks now ignore half cover and three-quarters cover. You also suffer no disadvantages or penalties to your attack rolls on enemies that are partially obscured or in dim light. As long as you can identify targets general location you can attempt to make an attack against that target. You can make an attack against any target so long as you can see any part of them whether they are obscured or in dim light or affected by any other conditions that affect visibility.

Crippling Shot

By 7th level, you have become an expert marksman and can attempt a crippling shot. After choosing a target you then choose a specific limb on said target to aim for. You must be able to see the target clearly and also be able to see the targeted limb, therefore this special attack does not benefit from your perfect aim ability. The one exception is that you can benefit from the “ignoring cover” portion of the aforementioned ability at your DM’s discretion. For example your DM might allow you to make a crippling arm shot against a target that is behind a low wall since they are still visible from the waist up. To make a crippling shot you pick your target and identify the limb being targeted and then make an attack roll as normal. You can target the same creature multiple times, although you can only make one crippling shot per turn. Crippling shots also deal reduced damage. The target takes only half of the total damage. On a hit your target becomes crippled, and is subjected to the following conditions:

1. If you cripple a leg the target’s speed is reduced to 10 feet

2. If you cripple an arm the target has disadvantage on attack rolls provided the arm is necessary to the task. Spellcasters must make a concentration check if they try to cast a spell provided the spell has somatic components.

3. If you cripple both legs the target falls on the ground and can’t move.(they may attack) Because they can’t move they no longer add their dexterity to their AC.

4. If you cripple both arms the target is unable to use its arms to attack, cast spells etc.

These conditions can be ended if the arrow(s) are removed and the target regains at least one hitpoint.

Head Shot

When you reach level 18, you can attempt to make a deadly headshot against an enemy. You must use your action to make a headshot. On a successful attack roll with a ranged weapon, you roll an additional 1d6 of damage for every point of difference between your total attack and the targets AC. On a critical hit, you roll your normal damage die and all d6’s twice. You may use this ability a number of times per day equal to your Dexterity modifier. For example, you make an attack with a longbow and roll a 10. At level 11 you have a proficiency bonus of +10 and assuming a Dexterity modifier of +5 your total for your attack roll is 10+6+5=21. If your target has an AC of 16 with an attack of 21 you have a total difference of 5 (21-16=5). For damage, you would then roll your normal 1d10 (overdraw feature), as well as 5d6s for the bonus headshot damage.


Prerequisites. To qualify for multiclassing into the Archer class, you must meet these prerequisites: Dexterity: 15

Proficiencies. When you multiclass into the Archer class, you gain the following proficiencies: Simple ranged weapons, martial ranged weapons, and Tinker’s tools