Backliner (5e Subclass)

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Backliners[edit]

Ranger Subclass

Backliners are rangers who offer ranged support to their allies, either by taking out their enemies by sniping them with precise shots, offering medical support or controlling the battlefield itself. These warriors don't strive for glory nor desire fame, instead focusing on bringing on victory by remaining in the shadows of their party.

Backliner Specialization

Starting at 3rd level, you can choose a backliner specialization. Your chosen specialization determines the features you gain at 3rd, 7th, 11th and 15th levels.

In addition, you gain bonus spells based on your chosen specialization. These spells don't count against your maximum number of spells known and are always prepared when you have the spell slot required to cast it.

Controller. entangle, web, slow, wall of fire, wrath of nature
Healer. cure wounds, lesser restoration, aura of life, mass cure wounds
Sniper. faerie fire, invisibility, lightning arrow, greater invisibility, mislead
Specialized Shot

At 3rd level, you gain one of the following features of your choice.

Controller: Pinning Shot. Once per turn when you hit a creature with a ranged weapon attack, that creature must succeed on a Strength saving throw against your spell save DC or have its movement speed reduced by 0 until the end of your next turn.
Healer: Healing Shot. You can use a Bonus Action to imbue a projectile with healing properties and fire it towards a creature within range. That creature regain hit points equal to the damage your attack would deal normally.
You can't use this shot again until you finish a long rest, unless you spend a spell slot to do so again. Spell slots of 2nd-level or higher restore an additional 1d8 hit points per slot level above 1st. You gain an additional use of this shot at 7th, 11th and 15th levels.
Sniper: Focused Shot. Once per turn if you haven't moved on your turn, you can roll your ranged weapon's damage die one more time to calculate the damage caused on a hit.
Intermediate Training

At 7th level, you gain one of the following features of your choice.

Controller: Distracting Barrage. When you make a ranged attack against a creature, you can distract that creature instead of causing damage. On a hit, the target can't take Reactions and have Disadvantage on all attacks made against creatures other than you until the start of your next turn. If it hits a creature other than you, that creature has resistance to the damage.
Healer: Quick Healer. You can cast any spell that restore hit points and require an Action using a Bonus Action. In addition, whenever you restore a creature's hit points, that creature gain the benefits of Lesser Restoration.
Sniper: Sharpshooter Focus. Your ranged weapon attacks ignore half and three-quarter cover. In addition, your attacks ignore Disadvantage for being made at long range.
Tactical Specialty

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

Controller: Choking Miasma. As an Action, you can create a cloud of toxic miasma that covers a 30-foot radius sphere in a point you can see within 120 feet. All creatures within the sphere must succeed on a Constitution saving throw or take 4d6 poison damage and become poisoned and start choking for 1 minute. Creatures can repeat the saving throw at the end of each of their turns to end the poisoned condition and the chking effect. On a success a creature take half damage and isn't choking.
Once you use this feature, you can't do it again until you finish a long rest, unless you spend a spell slot of 3rd-level or lower to do so again.
Healer: Tactical Healer. When you use a healing arrow, you can grant that target the effects of Haste for 1 minute without spending spell slots or using material components.
Once you use this feature, you can't do it again until you finish a long rest, unless you spend a spell slot of 3rd-level or lower to do so again.
Sniper: Headshot. Once per turn when you hit a creature with a ranged attack made with Advantage, you cause additional 3d6 damage.
Backliner's Mastery

At 15th level, you gain one of the following features of your choice.

Controller: Trap the Field. You can use an action to place magical traps within 60 feet. Any enemy creature that moves within 10 feet of a trap must make a Dexterity saving throw or be restrained until the end of its next turn. You can have a single trap active at any given time.
Healer: Field Medic. When you restore hit points to a creature, that creature also gains temporary hit points equal to your Backliner level.
Sniper: Deadeye. As a reaction when you miss an attack with a ranged weapon, you can reroll that attack, using the new result.
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