Feat Archer (5e Class)

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Feat Archer[edit]

As a feat archer you gain a new feat at every level. You do not gain new skills or ASI's. At thrid level you choose between a featman and a feat soldier as your subclass.

<!-Introduction Leader->[edit]

Creating a Feat Archer[edit]


Quick Build

You can make a feat archer quickly by following these suggestions. First, Dexterity should be your highest ability score. Second, choose the Footman background. Third, choose shoes, boots, or sandals.

Class Features

As a Feat Archer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Feat Archer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Feat Archer level after 1st

Proficiencies

Armor: any
Weapons: Great Sword, Heavy Crossbow, Lance, darts.
Tools:
Saving Throws: Template:Sa
Skills: acrobatics only

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) shoes or (b) boots or (c) sandals

Table: The Feat Archer

Level Proficiency
Bonus
Features Feats —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Starting Off On The Right Feat 1
2nd +2 Featman or Feat Soldier Subclass 2 2
3rd +2 Subclass Feat-ure 3 3
4th +2 Ability Score Improvement, (skipped). 4 3
5th +3 5 4 2
6th +3 Subclass Feat-ure 6 4 2
7th +3 7 4 3
8th +3 Ability Score Improvement, (skipped). 8 4 3
9th +4 9 4 3 2
10th +4 Subclass Feat-ure 10 4 3 2
11th +4 12 4 3 3
12th +4 Ability Score Improvement, (skipped). 14 4 3 3
13th +5 16 4 3 3 1
14th +5 18 4 3 3 1
15th +5 Subclass Feat-ure 21 4 3 3 2
16th +5 Ability Score Improvement, (skipped). 24 4 3 3 2
17th +6 28 4 3 3 3 1
18th +6 32 4 3 3 3 1
19th +6 Ability Score Improvement, (skipped). 36 4 3 3 3 2
20th +6 42 4 3 3 3 2

Starting Off On The Right Feat[edit]

You gain a feat.

You gain expertise in acrobatics, your only natural skill. Your proficiency bonus is tripled for this skill.

You can do hand stands and walk around on your hands with your feet in the air without an acrobatics check. Your hand walking speed is half your normal speed rounded up.

You can also throw darts with your feet.

You are immune to athlete's foot, trench foot, foot and mouth disease, and toenail fungus.

Featman or Feat Soldier Subclass[edit]

You gain a feat.

You choose a subclass, either Feat Soldier or Featman. Featmen tend to be more magically inclined, whereas feat soldiers are more martial.

Starting Off On The Right Feat[edit]

You gain a feat.


Starting Off On The Right Feat[edit]

You gain a feat.

Ability Score Improvement[edit]

You never gain an ASI. Instead you get an additional feat at every level.

Starting Off On The Right Feat[edit]

You gain a feat.

Starting Off On The Right Feat[edit]

You gain a feat.

Starting Off On The Right Feat[edit]

You gain a feat.

Starting Off On The Right Feat[edit]

You gain a feat.

Starting Off On The Right Feat[edit]

You gain a feat.

Starting Off On The Right Feat[edit]

You gain a feat.

Starting Off On The Right Feat[edit]

You gain a feat.

Starting Off On The Right Feat[edit]

You gain a feat.

Starting Off On The Right Feat[edit]

You gain a feat.

Starting Off On The Right Feat[edit]

You gain a feat.

Starting Off On The Right Feat[edit]

You gain a feat.

Starting Off On The Right Feat[edit]

You gain a feat.

Starting Off On The Right Feat[edit]

You gain a feat.

Starting Off On The Right Feat[edit]

You gain a feat.

Starting Off On The Right Feat[edit]

You gain a feat.

Starting Off On The Right Feat[edit]

You gain a feat.

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

<!-Class Feature->[edit]

<!-Class feature game rule information->


Subclass[edit]

You choose subclass at level 2.

Featman[edit]

As a featman, you gain the wizard spell list.

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Feat Soldier[edit]

As a feat soldier, you gain the ranger spell list.

Bear Feat

As a bonus action, you can transform your feat into that of a bear or back again. When your feat are in bear form you can not cast spells, but you can rake anyone who attacks you within 5 feat as a reaction.

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the feat archer class, you must meet these prerequisites: Your Dexterity must be at least 17. You must have feet.

Proficiencies. When you multiclass into the feat archer class, you gain the following proficiencies: 1 Feat, heavy crossbow, greatsword.

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