Gravitonic Archer (5e Class)

From D&D Wiki

Jump to: navigation, search
Broom Icon.svg.png This page needs grammatical help. Reason: Full of incorrect terminology. STR and INT need to be worded right, the action types need to be explained correctly, and the wording needs to be finely combed through.


You can help D&D Wiki by improving the grammar on this page. When the grammar has been changed so that this template is no longer applicable please remove this template. If you do not understand the English language please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing grammatical help

Gravitonic Archer[edit]

Combining the gravity magic taught in Eloni's mage college with the power and finesse of a hunter.


Quick Build

You can make a Gravitonic Archer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose either a longbow or a crossbow and buy one with ammunition. Finally Studded leather armor, an explorer's pack, and some traveling essentials to round out your pack should leave you in a good starting spot.

Class Features

As a Gravitonic Archer you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium
Weapons: Longbows, Shortbows, Crossbows, Daggers, Shortswords
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose three between Acrobatics, Arcana, Perception, Survival, Insight, Nature, and Stealth

Equipment

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

Table: The Gravitonic Archer

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Keen Eyes
2nd +2 Spell Casting, Gravitonic Might, 2
3rd +2 Arcane Prowess 3
4th +2 Ability Score Improvement, Gravitonic Shield 3
5th +3 Extra Attack 4 2
6th +3 Keen Eyes Advancement 4 2
7th +3 Gravitonic Might Advancement 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Gravitonic Force 4 3 2
11th +4 Wormhole Shot 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Keen Eyes Advancement 4 3 3 1
15th +5 Gravitonic Might Advancement 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Gravitonic Mastery 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Final Keen Eyes Advancement, Final Gravitonic Might Advancement 4 3 3 3 2

Keen Eyes[edit]

At 1st level, your innate magic ability awakens allowing you to amplify your focus on your adversaries. After attacking a target, your following attacks versus the same target gain a +2 bonus to hit.

At 6th level, your magic ability begins to show it's power by enabling you to heighten your focus even further. Repeat attacks on a target upgraded to +4 to hit and +2 damage.

At 14th level, your magical alertness grants you near precision accuracy when it comes to striking foes. When making repeated ranged attacks to the same target, add both your INT and DEX mods to your to hit and damage instead of just DEX

At 20th level, you become especially adept at finding weak points in enemies armor or physique. Increase your Crit threat range by 2 when you're firing at the same target you've shot at previously. (ex if you crit on 20 you now crit on 18-20)

Spellcasting Ability[edit]

Starting at 2nd level, your magic grows enough for you to start casting spells.

Preparing Spells: The gravitonic archer table shows how many spell slots you have to cast your spells. To cast one of your gravitonic archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of gravitonic archer spells that are available for you to cast, choosing from the gravitonic archer spell list. When you do so, choose a number of gravitonic archer spells equal to your Intelligence modifier + half your gravitonic archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level gravitonic archer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of gravitonic archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.

Spells Known Your spells known equals your Intelligence modifier + half your gravitonic archer rounded down(minimum of 1).

Spellcasting Ability Intelligence is the spellcasting ability for your gravitonic archer spells.

Spell attack modifier = your proficiency bonus + your Dex modifier (unless stated)

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spellcasting Focus You can use a ranged martial weapon as a spellcasting focus for your gravitonic archer spells.

Gravitonic Might[edit]

You unlock the ability to imbued your kit and abilities with the power and kinetic force of gravity. Gravitonic Might uses the same arcane spell pool as your arcane abilities so choose wisely when using them.

At 2nd level, you can amplify the weight and kinetic force your projectiles have. Gain 2D6 damage per level of spell slot burned. In addition the target makes a STR save vs 5' knockback per level of spell slot burned.

At 7th level, you can use the pull of gravity to curve missed shots towards other hostile targets. As a bonus action. reroll the attack vs a different target within 60 feet of the original.

At 15th level, you gain the ability to amplify your shots into Black Hole Arrows. Black hole rounds deal 2D8 blugeoning damage (per spell level burned) in a radius equal to 5 feet per spell level burned and pull all targets affected 5' towards the initial impact. Targets make a STR save vs half damage and no knockback

At 20th level, you gain Anti-Gravity Arrows. Targets struck by your arrows float into the air 10 feet per spell level burned. They are then are pulled to the ground with massively increased gravitational force taking 4D8 bludgeoning damage per 10 feet. Targets make a DEX save to grab onto something to prevent them lifting into the air.

Arcane Prowess[edit]

Whenever you imbued an arrow with the power of gravity, change it's damage type to magic

Ability Score Increase[edit]

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.

Gravitonic Shield[edit]

At 4th level, as a bonus action you can focus your senses on the gravity surrounding you. As a reaction until the start of your next turn, you have a +6 bonus to AC. This includes the triggering attack. You also take no damage from Magic Missile. Usable equal to INT mod per short rest

Extra Attack[edit]

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

Gravitonic Force[edit]

At 10th level, as a reaction you can focus the gravity around you into a force that blocks light projectiles for 1 min. Usable once per short rest

Wormhole Shot[edit]

At 11th level, you can channel your gravitonic magic ability into a wormhole boosting the speed and power of your arrow, your shot does more damage the further it travels. Deal 1D8 bonus damage at 30 feet, 2D8 at 50 feet, 4D8 at 80 feet, 8D8 at 100 feet, capped at 10D8 at 120 feet. Can be used twice per long rest

Gravitonic Mastery[edit]

Your mastery of the gravitonic forces lets you put so much kinetic energy into your shots they pierce through your targets. Shots penetrate through up to two additional targets

Gravitonic Archer Spell List[edit]

1st Level

Alarm, Cure Wounds, Detect Magic, Entangle, Hunter's Mark, Fog Cloud,

2nd Level

Barkskin, Dark Vision, Pass without Trace, Spike Growth, Web,

3rd Level

Daylight, Haste, Sleet Storm, Slow, Stinking Cloud, Wind Wall

4th Level

Dimension Door, Evard's Black Tentacles, Freedom of Movement, Grasping Vine, Stone Skin,

5th Level

Cloudkill, Hold Monster, Swift Quiver, Teleportation Circle, Telekinesis, Wall of Force



Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


admin area
Terms and Conditions for Non-Human Visitors