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Fantastic Fletcher

Class

The bow is one of the simplest of weapons, yet the mastery of its use can only be attained by archers with ingenuity as well as skill. It is the purvey of the most superb sharpshooters to fire more complicated ammunition than the humble arrow— though they are certainly good at that—and their creative bent can lead them to make strange missiles unlike any other seen flying above the battlefield. While the ammunition below references arrows, many who follow this path use crossbow bolts, and a rare few craft specialized sling bullets.


Level 3Fighting Style: Archery

Starting at 3rd level when you select this archetype, you gain a +2 bonus to attack rolls you make with ranged weapons.


Level 3Augmented Arrows

Also at 3rd level, you learn how to craft ammunition for the job at hand. At the end of each short rest , you can craft a number of augmented arrows equal to twice your proficiency bonus, each costing 1sp of materials and an equal amount of ammunition. When you craft each augmented arrow, choose bludgeoning, piercing, or slashing damage. On a successful hit, the ammunition deals the usual amount of damage, but of the chosen type.

Additionally, you can use a bonus action to affix an item of Tiny size that weighs 3 pounds or less and can be used as an improvised weapon (such as an acid vial, alchemist’s fire, or unstable arcanum) to the end of a piece of ammunition. This increases the item’s range to that of your weapon’s normal range and allows you to roll as though it were a ranged attack with which you are proficient, though it only deals the damage and effects of the item, not the ammunition utilized.


Level 7Simple Trick Arrows 

Beginning at 7th level, you figure out how to shoot arrows that a common archer couldn’t even pull back properly. At the end of each short rest, you can craft a number of trick arrows equal to your proficiency bonus, each costing 1 gold worth of raw materials, as well as an equal amount of ammunition (augmented arrows cannot be used for this purpose). When you craft each trick arrow, choose acid, cold, fire, lightning, or thunder. On a successful hit, a trick arrow deals 1d8 damage of the chosen type (which counts as magical for the purposes of overcoming resistance and immunity ) in addition to that of the ammunition.

Due to their bulky nature, you can only use one trick arrow per attack action (though you can still make your remaining shots with normal ammunition) and can only hit targets within your weapon’s normal range. Additionally, the materials of a trick arrow are unstable and lose their efficacy when you next take a short rest , though the materials can be repurposed for a new trick arrow.


11th LevelAdvanced Trick Arrows

Starting at 11th level, your understanding of the art of archery yields even more incredible weaponry. When you craft a trick arrow, you may choose from force, necrotic, or radiant damage. In addition, on a critical hit the damage dice of extra damage from a trick missile increases from d8 to d12.


Level 15Impossible Shots

At 15th level, you gain an additional number of uses for your Accuracy Bonus equal to your proficiency bonus. In addition, you can gain your Accuracy Bonus as a free action.