Artificer, Battling Bowman

As an archer on the battlefield you can’t afford to go out there green, one must have hawkeye vision, and be very brave. You have to be fast and accurate, able to hit a mockingjay in flight. You combine modern science with traditional archery to do unbelievable things with your projectiles.

Proficiencies

At 3rd level, you gain proficiency with ranged martial weapons and woodcarver’s supplies. If you already have proficiency with woodcarvers supplies, you gain proficiency with one other type of artisan’s tools of your choice.

Battling Bowman Spells

At 3rd level you gain certain spells prepared after you reach particular levels in this class, as shown in the Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Air Domain Spells
Artificer level Spells
3rd Hail of Thorns, Jump
5th Cordon of Arrows, Melf’s acid arrow
9th Flame Arrows, Lightning Arrow
13th Freedom of Movement, Greater Invisibility
17th Conjure Volley, Swift Quiver

Quick Quiver

Also at level 3, you've learned how to create a magical quiver for your projectiles with your woodcarver’s or tinkers tools. This quiver can be carried or can be attached to a crossbow and connects to a pocket dimension. Ammunition and items with the thrown property can be stored in the quiver and recalled at will.

If the quiver is destroyed or you lose it, you can rebuild it over the course of 1-hour. Rebuilding can be performed during a short or long rest, and the previous Quick Quiver becomes an ordinary quiver. The new Quick Quiver built connects to the same pocket dimension as the previous one, so no items stored in there are lost.

Trick Shots

Additionally at level 3, you learn trick shots. Choose 4 trick shots that you learn at level 3. Once per turn, when you make a ranged attack, you may replace a normal projectile with a trick shot projectile. These projectiles are considered mechanical in nature and are not affected by counterspell or anti-magic. The projectile is chosen prior to making your attack roll. At levels 9 you gain 4 more shots for a total of 8, and at level 15, you gain an additional 4 shots for a total of 12.

You get proficiency mod trick shots. You regain all of your expended trick shots when you finish a short or long rest.

Speedy (Extra Attack)

Starting at level 5, you can attack twice, rather than once, whenever you take the Attack action on your turn. This is considered an extra attack and doesn't stack with the extra attack feature of any other class.


Greenleaf's Double Shot

At level 9, you have learned to release two projectiles at once instead of a single projectile, knocking two arrows in your bow, tossing two daggers from a single hand, lining two bolts into a crossbow, or however you manage to release two at once. You may substitute the Double Shot in place of one of your attack rolls. Make two separate ranged attacks against the target, dealing normal damage on hit. The arrows fired by this attack cannot be trick shot arrows.

You may use this ability Intelligence modifier times per long rest.

Emerald Archer

At 15th level you have become a master with ranged weaponry. You seem to always have a trick up your sleeve (or in your quiver to be more realistic). As a bonus action, you can replicate a spell on your projectile mechanically. That spell must normally require an action to cast, have no costly components, be level 3 or below, and not require concentration. This spell is considered cast at a level 3 slot if the spell allows upcasting. If the spell requires a spell attack, you use your spell attack, if it requires a save it is made against your spell DC. The range of the spell is replaced with the max range of your ranged weapon. If the target of the spell is self, you cast that spell on the target of the projectile (and yes, you can shoot yourself). This projectile must be used by the end of your current turn or the mechanics on it break apart. You may use this ability 1 time per short rest.

Additionally, the range increments on all ranged weapon attacks are doubled and you gain an additional trick shot usage each time you roll initiative.

Trick Shots

  • Boxing Glove - The projectile has a blunt tip on the end shaped almost like a fist. When you use a boxing glove you deal bludgeoning damage instead of piercing and deal an additional 1d6 damage (2d6 at level 9 and 3d6 at level 15). This projectile can also be used to knock an opponent unconscious if you drop them below 0 hp instead of killing them.

  • Acid - This projectile has a small vial of acid attached to the end of it. On hit or miss, the vial explodes and covers a 5ft radius circle in acid dealing 1d4 (2d4 at level 9 and 3d4 at level 15) damage to each creature in the area of effect

  • Antler - You have absolutely no idea how this fit inside your quiver, or how you managed to pull it out, but here you are. When you hit with this projectile, the target is shoved backwards 5 ft (10ft at level 9 and 15ft at level 15)

  • Boomerang - There is a slight curve to this projectile. After you fire it against the initial target, hit or miss it curves around and can hit another target within 60ft of the first target. You must make a separate attack roll against the new target.

  • Bola - This projectile splits into a bola, wrapping around the feet of the target. On hit, in addition to the normal damage, the target is considered grappled. A creature grappled this way, or another creature within 5 feet, may spend and action to unwrap the bola and end the grapple.

  • Electric - This projectile turns is charged with electrical energy. In addition to the normal damage, it does an additional 1d6 lightning damage (2d6 at level 9 and 3d6 at level 15)

  • Flash Bang- When this projectile impacts, on either a hit or miss, it creates a bright flash and a loud bang. All creatures within a 5ft radius must make a constitution save against your spell DC or be both blinded and deafened until the end of your next turn.

  • Freezing- This projectile turns icy in flight. In addition to the normal damage, it also does 1d6 cold damage (2d6 at level 9 and 3d6 at level 15).

  • Glue- The head of this projectile is a sticky glob of goo that explodes on impact in a 10ft radius and lasts for the next minute. While the glue exists, the space is considered difficult terrain and any creature entering the glue or starting their turn in it must make a dexterity save or have their movement speed cut in half until the start of their next turn.

  • Grappling Hook- A clawed end pops out of this projectile and rope trails from the end of it. On impact it anchors into whatever surface it hit. The rope and the arrow can hold 1000lbs of weight when anchored into a solid surface. As an action, you can trigger the arrow to release from the attached surface. This trick shot can only be used against an object, and one that is not being carried by a creature.

  • Mini - This is a tiny projectile, but it still hits just as hard. However, due to the small size of the projectile, if it is fired while hidden you remain hidden and while invisible you remain invisible.

  • Parachute- You can fire this projectile as a reaction to an ally falling. The target of this projectile is considered under the effect of the Feather Falling spell.

  • Rain- You fire this projectile into the air, causing it to burst into rain clouds. For the next minute a heavy rain falls from the sky in a 30 ft radius circle from your target location. All fires in the circle are immediately doused and the area is considered lightly obscured.

  • Rocket- This projectile flies at an impossible speed. On hit, the target takes an additional 1d8 piercing damage (2d8 at level 9 and 3d8 at level 15).

  • Smokescreen- On impact, this projectile explodes into a 10 ft radius circle cloud. All areas inside that circle are considered heavily obscured.

  • Thermal- This projectile glows bright with flames as it flies through the air. In addition to the normal damage, it also does 1d6 fire damage (2d6 at level 9 and 3d6 at level 15).

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