Playtest Material

This subclass is incomplete and is being updated for the next revision of the Basic Rules.

Archer image


Archers are fighters who have focused their training to specialize in long-range combat. While any warrior with a bow can be considered an archer, rangers develop a form of unmatched discipline and prowess with all forms of projectiles. Archers perform the best when they can keep their opponents at a distance, using ranged weapons and swift maneuvers. Once engaged in melee, they strike deftly, using swords and axes to bring down the wounded and weary.

Archer Features
Level Feature
3rd Steady Aim, Trick Shot
7th Iron Mind
11th Archer's Mastery
15th Rapid Strike

Steady Aim

3rd-level Archer feature

Your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you’re wielding, provided that you move no more than 5 feet on your turn. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:

  • You give yourself advantage on your next attack made with a ranged weapon on this turn.
  • The attacks ignore half and three-quarters cover.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a short or long rest.

Trick Shot

3rd-level Archer feature

You focus hard and aim to disable your foe. Once per turn, when you hit a target with a ranged weapon attack, you can force it to make a Strength saving throw (the DC equals 8 + your proficiency bonus + your Agility attribute modifier). On a failed save, the target suffers one of the following effects of your choice:

  • The target falls prone if it is a Medium or smaller sized creature
  • The target’s speed is reduced by half until the start of your next turn
  • The target is pushed back 10 feet away from you if it is a Large or smaller sized creature
  • The target makes Strength saving throws with disadvantage until the start of your next turn

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Iron Mind

7th-level Archer feature

Your time studying beasts and the focus required by archery has stilled your mind. You gain proficiency in Willpower saving throws and have advantage on saving throws against being frightened.

Archer's Mastery

11th-level Archer feature

You gain one of the following features of your choice:

Critical Shot. Your ranged weapon attacks score a critical hit on a roll of 19-20.

Flurry. Once on each of your turns, if you miss with a ranged weapon attack during your turn, you can immediately make an additional attack with the same weapon.

Scatter Shot. When another creature damages you with a melee weapon attack, you can use your reaction to move up to half your movement speed without provoking opportunity attacks from the creature. You can then make a weapon attack against that same creature as part of this reaction.

Rapid Strike

15th-level Archer feature

You learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forego that advantage to make an additional weapon attack against the same target. You can only make this extra attack once on each of your turns.