Vous êtes sur la page 1sur 15

Disclaimer

This class module for Dungeons Dragons 5th Edition is a work of a friend of mine
and me. We took inspiration from an existing homebrew archer a friend played in a
homebrew campaign of mine. The original Archer class can be found here: https:
//www.dandwiki.com/wiki/Archer_(5e_Class). We do not take credit for what you
find on the website.
What we did is taking the existing idea and change it up a little. We added three
completely new archetypes for the class and many of the core features and the features
of the existing archetypes the homebrew archer had on the webpage were changed.
You will find that this class is mainly a profane fighting based class that is mostly written
to be used with bows or crossbows. Many skills would still work with guns or rifles if they
exist in your campaign.
This class has not been playtested really so there might be some features that could be
underwhelming or frankly... overpowered. So if you are interested to play this class in
any of your games check in with your DM first since this class is not a official class and
has not been thouroughly playtested yet.
I hope everything in this class is properly written and understandable. We are from
germany so there might be some grammatical errors or just wrong spelling in some texts.
Feedback is always welcomed and i hope you are having fun with this class should you
play it some day.

1
Homebrew: The Archer Class
The Archer is a skilled fighter with ranged weapons ranging from a simple shortbow to
the most advanced heavy crossbows. An archer prefers to keep his distance in a fight but
can retaliate with swift melee attacks if need be. Even though many simple beings use
weapons such as the sling an archer prefers to use weapons like bows and crossbows to
deal maximum damage with the best possible distance and speed.

Creating a Archer
When creating an Archer think about your possible background. Were you trained by
the military? Are you self taught? What weapons do you prefer? You might also want to
check out the Archer archetypes that you can pick to plan your characters way of being
played accordingly.

Class Features
As a Archer, you gain the following class features.

Hit Points
Hit Dice: 1d8 per archer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at higher Level: 1d8 (or 5) + your Constitution modifier per archer level
after 1st

Proficiencies
Armor: light, medium
Weapon: simple melee weapons, all ranged weapons that are not thrown
Tools: One of your choice
Saving Throws: Dexterity, Wisdom
Skills: Choose three skills from Acrobatics, Athletics, Insight, Investigation, Perception,
Sleight of Hand, and Stealth

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

• (a) longbow and quiver with 20 arrows or (b) heavy crossbow and quiver with 20
bolts

• (a) leather armor or (b) chain shirt

• two daggers

• (a) dungeoneers pack or (b) explorers pack

2
The Archer

Level Proficiency Bonus Features


1st +2 Fighting Style
2nd +2 Trick SHot
3rd +2 Archers Teachings feature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Archers Teachings feature
7th +3 Volley
8th +3 Ability Score Improvement
9th +4 Meticulous Observer
10th +4 Archers Teachings feature
11th +4 Fighting Style (2)
12th +4 Quick Shot
13th +5 Reliable Shot
14th +5 Ability Score Improvement
15th +5 Archers Teachings feature
16th +5 Unnatural Perception
17th +6 Aimed Shots
18th +6 Archers Teachings feature
19th +6 Ability Score Improvement
20th +6 Sniper

Fighting Style
At first level you choose one fighting style from the list below. You can’t pick a fighting
style twice if you get to choose another fighting style again. You can choose another
fightiong style at 11th level.

• Archery: You gain a +2 to attack rolls with ranged weapons.

• Close Quarters Shooter: You are trained in making ranged attacks at close
quarters. When making a ranged attack while you are within 5 feet of a hostile
creature, you do not have disadvantage on the attack roll and your base movement
speed increases by 5 feet.

• Defense: While you are wearing armor, you gain a +1 bonus to AC.

• Piercing Shot: You gain a +2 bonus to damage rolls you make with two-handed
ranged weapons.

3
Trickshot
At 2nd level you gain the option to improve your ranged attacks with a number of trick-
shots. Once per turn you can choose to make one of your attacks a trickshot. When you
use this feature you first declare you use which trickshot you will use and then roll for an
attack. When the attack hits the target creature must make a Strength Saving Throw or
is affected by the trickshots effect. The enemy still takes damage as normal even if they
succeed on their save. You choose one of the trickshot options from the list below. You
can use trickshots a number of times equal to 1+ your Wisdom Modifier. Your safe DC
for your trickshots equal 8+ your proficiency bonus+ your Wisdom Modifier.

• Disarm: One item the target holds flies 15 feet away from it.

• Immobilize: The targets walking speed is reduced to 0 feet

• Wingshot: The target falls for 30 feet if they are not held aloft by magical means.

• Forceful Shot: If the target is of medium or smaller size it is pushed back 10 feet.

• Headshot: The attack deals an additional 1d8 piercing damage. The damage is
increased to 2d8, 3d8 and to 4d8 at level 5, 11 and 18, respectively. The Headshot
trickshot does not require a Saving Throw.

Archers Teachings
At 3rd level you deceide what teachings your archer follows. Choose from Marksman,
Nomad, Arbalest, Deadeye, Arcane Archer or Ritual Master, all of which are detailed at
the end of this class description. Your teachings grant you a new feature at 3rd, 6th,
10th, 15th, and 18th level.

Ability Score Improvement


When you reach 4th level, and again at 8th, 14th, 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.

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

Volley
At 7th level you can use your action to attack any number of creatures in a 15 foot
cone infront of you. Roll a seperate attack roll for every target. Each attack consumes
ammunition as it normally would.

4
Meticulus Observer
At 9th level you gain expertise in Perception and Survival which doubles your proficiency
bonus for those skills if youre proficient in them. If you are not already proficient in
Perception and Survival you instead gain proficiency in them.

Quickshot
At 12th level you can attack again using your bonus action if you took the attack action
before.

Sure Shot
At 13th level whenever you roll for damage on a ranged weapon attack you can reroll any
1 or 2. You must use the new total.

Unnatural Perception
At 16th level you can use your bonus action to concentrate to hone your senses. YOu gain
blindsight within a range of 30 feet until the beginning of your next turn. This feature
can not be used if you are deafened and blinded.

Aimed Shots
At 17th level you add your Wisdom modifier to any damage roll you make when attacking
with a ranged weapon.

Sniper
At 20th level your Dexterity score is increased by 2 and your new maximum Dexterity
score is 22. Additionally, you may never have disadvantage on attack rolls made with
ranged weapons as long as you do not use any of your trickshots or similar amplified
shots. Amplified refers to attacks that are improved with spells, trickshots or similar
added effects.

5
Deadeye
Archers who choose choose to study the teachings of the deadeye are highly accurate,
always aiming for the targets weakest spot to wear them down quickly and efficiently.
Tough foes are disrupted by their deadly aim while weak foes drop like flies brefore the
uncanny aim of an deadeye.

Lethal Shot
At 3rd level you can use your bonus action to make an Insight check on one creature you
can see to find its weakspots. You can repeat that check every round should you fail the
check.
While every creature has a weakspot the DM may impose advantage or disadvantage on
the Insight check depending on your knowledge about the creature or if the weakpoints
are hard or easy to spot. The DC for the Insight check is 10+ the creatures Challenge
Rating divided by 2.
Successfully pinpointing the weakspot of a creature gives you the opportunity to shot at
the weakspots using a ranged weapon. Attacking enemies weakspots imposes disadvantage
on your attack rolls. Hitting a weakspot lets you add an additional 1d8 of your weapons
damage to the attack. The additional damage is increased to 2d8, 3d8, and 4d8 at level
8, 13, and 18, respectively.
You can not use trickshots when aiming for weakspots.

Evasive Strike
At 6th level if an enemy is within 5 feet of you, you can quickly draw a melee weapon
that has the light property to attack the creature. If the attack hits the target you can
disengage as part of the attack. You deal an additional 1d8 damage of the weapons
type. The use this feature you need to know the targets weakspot but you do not have
disadvantage on the attack.

Schooled Eye
At 10th level you have advantage on Insight checks when searching for weakspot if you
attacked the creature at least once before the check. Additionally if youre fighting many
creatures of the same kind (e.g. a pack of wolfs) you only need to find the weakspot on
one of those creatures to gain the benefits for the other creatures of the same kind too.

Hunting Party
At 15th level you can call out the weakpoints of one creature to your allies that can hear
you. Your allies can now attack at the weakspots to deal an additional 1d8 damage of
their weapons damage type. They attack with disadvantag.

6
Extraordinaire Aim
At level 18 you ignore the disadvantage when aiming for weakspots. Additionally, you
create an opening every time you hit a weakspot. Choose one of the following effects
when you hit a creature.

• One ally within 5 feet of your target makes a melee attack using their reaction

• Reduce the targets AC by 2 until the beginning of your next turn

Arcane Archer
An archer that seeks more power is often drawn to the teachings of an arcane archer,
granting them the ability to wield magic. Arcane archers are those who learned to maip-
ulate the weaves of magic to empower themselves and their shots with magical energy.
They acquire their magical powers using the arcane energy of nature.

Spellcasting
At 3rd level you learn to cast spells chosen from the rangers spell list.
Cantrips: You learn three cantrips of your choice from the druids spell list. You learn
an additional druid cantrip of your choice at 10th level.
Spell Slots: The Arcane Archer Spellcasting table shows how many spell slots you have
to cast your spells of 1st level or higher. To cast one of these spells, you must expend a
slot of the spells level or higher. You regain all the expended spell slots when you finish
a long rest.
For example, if you know the 1st level spell Jump and have a 1st level and a 2nd level
spell slot available, you can cast Jump using either slot.
Spells Known of 1st Level an Higher: You know three 1st level ranger spells of your
choice.
The Spells Known column of the Arcane Archer Spellcasting table shows when you learn
more ranger spells of 1st level or higher, Each of these spells must be of a level for which
you have spell slots. For instance, when you reach 7th level in this class, you can learn
one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the ranger spells you know
with another spell of your choice from the ranger spell list.
Spellcasting Ability: Wisdom is your spellcasting ability for your ranger and druid
spells, since you learn your spells by communing with nature. You use your Wisdom
whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom
modifier when setting the saving throw DC for a ranger or druid spell you cast and when
making an attack roll with one.

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


Spell attack modifier = your proficiency bonus + your Wisdom modifier

7
Arcane Archer Spellcasting

-Spell Slots per Spell Level-


Archer Cantrips Spells 1st 2nd 3rd 4th
Level Known Known
3rd 3 3 2 - - -
4th 3 4 3 - - -
5th 3 4 3 - - -
6th 3 4 3 - - -
7th 3 5 4 2 - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 4 7 4 3 - -
11th 4 8 4 3 - -
12th 4 8 4 3 - -
13th 4 9 4 3 2 -
14th 4 10 4 3 2 -
15th 4 10 4 3 2 -
16th 4 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 12 4 3 3 2
20th 4 13 4 3 3 2

Enchanted Ammuniton
At 3rd level you can use your bonus action to imbue your ammunition with magic. Your
weapon attacks now count as magical to overcome resistances and immunities of enemies
to non-magical attacks when you use the enchanted ammunition for your ranged attacks.
If you use a 1st level Spell slot when activating this ability each of your hits deal an
additional 1d6 piercing damage when you use the enchanted ammunition for your ranged
weapon attacks.
If you use a 2nd level Spell slot when activating this ability you gain all of the benefits
mentioned above. Additionally, you conjure a quiver or similar with 20 pieces of ammuni-
tion of your choosing. The ammunition vanishes when it hits a target or when this skills
duration ends. This features duration is always 1 minute regardless if you use a Spell slot
or not.

Focus
At 6th level whenever you take a short rest you can deceide to use your Hit Dice to regain
Spell slots instead of using them to heal yourself. To recover a 1st level Spell slot you
use one Hit Dice, two for a 2nd level Spell slot and so on. You can only use half of your
maximum Hit Dice in one short rest to regain Spell slots.

8
Oracle Shot
At 10th level you gain the ability to infuse a piece ammunition with magic using your
action. You can now see through it as if it had eyes. You can only see in a 30 foot radius
around the oracle ammunition. Only your darkvision works if you have any but any other
visual sense like true- or blindsight do not work when looking through a piece of oralce
ammunition. To shift your vision to one of your Oracle Shots withion 300 feet you use
your bonus action. Shifting your vision back to your body also requires a bonus action.
You still perceive with your other senses through your body even when your vision is in
your ammunition.
This feature can be used a number of times equal to your Wisdom modifier (a minimum
of 1).

Sure Shot
At 15th level you can use your reaction to redirect a missed shot back to your target. Roll
another attack roll on the same creature to hit it with the same piece of ammunition. You
ignore any advantage or disadvantage you had on the initial attack. If the initial attack
was a trickshot you have disadvantage on the attack roll.

Marked for Death


At 18th level you learn the Hunters Mark spell. If you already know it do not count it
towards your number of known spells. You can cast Hunters Mark without spending any
Spell slots and treat it as if it was cast with a 3rd level Spell slot.
A creature marked by Hunters Mark has disadvantage on one type of Saving Throw of
your choosing and the additional damage of the Hunters Mark is triggered by any of
your and your allies attacks. A creature you marked with Hunters Mark is always visible
within 30 feet of an active Oracle Shot.

Arbalest
An Arbalest is a master in the use of the crossbow nad often quite smart. They know how
to utilize and even improve or build their own crossbow to further its effectiveness. They
shot with precision and take advantage of the force every shot of their crossbow delivers.

Handicraft
At 3rd level you gain proficiency with Tinkerers Tools or double your proficiency bonus
with Tinkerers Tools if you are already proficient.
YOur familiarity with the crossbow and its mechanisms allows you to build your own
crossbow with simple materials if needed and produce your own bolts, provided you got
the material. Furthermore you are able to improve your crossbow by adding a winch to
ignore the loading property.
You may add other improvements to your crossbow. The DM will talk with you about
the realization of the idea and its effectiveness. The DC of the Tinkering checks may vary.

9
Quickdraw
At 3rd level you add your Wisdom modifier to your Initiative rolls if you are using your
crossbow. This does not apply if you are surprised.

Piercing Shot/ Flanking Shot


At 6th level you gain two new Trickshot options you can use when wielding a crossbow.
The Trickshots are detailed below.
• Piercing Shot: You put additional tension on your crossbows string to fire it through
multiple enemies in a line within your crossbows first range increment. Roll an
attack roll for each enemy in the line. For every enemy after the first you reduce
your attack bonus by 3 for this attack. You roll attack rolls until you fail one. When
you fail one attack the next creatures in the line are not affected by this trickshot.
If your first attack roll is a 1 on a d20 your crossbows string rips under the high
tension or any similar effect if the string is indestructible.
• Flanking Shot: This trickshot can only be used as a reaction after you succeeded
on a Dexterity Saving throw. You can take a shot with your crossbow at a creature
provided you have the ammunition and move up to half your movement.

Forceful Trickshots
At 10th level your shots always have unmatched force behind them. Enemies struggle to
resist your Trickshots effects giving them disadvantage on the Saving throws on resist-
ing your trickshots. Additionally, the Forceful SHot trickshot can now also push Large
creatures.

Ferocity
At 15th level your shots have the power and accuracy to fell even the mightiest foes.
When attacking with a crossbow you critically hit on a 19 and 20 on a d20. Whenever
you critically hit you can fire another bolt as part of the same attack. You can not
critically hit on that follow up attack.

Unstoppable Force
At 18th level you become a force to be reckoned with when wielding your crossbow. At
each start of your turn you can spend one of your Archer Hit Dice to heal unless you are at
0 Hit Points. If you drop to 0 Hit Points you only fall prone but not unconscious. While
you are on the ground while you are at 0 Hit Points you can take an action to attack with
your crossbow without using the Extra Attack feature or move up to half your movement.
You still do Saving throws according to the usual rules and melee attacks on you only
add one failed Death Saving throw since its not considered a critical hit. You still roll for
Death Saves at the start of each of your turns. On three successful Death Saves you go
back up to one Hit Point.
This feature can be used once per long rest.

10
Nomad
A Nomad is someone with a strong connection to nature who often travels around. Their
bow is a tool to survive and they draw power from ancient spirits that helped even their
ancestors long ago. You bond with one spirit that stays connected with you until death
and can call upon its help. When summoned they always appear as a rideable horse, ox
or elk.

Spiritual Steed
At 3rd level as a bonus action you can summon your spirit in form of a Riding Horse,
Ox or Elk which are all described in the Monster Manual. Their attributes are the same
as described in the Monster Manual. Their Hit Points, Armor Class, Attack bonus and
Damage bonus are determined by your Archer level.

• Hit Points: 2d10 + your Archer level · your Wisdom modifier

• Armor Class: 10 + your Wisdom modifier

• Attack bonus: your proficiency bonus + your Wisdom modifier

• Damage bonus: your Wisdom modifier

Your Steed acts on your initiative though it can only attack using your action.
The spirit can be summoned and sent off at will as long at it has Hit Points. It regains
its Hit Points whenever you finish a long rest. Any items your mount carries falls to the
ground if it disappears except for the equipment mentioned in the list below.

• Riding Horse: The Riding Horse can be outfitted with armor of any type and a
saddle bag that can hold one weapon.

• Ox: The Ox can be outfitted with carrying bags that can hold up to 200kg of items.

• Elk: The Elk can be outfitted with light armor and light bags that can hold up to
50kg of items

Guardian Spirit
At 6th level your mount protects you from harm using its on body while you are riding
it. All melee attacks on you are made with disadvantage while youre riding your mount.
Your mount can be attacked normally.

Unnatural Movement
At 10th level your mount ains the ability to ride even on the most treacherous grounds. It
now ignores the penalties of difficult terrain and effects that would reduce its movement are
halved. Effects that would reduce its movement to 0 now only reduce the movement to half
its movement. This does not apply if your mount is stunned, paralyzed or unconscious.
At 16th level your mount can walk across water at half movement.

11
Shared Pain
At 15th level whenever you or your spirit animal take damage the damage is split across
the both of you. The resistances or immunities only apply for the initial damage but not
for the half you or your mount receives. E.g. if you are resistant to Fire damage and your
mount takes damage from the a Firebolt spell you do not apply your fire resistance on
the damage you receive from using this feature.
This feature is always active as long as your mount is summoned.

Unbreakable Bond
At 18th level you and your Spiritual Steed have developed a special bond that strengthens
both of you. While you are riding your mount you both are proficient in all Saving throws.
Additionally, either you or your mount can gain advantage on a Saving throw if the other
imposes disadvantage on itself.
While you are on your mount you can deceide to share any magical effect from a spell that
affects you with your mount. You can not share any magical effects from items unless
that item triggers a spell found in any classes spell list.

Ritual Master
An archer that was born with a strong bond to heroic archers of the past can aquire the
teachings of the Ritual Masters. Ritual Masters teach themselves with the help of the
spirits of those heroic archers.

Ritual Dagger
At 3rd level you can summon your Ritual Dagger by performing ritual during your short
rest. This dagger is created by siphoning the energy of your surroundings. At close range
the dagger will always hit the target but will only deal one force damage. You never add
any modifier to an attack with the Ritual Dagger. When the dagger is further than 5 feet
away from you for 30 seconds it will disappear and you will have to summon the dagger
again.
Using this dagger you can engrave symbols into a bow during a short rest to enhance it.
Doing this you gain bonus to all your ranged attack rolls and damage rolls with this bow
according to your Archer level. You find the bonuses in the Ritual Master leveling table
below.
Only one bow can be enhanced until you erase the symbols on the currently enchanted
bow. Erasing the symbols takes concentration and time. It takes an entire short rest to
erase the symbols from a bow and you do not gain the benefits of a short rest if you erase
symbols on a bow.

12
The Ritual Master

-Arrows per Enhancement Tier-


Archer Attack Damage 1st 2nd 3rd
Level Bonus Bonus
3rd +2 +2 - - -
4th +2 +2 - - -
5th +2 +2 - - -
6th +3 +3 2 - -
7th +3 +3 3 - -
8th +3 +3 4 - -
9th +3 +3 5 - -
10th +4 +4 5 - -
11th +4 +4 5 1 -
12th +4 +4 6 2 -
13th +4 +4 6 2 -
14th +4 +4 6 3 -
15th +5 +5 6 3 -
16th +5 +5 6 4 -
17th +5 +5 6 4 -
18th +5 +6 6 4 1
19th +5 +6 6 4 1
20th +5 +6 6 4 1

One With Spirits


At 6th level you have a better understanding of the energy in your surroundings. You
gain proficiency in Arcana and Nature.

Enhancement Rituals
Beginning at 6th level the spirits teach you how to enhance your arrows by sharing their
knowledge of the first archers which lived close to many different animals. After a long rest
you can perform a short ritual to upgrade two of your arrows to enhanced arrows of the
first tier from the list below. At later levels you can choose up to 3rd tier enhancements
and the number of arrows that can be enhanced increase according to the Ritual Master
table

Ritual Connection
At 10th level you feel your dagger overflowing with energy. Anywhere you leave a mark
with your dagger a part of its energy stays at that location. Using an action you can carve
your spiritual symbols into any surface with your dagger leaving a part of its energy there.
Every symbol you carved that way creates a circle of energy with a 10 foot radius only
visible to you available for up to 8 hours. When you have more than one energy circle

13
active you feel a connection between every circle. If you step into one energy circle you
instantly teleport to another circle of your choice you created up to 60 feet away leaving
a faint trail of energy visible to everyone for oen round. You can use the teleportation
only once per turn. If you step into a circle or start your turn in one you always teleport
to another circle if another one is active. There can only be three circles active at a time.
Using a bonus action you can destroy an energy circle of your choice.

Strenghtened Ritual
Starting at 15th level you can use your dagger to carve additional symbols into your
bow. Doing this you feel an even stronger connection with your bow. Choose one of the
following attributes:

• Everytime you deal damage you regain 3 hit points and double when you crit.

• When you attack with your bow you critically hit at a 19 or 20 on a d20.

• You can shoot an arrow into one of your circles of energy. By doing that you will
teleport into that circle but the circle gets destroyed. The circle has an AC of 15
and is affected by cover. When a creature is inside one of your circles it is pushed
away 15 feet from the center of the circle.

Spiritual Self
At 18th level you can use an action to create one duplicate of yourself in any energy circle
visible to you. This energy emiting duplicate is visible to everyone and has the exact
amount of hit points and tier 1 enhanced arrows as you at the moment of calling your
spiritual self. This duplicate can use its actions as you can but has no movement. After
18 seconds the duplicate uses up its energy and disperses into its surroundings.

Enhanced Arrows
Tier 1:

• Arrow Of The Fire Beetle: Using this Arrow you deal 1d6 bonus fire damage. This
effect increases at 10th level(1d8) and 14th level(1d10).

• Arrow Of The Scorpion: Using this Arrow you deal 1d6 bonus poison damage. This
effect increases at 10th level(1d8) and 14th level(1d10).

• Arrow Of The Polar Bear: Using this Arrow you deal 1d6 bonus cold damage. This
effect increases at 10th level(1d8) and 14th level(1d10).

• Arrow Of The Bat: If you hit a creature with this arrow it is deafened until the end
of your next turn.

• Arrow Of The Firefly: If you hit a creature with this arrow it is blinded until the
end of its next turn.

14
Tier 2:

• Arrow Of The Snake: If you hit a creature with this arrow it is restrained until the
end of your next turn.

• Arrow Of The Salamander: As a bonus to the initial arrow damage this arrow
detonates on impact if it hits the target. In a Radius of 20 feet it deals 5d8 fire
damage.

• Arrow Of The Frog: If you hit a creature with this arrow you can roll an additional
attack subtracting 5 from the result of your attack roll to hit the next enemy creature
in a radius of 30 feet. You can continue doing this until you fail a roll. For every
consecutive roll you subtract an additional 5 from the result.

• Arrow Of The Spider: If you hit your target with this arrow the floor gets covered
in poison in a radius of 30 feet for a minute. Every time a creature starts its turn
in this area it receivs 1d6 poison damage.

Tier 3:

• Arrow Of The Wasp If you hit a creature with this arrow it is paralized for 1 minute.
At the end of its turns the creature may role a constitution saving throw to end the
effect.

• Arrow Of The Owl If you hit a friendly creature with this arrow it gains temporary
hit points equal to 10 + your wisdom modifier. Additionally it gets one additional
action in their next turn.

15

Vous aimerez peut-être aussi