Woodland Archer

Bonus Proficiencies

When you choose this archetype at 3rd level, you become proficient in Nature and Survival, if you are not already.

Kiss of the Huntress

Starting at 3rd level, your arrows become more lethal to evil creatures. Whenever you fire a nonmagical arrow from a shortbow or longbow, it counts as silver for the purpose of overcoming resistance and immunity to damage.

Beginning at 7th level, the arrow counts as both silver and magical. The magic fades from the arrow immediately after it hits or misses its target.

Woodlands Training

Starting at 7th level, you learn how to live and hunt well in and amidst trees. Choose one of the options below.

  • Brachiation. You gain a climbing speed equal to your walking speed when climbing trees. Additionally, you have advantage on any Dexterity (Acrobatics) or Strength (Athletics) checks related to climbing trees, balancing upon them, or swinging among them.
  • Camouflage. You have advantage on Dexterity (Stealth) checks made in forested terrain.
  • Forest Marauder. You can use any tree or thick foliage as half cover.
  • Sentinel. You cannot be surprised while in forested terrain.

At 15th level, choose one additional option.

Woodland’s Blessings

Starting at 10th level, you may cast each of the following spells once per day at their minimum level requiring no material components: jump, longstrider, multiply missile, twisting thrust.

Your spellcasting ability for these spells is Wisdom.

Hornet Shot

Starting at 15th level, you can imbue an arrow to inflict incredible pain on your target. You can use a bonus action to speak a word of power before you fire an arrow from a bow.

If the attack hits, the target must make a DC 17 Constitution saving or the arrowhead begins to drill into the target. At the beginning of each of their turns the target takes 2d6 piercing damage. The arrowhead can be removed if any creature, including the target, uses their action and makes a DC 17 Wisdom (Medicine) check to treat the wound.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Invest the Bow

Starting at 18th level, you can impart a piece of yourself into your weapon, known as investing the bow. You can take 1 hour, which can be done over the course of a short or long rest, to add one or more of the following magical properties to a bow for 24 hours. For each property added, you must spend a number of Hit Dice indicated below. You cannot regain these Hit Dice until you spend an hour disenchanting the bow, which can be done over the course of a short or long rest. You cannot have more than one bow enchanted in this way at a time. You must select all properties to add to the bow before undertaking the hour-long ritual.

  • Chosen Foe (5 Hit Dice). You have advantage on attacks made with the bow against any creature of a type you choose, such as beasts, dragons, or monstrosities. If you choose humanoids, pick one subtype such as humans or elves. You can add this property multiple times, choosing a new type and expending Hit Dice for each additional property.
  • Elemental Barrage (3 Hit Dice). Attacks made with the bow deal an additional 1d6 cold, fire, lightning, or thunder damage. You can add this property multiple times, choosing a new damage type or an additional 1d6 damage of the same damage type and expending Hit Dice for each additional property.
  • Seeking Shots (3 Hit Dice). Attacks made with the bow ignore half cover.
Section 15: Copyright Notice

Scarred Lands Player’s Guide © 2016 Onyx Path Publishing Authors: Bill Ashbless, Jason Bolte, Chris Cowger, Adam Eichelberger, Alain Giorla, Nathan Knaack, Chris Sims, Eddy Webb