Archeryis a Primary Power Set for Blasters and Corruptors and a Secondary Power Set for Defenders.
You are a maestro of the bow and arrow. Whether it's a precious family heirloom, a bargain-basement amateur weapon, an eldritch construct you summon to your hands, something you cobbled together from random parts, or even a fleshy outgrowth of your own mutated body, you wield it with confidence. Robin Hood ain't got nothing on you...
Taking this Power Set provides proficiency with bows of all sizes and constructs. You can use any of the below features with any bow, although you may have a signature weapon that you take great care to preserve and maintain. If you built or maintain your bow, you must possess the proper equipment, such as a fletching kit, which you are granted possession of upon selecting this Power Set. You can convert a regular bow and regular arrows into any special versions you need after completing a short rest. This represents the time, energy, and attention you need to prepare the materials. You may carry up to 100 arrows and two spare bows on your person. You can convert used or damage arrows into usable ones on a two-for-one basis.
Bows come in three basic categories: short, long, and composite. The main differences are in damage per hit and range.
This Power Set also provides proficiency with the crossbow. You can use a crossbow in lieu of a bow for any of this Power Set's features except Allow Alacrity. Crossbows come in two categories:
As with all ranged attack weapons that you are proficient with, you add your Dexterity Modifier and your Proficiency Bonus to your attack roll, and just your Dexterity modifier to the damage roll.
At 1st level, you gain proficiency with all bows and crossbows. In addition, you gain a +1 bonus to all attack rolls made with either weapon. You can also make a Ranged Shot at 7th level if Archery is your Primary Power Set or at 11th level if it is your Secondary Power Set.
Your expertise with bows extends to the arrows themselves. You can nock and fire arrows with supernatural speed, if sometimes at the cost of single-target precision. As long as you have the necessary number of arrows on you, you can use the following features. You can use Snap Shot and Fistful of Arrows at 1st level, and Rain of Arrows at 12th level if Archery is your Primary Power Set or at 15th level if it is your Secondary Power Set. Each creature affected by Fistful or Rain of Arrows must make a Dexterity Saving Throw or suffer piercing damage equal to your bow's base damage plus your Dexterity Modifier. Roll damage once and apply the result to each target, and you may add Endurance Dice.
If you use your crafted Incendiary Arrows for Fistful of Arrows or Rain of Arrows, the targets suffer fire damage instead of piercing, but do not catch on fire.
You have learned to craft, conjure, or otherwise produce special incendiary arrows. You can create up to 30 such arrows upon completing a short rest. If you roll Endurance Dice when using an incendiary arrow, the extra damage type is fire. When struck by one of these arrows, a creature must make a Dexterity Saving Throw or catch on fire. You can use these arrows in two different ways. Blazing Arrow is available at 2nd level if Archery is your Primary Power Set or at 4th level if it is your Secondary Power Set, and Explosive Arrow is available at 4th level if Archery is your Primary Power Set or at 8th level if it is your Secondary Power Set.
At 3rd level if Archery is your Primary Power Set or at 6th level if it is your Secondary Power Set, you can take a moment to focus your senses. Every Archery attack and damage roll you make until the end of your next turn has advantage. Using this feature does not cost an Action but you can only do it on your turn.
At 10th level if Archery is your Primary Power Set or at 14th level if it is your Secondary Power Set, you can fire a blunted arrow at a creature in an attempt to stun it. Using your Action, make a ranged attack against a creature that you can see within 60 feet. If the attack roll succeeds, the creature takes no damage but must make a Constitution Saving Throw or become stunned. You must roll at least one Endurance Die and add the result to the DC of the Saving Throw. The creature will remain stunned until it can make a Constitution Check against that same DC, which it can attempt at the end of each of its turns. This feature has no effect on a creature that is already stunned. You may create up to 30 balanced, blunted arrows upon completing a short rest. You may convert any other kind of arrow to a stunning arrow on your turn without costing an Action, but such ad hoc arrows are imbalanced, and the target gains advantage on its Constitution Saving Throws.