Table Of Contents Credits Inspired by: Moongerim Sultanova, Jeffrey archer Yang Siege weapon Tested, edited, written by: Elmar Sultanov, Igor Kiria, Feral Guy, Ruslan Kim, Sardar Extra ammunition Sadykov, Egor Latyshev FAQ Art: , Kkhan Wars - xs-software, source: http://static.xs- software.com/help/khanwars/Crossbow_archer.png Knight, Siege, - https://www.artstation.com/maxprodanov , source: https://www.artstation.com/artwork/JGAkn Arbalest, Dragon Slayer - https://chainsawart.blogspot.com/ (deleted), source: https://3.bp.blogspot.com/_3p_Az9Y1-dY/RjkZj7- IFNI/AAAAAAAAAEQ/RLPkpBcnQPs/s400/dragonslayer_3.jp Siege, Teso: Siege weapons concept - https://www.mediavida.com/foro/juegos/mmo-elders-scrolls- confirmado-443632/15, source: https://imgur.com/Vl783ga Commander, Siege-gang Commander - https://aaronbmiller.artstation.com/, source: https://aaronbmiller.artstation.com/projects/AmOyV Contacts Email: [email protected] DMsGuild profile: Elmar S

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1 Fighter archetype - Siege archer xceptional masters of shooting with assault weapons, siege archers are significant threat not only for army that dares to stand on their way, but even impregnable fortresses. Infantry likes to say: “Bravery conquers cities”, Ewhile siege masters humbly add “...while our weapons raining hell.”. X LEVEL III LEVEL Ballistics Siege weapon Normal and maximum range for your ranged attacks is If you are in a range of 5 ft. from , , increased by 10 feet per proficiency and Intelligence bonus are treated as range weapons in a purpose of gaining point. For example: if you have proficiency bonus +3 and bonuses. You gain proficiency and ability to craft composite intelligence +1, you gain +40 feet to normal and maximum longbow, siege , ballista, mangonel, trebuchet. range. Crafting composite longbow and siege crossbow takes twice as much money and time in compared with it equivalents. Siege master - upgrade You can load and aim ballista, mangonel, trebuchet as bonus Siege mode action. As action, you can activate special stance for ranged attacks. Siege mode gives bonuses: Siege team - upgrade ● You may reinforce your position by planting shield in The first ballista shot each round does not require loading front of you. While protected this way you gain half cover. and aiming while you have a teammate. Although you can ● You add your Intelligence modifier to your attack rolls make additional range attack using bonus action ballista or with ranged weapons if your target is within normal range for siege weapon. the weapon, and does not have any cover. ● Your speed becomes 0 and can't benefit from any bonuses. XIV LEVEL ● You ignore Heavy and Set Up property from any ranged Mighty shot weapons. Your range attack with siege weapons deals critical damage Siege mode is cancelled if you were moved, paralysed, to objects. stunned, knocked prone, frightened or fall unconscious. In If you are making ranged attack with siege weapon against addition, you can cancel the mode by using action or enemy spell caster and your attack roll misses target's AC by dropping your weapon. 2 or less, the target must make concentration check as if you hit it. Siege master If you hit a target you may force it to make a Strength You may load or aim ballista, mangonel, trebuchet as bonus saving throw (DC 8 + your proficiency bonus + Intelligence action. modifier) or will be pushed up to 10 feet away from you in a straight line. VII LEVEL XVIII LEVEL Siege team You can hire a team member (Commoner, MM p345) and Point blank train them to assist you. Training takes two weeks and You gain advantage on the first range attack every round if provides the following bonuses: your target is in the normal range. They take their turn on your initiative. While your teammate is conscious and capable of receiving orders from you, you may ignore the Loading property in siege mode. They can't attack, but they can take other actions as normal. Your teammate adds your proficiency bonus to their AC and Dexterity saving throws. Their hit points maximum equals four times your fighter level. When the teammate drops Sampleto 0 hit points, they fall unconscious. file

2 Siege weapon Composite Longbow Martial Weapon, 100 gp, 2 lbs. 1d8 piercing - ammunition (150/600 ft.), heavy, two-handed Only a creature that has a Strength of 12 or higher can use this unique weapon. You may use your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You cannot attack a target beyond the weapon's long range. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. Siege Crossbow Martial Weapon, Ranged Weapon 100 gp, 25 lbs. 1d12 piercing - ammunition (50/200 ft.), heavy, loading, two-handed Only a creature that has a Strength of 14 or higher can use this weapon. You may use your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Set Up. This weapon is required setup on special stand preventing the shooter from moving. Without setting up this weapon requires 18 strength and above to shoot. Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You cannot attack a target beyond the weapon's long range. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it Sample file

3 Extra ammunition This section is untested and might be imbalanced. If you are playing low fantasy or very strict about game balance feel free to skip this page or change properties of items below with your DM. Crossbow & Bow ammunition Sometimes it's necessary to have a little advantage before battle and prepare a few nasty tricks for your enemies. Experience gained by generations of assault archers is not to be fooled around and could sway advantage to your side, if utilized properly. ● Acid - a tiny glass vial is loaded in the iron head of a missile. Upon impact the vial breaks, splashing liquid on target dealing acid damage. Can not be used from shortbow and hand crossbow, penalty for piercing damage and your range attack is halved. ● Net - falls short from Ranger's trap, although provides an effective enchantment for a regular missle. A Large or smaller creature hit by a new missale is restrained until it is freed. The net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Reduces range to 20\60. ● Silvered - werewolf hunter's favorite. Ignores immunity to non-silvered weaponry. ● Extra sharp - twice as sharp and deadly than normal missale. Almost useless against solid surfaces but destructive to flesh or light armor. Automatically destroys after impact. Ammunition Extra Damage Type Description d4 Acid Extra acid damage, -1 to piercing damage, range is halved None Net Doesn't inflict any damage, restrains the target on hit, 20\60 range attack None Silvered Deals no extra damage, ignoring immunities for non-silvered damage +1 Extra sharped Extra damage for non solid-surface, destroys on impact Ballista bolt "Every job needs its tool" - siege masters' proverb. ● Ladder bolt - Flat, harpoon-like bolt with rope on the end. Allows to climb on enemy walls or any other vertical object. ● Gate ripper - Hooked bolt with metal chain on the end conneted with pulley. Allows to pull struck target. To pull an object you or your ally that stands in 5 ft. from ballsita must make a Strength(Athletics) check with bonus +2 for pulling mechanism, difficulties are listed below. To pull a creature make a Strength(Athletics) contest, on success you pull target by 10 feet in a straight line. Suggested DC Size DC Tiny If not destroyed on impact, no check is requred Small 5-10 Medium 11-20 Huge 21-30 Gargantuan 31+ Sample file

4 FAQ Siege mode Moving While you are in Siege mode ANY MOVEMENT breaks your concentration and cancels the stance. If you were moved unwillingly you leave the shield(in case of reinforcement) and weapon in the same position. Shielding To reinforce your position with shield you need ANY SOLID surface. Dropping If you drop your weapon to cancel Siege mode you need to spend an action to get it up, and another to pick up the shield. Payment Be ready to roleplay amount of salary and labor condition. Siege team Suggested sum is 3 sp for each day of training, 1 gp for Hiring everyday serving, extra battle payment 5 gp and a little part of It's higly recommended to discuss the process of hiring with trophies. Your hubmle teammate hopes to be treated as an your DM before before the session or character creation. If equal member or adventure party and will repay with loyalty. you want to modify the hiring process dont hesitate and talk with your DM. Author is advising you to have good roleplay experience and to deviate from instructions as you wish. To Siege weapon hire a teammate you need to agitate in any non-hostile In purpose of shooting with siege weapons a character need settlement. Your teammate could be any humanoid, with any to complete special courses. It's dangerous for untraining personality but requires at least two hands(or it's analogue), character to make Loading and Aiming actions and may ability to standstill, loading and aiming. Creating an NPC is cause injures. If untrained character is trying to load up a described in DMG(p88). To teach your companion basic weapon they makes Intelligence(Investigation) check DC 15, ballistic and load technique you need spend at least two on failure they must make Dexterity saving throw or take 1d6 weeks. For Noble background your servant counts as trained slahing damage. siege team member. Examples of personal behaviour Creating siege equpment Equpment Time(weeks) Cost(GP) Tool Resource Ideal Behaviour Ballista 2 250 carpenter, wood, Selfless Could sacrifice themselves to protect you leather, leather, Generous Could spend half of their salary to help smith metal someone in need Mangonel 4 400 carpenter, wood, Honorable Will not break given word leather, leather, smith, metal, Merciful Shows mercy, will not finish off surrendered mason stone or uncouncious enemy Trebuchet 6 750 carpenter, wood, Greedy Will ask for double the regular wage leather, leather, smith, metal, Brutal Kills enemies in most agonizing and painful mason stone way Vainglorious Acts irrationaly brave in purpose of gaining glory Mighty shot Patriotic Might disobey in case of order that would If your DM dont mind, you may play with additional rule for harm their compatriots Mighty shot ability. If your miss the target that has a cover Race Will not follow orders that would hurt you automaticaly dealing damage to cover itselft. If target is creature of the same race not covered by larger creature you may count the cover as Sampleobject. file

5 Siege team alternative There is already a lot to keep track of for DM, hence there is no point for extra calculations. In case if your DM do not allow you to play with Siege Team you may use Sharp eye feature instead. Sharp eye At 7th level, you gain proficiency in the Perception skill. If you are already proficient in it, you gain proficiency in Investigation or one of the following tools of your choice: woodcarver, smith, tinker, mason or leatherworker. Your proficiency bonus is doubled for any ability check you make that uses Perception. You receive this benefit regardless of the skill proficiency you gain from this feature. Can I give suggestions or feedback? I would be very glad to hear any feedback! Please, look at the Contacts section for contact details and use form below:

1. As DM, would you allow the archetype in your game? 2. As player, would you like to play the archetype? 3. Are rules written understandably? 4. Do you have extra questions how this archetype working after reading FAQ? If answer is yes, please write on the next section. 5. Free comments. 6. Please, rate this archetype(10 point scale). How can I help more? You will get endless gratitude from author if you send play-test and tell us about any game-breaking exploits in your sessions with siege archer. Please, do not hesitate to rate our archetype on dmsguild.

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