Vladar's Blog

Archer class for Mystara

The Archer class appeared in the Dragon Magazine #451 along with the optional set of rules for missile fire for AD&D. While these rules are way too complex for the BECMI/RC ruleset, the class itself is quite interesting. Here are some highlights of the conversion that was done:

  1. Dropping the distinction between Archers and Archer-Rangers, let's keep the primary attributes of Strength and Dexterity, as well as the limitations of plate armor, though I decided to expand the allowed weapons list to crossbows.
  2. Experience Progression is nearly identical to the Magic-Users' one on lower levels, and since we drop some of the class features, we can safely use this progression all the way through.
  3. Hit Dice are the same as for Clerics. All other stuff (attacks, saving throws, etc.) as Fighters.
  4. Special Abilities are kept as is, but bonuses are lowered to keep with the overall BECMI/RC power level. Since we don't use the suggested missile weapon house rules, no "point-blank" bonuses are converted. Instead, a flat missile bonus is provided from the 4th level onward, increasing every three levels, up to +4 at 13th. "Crafting" abilities are kept unchanged.
  5. Limited spell casting for the intelligent Archers is also kept as is, but the spell list is changed to spells available in BECMI/RC and expanded with some thematic ones from the Tome of the Magic of Mystara: Volume 1 – Arcane Magic.2 Naturally, you can always expand it further with the appropriate set of spells of your choosing.

Archer Class


πŸ“ NOTE: This character class is designed to be used with BECMI/Rules Cyclopedia3 or its free clone Dark Dungeons4, but could be quite easily ported to any other edition of your choice.


Class Ability Requirements:

Can Be Enhanced Can Be Sacrificed Min. Required Experience Bonus
Strength Intelligence Strength 12 Str 13+ or Dex 13+ = +5%
Dexterity Wisdom Dexterity 12 Str 13+ and Dex 13+ = +10%

Equipment Restrictions: Weapons allowed β€” bows, crossbows, axes, daggers, javelins, spears, swords. Armor allowed β€” any, but the use of plate armor will negate Archer's missile bonuses; shields are allowed.

Experience Progression: As a Magic-User.

Hit Points: As a Cleric.

Attack Rolls: As a Fighter.

Saving Throws: As a Fighter.

General Skills: As a Fighter.

Weapon Mastery: As a Fighter.

Magical Items: All allowed to Fighters except equipment restrictions.

Special Abilities:

Archer Level 1-3 4-6 7-9 10-12 13+
Archer Missile Bonus +0 +1 +2 +3 +4
Archer Level # of Spells Per Day Allowed Spells
7-8 1 Magic Missile, Shield, Unmissable Shot*
9-10 2 Camouflage*, Deflecting Shield*, Enchanted Weapon*, Sure Strike*, Mirror Image, plus above
11-12 3 Enchant Object*, Elemental Weapon*, Incendiary Darts*, Infravision, Protection From Normal Missiles, plus above
13+ 4 Create Projectiles*, Exceptional Range*, plus above

* Tome of the Magic of Mystara: Volume 1 – Arcane Magic

Xither the Wolfsbane

The first character of the Archer class β€” Xither the Wolfsbane, a young adventurer from Thyatis specializing in heavy crossbows.

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  1. https://archive.org/details/DragonMagazine260_201801/DragonMagazine045/page/n35/mode/2up

  2. https://pandius.com/arcane_magic.pdf

  3. https://www.dmsguild.com/product/17171/DD-Rules-Cyclopedia-Basic?affiliate_id=850783

  4. https://archive.org/details/darkdungeons_202002/mode/2up

#art #class #dnd #mystara #osr #ttrpg