Ranger
Base Class: Ranger

A marksman's duty is to take care of the enemies from afar, and is specialised on flying targets that cannot be attacked from the ground. As you walk the Marksman's path, you specialise in fighting threats from a greater distance than most combatants, which is reflected on your skills. You can easily pierce a dragon's wing, desintegrate a hydra's head with a quick shot or eliminate a target without them even knowing what hit them.

Marksman's Eye

At 3rd level, you gain one of the following features of your choice.

Double Tap

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against the creature.

Marksman's Eye

Your eye is accustomed to targeting moving enemies, even when they are flying in the air. When you hit a creature that has flying speed with a ranged weapon attack, the creature takes an extra 1d10 damage. You can deal this extra damage only once per turn.

Quick Load

When using a ranged weapon with the loading property you can shoot a second projectile on a same turn if you have more than one attack action. You cannot shoot more than two projectiles on the same turn.

Defensive Tactics

At 7th level, you gain one of the following features of your choice.

High Ground

When you are at least 5 ft higher than your attacker, the attacker has disadvantage on attack rolls.

 

Multiattack Defense

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Swift Dash

Opportunity attacks against you are made with disadvantage.

Trick Arrows

At 11th level, you gain one of the following features of your choice. You can choose additional features at levels 15 and 19.

Acid

Once per turn, you can choose to make your projectile more deadly. You can tie an Acid Vial and to a crossbow bolt or an arrow. When the arrow hits, the vial shatters, and the target takes 3d6 Acid Damage.

Alchemist's Fire

Once per turn, you can choose to make your projectile more deadly. You can use a flask of Alchemist's Fire to a crossbow bolt or an arrow. When the arrow hits, the flask shatters, dealing 1d6 Fire Damage to the target and every creature within 5 ft of them, aside from its regular damage and at the end of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. 

Dynamite Stick

Once per turn, you can choose to make your projectile more deadly. You can light a Dynamite Stick and tie it to a crossbow bolt or an arrow. When the arrow hits, the stick explodes. Each creature within 5 feet of the arrow's landing point must make a DC 12 Dexterity saving throw, or DC 18 if they were hit by the arrow, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

Holy Water

Once per turn, you can choose to make your projectile more deadly. You can tie a flask of Holy Water to a crossbow bolt or an arrow. When the arrow hits, the flask shatters, spraying holy water at all creatures within 5 ft of the area where it landed.

Ink

Once per turn, you can choose to make your projectile more deadly. You can use a 1 once bottle of Ink to tie it to a crossbow bolt or an arrow. When the arrow hits, the bottle shatters, and the target is Blinded for 1 minute if the arrow hit close to its face. The target can use an action to wipe the ink off its face to end the blinding.

Oil

Once per turn, you can choose to make your projectile more deadly. You can use a flask of Oil to a crossbow bolt or an arrow. When the arrow hits, the flask shatters, and the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

Superior Reflexes

At 15th level, you gain one of the following features of your choice.

Hidden Weapon

Once per round, when a hostile creature misses you with a melee attack, you can use your reaction to make an attack with a one-handed weapon that you hide, usually on your hip or on your sleeve if it's a dagger, against the attacker as long as you have a free hand. This attack is made with advantage if the result of the attack dice was a nat 1.

If you use a ranged weapon, ignore the disadvantage caused by being too close to the target.

Oportunist Sniper

Once per round, when a hostile creature moves within 20 ft of you, you can use your reaction to do an opportunity attack against the creature with a ranged weapon. You cannot apply any of the features from Trick Arrows on this attack.

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