Base Class: Ranger
You have trained for years to rely on your senses and always hit true. When you aim and shoot, your arrows are near inescapable as you weave your shots with unmatched mastery.
Archer's Eye
Beggining at 3rd level, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Archery Points
When you choose this archetype at 3rd level, you learn special shots that are fueled by points called archery points.
Shots. You learn three shots of your choice. Many shots enhance an attack in some way. You can use only one shot per attack. You learn two additional shots of your choice at 7th, 11th, and 15th level. Each time you learn new shots, you can also replace one shot you know with a different one.
Archery Points. You have four archery points. An archery point is expended when you use it. You regain all of your expended archery points when you finish a short or long rest. You gain one additional archery point at 7th, 11th, and 15th level.
Saving Throws. Some of your shots require your target to make a saving throw to resist the shot's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Wisdom modifier
Blinding Shot
When you critically hit a creature, you can expend 3 archery points to hit it directly in its eye if it has any. A creature hit by this shot is then blinded. A creature blinded in this way can roll a constitution saving throw at the end of each of its turns, ending the blindness on a success. However, it loses that eye until another creature spends at least one hour restoring the eye by making a wisdom (medicine) check against the DC of your shots or if spells such as lesser restoration are cast on the creature. A creature that relies on its eyes to see and loses all of its eyes in this way cannot restore its eyesight by succeeding the constitution saving throw.
Bullseye
Before making an attack with a ranged weapon, you can expend 1 archery point to hit directly where you are aiming. You cannot use this shot against creatures but you may choose to directly hit anything they are wearing or carrying. When you do so, you cannot add your ability modifier to the damage roll of the attack.
Close Quarters Shot
When you attack a creature that is within your melee range with a ranged attack roll, you can expend 1 archery point in order to forgo any disadvantage you have on the attack. If the attack hits, the creature also cannot take reactions until the end of its next turn.
Crippling Shot
When you hit a creature with a ranged attack, you can choose to expend 1 archery point. That creature then falls prone and its speed is halved until the end of its next turn.
Critical Shot
When you roll a 19 or a 20 on a ranged weapon attack you can expend 1 archery point. That attack is then considered a critical hit and the target must make a constitution saving throw. On a failed save, the creature is stunned until the end of its next turn as you hit a vital organ.
Curve Shot
You can expend 1 archery point before attacking a target with a ranged weapon. That target cannot benefit from any type of cover, even full cover until the end of your current turn.
Long Shot
You can spend 1 archery point at the start of your turn and double the range of all of your ranged attacks for that turn.
Marking Shot
When you hit a target with a ranged weapon attack, you can expend 1 archery point if you have any extra attacks on your turn that you can make with the same weapon. That attack then uses the same attack roll as the previous one and hits the exact same point as the last attack unless the target has moved or is blocked in any way. The second attack cannot be a critical hit even if the first one was.
Multi Shot
You can forgo one of your ranged attacks for 1 archery point and choose a 10 ft. radius within the range of your weapon. Any target of your choice within that radius must make a dexterity saving throw or take the regular damage from your weapon. A creature that succeeds on that save takes half of the damage.
Piercing Shot
When you kill a creature with a ranged attack, you can expend 2 archery point, making the attack pierce one of the creature's organs completely. You can then use the same attack roll that killed the creature against another creature within your weapon's range, making it take the same damage you dealt to the creature you killed on a hit.
Track And Hunt
When you roll an attack against a creature or make a wisdom (perception) check, you can expend 1 archery point to reroll it, taking the highest result. You can do so after you have rolled the dice but before the outcome is determined.
Wounding Shot
When you hit a creature with a ranged attack, you can spend 2 archery points and attempt to make it bleed. A creature hit by this shot must make a constitution saving throw or take additional damage equal to your weapon's damage die (half damage on a successful save). A creature that failed its saving throw also takes damage equal to your weapon's damage die at the start of each of its turns until one minute has passed or until it or another creature next to it uses its action to stop the bleeding by making a wisdom (medicine) check against the DC of your shots. Any effect that restores hit points such as the cure wounds spell or regeneration remove this effect automatically.
Archer's Sense
Beginning at 7th level, you gain blindsight up to a range of 10 ft. Additionally, while you are not deafened and are using a ranged weapon, you can use a bonus action on your turn to enter a state of complete focus. While you are in this state, you are affected by the blinded condition but cannot get disadvantage on any attack roll you make with a ranged weapon and invisible creatures that are within range of your weapon gain no benefit from being invisible against you. When you miss an attack with a ranged weapon while in this state, you gain advantage on the next ranged attack roll against the same target until the end of your next turn. This state lasts for a minute or until you end it on your turn (no action required). You can only enter this state a number of times equal to your proficiency bonus and regain all expended uses after finishing a long rest.
Ricochet Projectile
Beginning at 11th level, when you miss a target with a ranged attack roll, you can cause the projectile to ricochet and reroll the attack against the same target or a different one. When you miss a target with a ranged attack roll, you can cause the projectile to ricochet and reroll the attack against the same target or a different one. Additionally, you have advantage on all wisdom (perception) checks and cannot be surprised.
Unwavering Aim
Beginning at 15th level, Whenever you hit a creature with a ranged weapon attack, your next weapon attack against the creature deals 1 additional point of damage. The effects of this feature stack, but all the additional damage goes away when you attack another creature, miss that creature once or spend your turn not attacking it. The additional damage cannot be higher than your level in this class. When hitting a creature with an attack roll you can decide to increase the additional damage you deal to it's maximum until the bonus goes away. However you cannot do so again until you complete a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/8/2022 6:45:32 PM
|
0
|
1
|
1
|
Coming Soon
|
Comments