Ranger
Base Class: Ranger

The well trained archer that has spent years learning how to most effectively use various bows. While capable of wielding other weapons the ranger is adept at using their bow for offensive and defensive purposes. Finding masters or schools to advance their knowledge on how to make difficult skilled shots with their bows.

Skilled Archer

When you choose this archetype at 3rd level, you learn to perform powerful skilled shots to disable or damage your opponents using your bows.

Skilled Shots. You learn two skilled shots of your choice, which are detailed under “Skilled Shots” below. Many maneuvers enhance an attack in some way. Each use of a skilled shot must be declared before the attack roll is made. You can use only one skilled shot per attack.

You learn an additional skilled shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new skilled shot, you can also replace one skilled shot you know with a different one.

Discipline . You gain a number of discipline points equal to your Wisdom modifier (minimum of 1). You regain 1 expended discipline point each time you roll a 20 on the d20 roll for an attack with a bow, or deal a killing blow with a bow to a creature. You regain all expended discipline points after a short or long rest.

Saving Throws. Some of your skilled shots require your targets to make a saving throw to resist the skilled shot’s effects. The saving throw DC is calculated as follows:

   Skilled Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

Rapid Fire

Starting at 3rd level, when you use the Attack action and attack with a shortbow or longbow, you can use your bonus action to make another attack with the same weapon within the range of your weapon.

Skilled Shots

These skilled shots are presented in alphabetical order.

Arching Shot

You can spend 1 discipline point to curve your arrow up and over an obstacle to try to hit a target, doing so is not made with disadvantage.

Chest Shot

When you make a bow attack against a creature, you can expend one discipline point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

Counter Shot

When a creature makes a ranged attack (includes spell attacks), you can expend 1 discipline point. You use your reaction to make one return ranged attack against them. 

Disarming Shot

When you make a bow attack against a creature, you can expend one discipline point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Head Shot

When you make a bow attack against a creature, you can expend one discipline point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or become stunned until the end of their next turn.

Leg Shot

When you make a bow attack against a creature, you can expend 1 discipline point. On a hit, the creature's movement is reduced by 10 feet until the end of their next turn.

Long Shot

When you make a bow attack against a creature, you can expend 1 discipline point to double the range on your short bow or longbow until the end of your turn.

Multi-Shot

Before you make an attack roll you may spend 2 discipline points and up to an equal amount of additional arrows from your quiver. On a hit, add an additional weapon die per extra ammunition spent. Target cannot be outside of the short range on your longbow or shortbow.

Parting Shot

When you take the disengage action, you can expend 1 discipline point. You can fire at a target as a bonus action.

Piercing Shot

When you make a bow attack against a creature, you can expend 1 discipline point to attempt to fire through multiple opponents. On a hit, the creature takes damage and you make an attack roll with disadvantage against the next creature in a line directly behind the target within your first range increment.

Sniper Shot

When you make a bow attack against a creature, you can expend 1 discipline point to gain advantage on the attack roll.

Support Shot

When a hostile creature you can see enters a space adjacent to an ally you may spend 1 discipline point and use your reaction to make a ranged weapon attack with a bow against that creature.

Twin Shot

You may use a bonus action and spend 1 discipline point to make two additional ranged weapon attacks.

Bow Expert

Starting at 7th level, you are skilled at using your bow in various ways and in dire situations. When attacking a prone creature with a bow, you no longer have disadvantage. Additionally, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. 

Archer's Eye

At 7th level, as a bonus action, you can add 1d10 to your next attack or damage roll with a longbow or shortbow. Once you use this feature, you must finish a short or long rest before you can use it again.

Archery Adept

At 11th level, you ignore resistance to piercing damage on a hit against a favored enemy with a longbow or shortbow, and whenever you roll damage for a longbow or shortbow treat any rolled 1's as being a 2.

Lethal Hunter

At 15th level, your attacks with shortbows and longbows score a critical hit against a favored enemy on a roll of 19 or 20. Additionally, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a longbow or shortbow.

Bowmaster Image

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