Base Class: Barbarian
You're anger extends far beyond your reach. Shoot, throw or launch your self at you enemies, as you exact you rage on them from afar. You're rage now applies to ranged weapons, and you gain the ability to to launch yourself into the fray.
Ranged Rage
You have learned how. to make weapons akin to your barbarian tendencies. These ranged weapons can use your strength modifier to throw or shoot. You can create massive javelins, great bows, or massive guns that those without your strength would have trouble using. You can also modify existing weapons to meet your barbaric standards. when you pick this subclass you can choose to find or create this weapon.
Great Bow
You created massive a bow in size to decimate your enemies from afar.
It is a heavy weapon with the versatile property, it uses your strength modifier to attack, and does 1d12 piercing damage when used as a ranged weapon and has 200ft of range but can shoot 800ft at long range, and 1d8 bludgeoning when used as a melee weapon.
Raging Missile
Your anger extends to those far from your reach, allowing you to strike your enemies from a distance using your rage. you can use you strength modifier when attacking with ranged weapons. This allows you to add your bonus rage damage onto ranged attacks. You can also make reckless attacks using ranged weapons, and you do not suffer disadvantage when attacking targets that are close to you using ranged weapons.
Projectile Smith
You are an adapt craftsmen of Arrows and Javelins. You become proficent with woodcarvers tools. As long as you have the materials you can craft any of the arrows and javelins listed bellow.
Arrows
Scatter Arrow
Cost: 10 arrows, and 1 foot of rope to make 1 arrow, it takes 6 seconds to craft.
The Scatter Arrow is launched as as it flies through the arrows tied to it splitting off dealing damage in a large area.
It has a range of 100 ft, and deals 3d10 piercing damage in a 20 foot radius sphere. Anyone in this sphere must succeed a dexteriy saving throw equal to 8+ your dextarity modifier + your proficiency bonus. if they succeed they take no damage, if they fail they take full damage.
Flying Logs
Cost: 1 gp worth of wood, you create 5 Logs and it takes 10 minutes to craft.
The Flying Log is a massive arrow that can only be fired from a Great bow.
You make an attack role with your Great Bow dealing 2d12 piercing damage.
Radiant Arrow
Cost: 1 Arrow, and the blessing from someone or something divine. It takes 10 minutes to bless the arrow, trying to bless multiple arrows on the same day can result in a failure, breaking the arrow.
The Radiant Arrow is an arrow blessed with divine power blinded those who are struck with it.
You make an attack role with a bow, dealing the damage of the bow it is fired from. anyone within 15 feet of the target must succeed on a Constitution saving throw equal to 8 + your Constitution modifier + your Proficiency bonus or be blinded for one round. If they succeed they are not blinded.
Piercing Bolt
Cost: 1 Arrow, and magic from a spell caster that has lightning spells prepared or someone or thing with a way to deal lightning damage. It takes 10 minutes to imbue the arrow with magic with no additional cost, you can imbue additional arrows at the expense of spell slots. You can imbue 1 extra arrow for a level 1 spell slot, and one additional arrow for a spell slot used above that, level 2, 3 arrows, level 3, 4 arrows, and so on.
The Piercing Bolt is a lightning fast arrow that gives the target no time to react.
You make an attack role using your bow, the target takes 1d8 piercing damage and must make a dexterity saving throw equal to 8+ your dextarity modifier + your proficiency bonus or take 2d10 lightning damage. They take have damage on a success or full damage on a failure. this arrow also pierces through targets, any creature in a 50 foot line takes half damage of the original lightning damage roll.
Javelins
Boom Stick
Cost: One lance, one bottle of alcohol, a piece of fabric, and a tinder box or some other means to light the fabric.
The Boom Stick is a Molotov tied to a lance that sets ablaze anyone caught in the blast.
Make an attack role with the lance dealing 1d6 piercing damage on a hit, then the target and anyone within a 10 foot radius must make a dexterity saving throw equal too 8+ your dextarity modifier + your proficiency bonus or take 3d6 fire damage. This javelin is unsalvageable after use.
Throwing Lance
Cost: 1 lance, or 1gp worth of wood.
The Throwing Lance is a massive lance that you have gained the ability to throw.
This lance can be used as a lance, it is a heavy weapon and making a melee attack with this weapon does 1d12 piercing damage. When throw the lance has a range of 40ft, and does 3d6 damage on a hit.
Looping Lance
Cost: 1gp worth of wood.
The Looping Lance is a massive boomerang created to bow through enemies in it way.
This weapon does 2d10 bludgeoning damage on a hit, and when you make an attack role with this weapon and it misses it returns to your hands. if the number you rolled is +5 the targets ac the Looping lance will return to you on a hit.
Eagle Eyes
You gain advantage on perception and insight checks, due to your ever angry gaze.
Projectile Master
Arrows
Another Ear
Cost: 1 Arrow, and 1 Clairvoyance spell.
Another ear is an arrow that can be used to scout an area before heading in.
This arrow makes no noise when fired and grants a +5 to insight or perception checks that use hearing.
Guided Arrows
Cost: 3 Arrows, and 1 true strike cantrip.
Guided Arrows will meet their targets unless magical means are taken against them.
3 arrows are loosed, you choose who these 3 arrows strike, they can strike the same target. There is no Attack roll, the arrows are fired from your bow and they fly towards the target avoiding all forms of cover, the targets must make a dexterity saving throw equal to 8 + your Dexterity modifier + your Proficiency bonus, or take 2d12 force damage for each arrow. They take half damage on a successful save.
Winged Curse
Cost: 1 Arrow, and 1 curse spell
Winged Curse is an arrow surrounded in black smoke.
Make an attack role with your bow, if it hits the target the must succeed a constitution saving throw equal to 8 + your Constitution modifier, + your Proficiency bonus or fall under the conditions of silence, charmed, or attacks made against that creature have advantage against them. If they fail the target can attempt to save again at the beginning of their next turn. if they succeed nothing happens.
Javelins
Thunder Spear
Cost: 1 Javelin, and 1 Thunderwave spell.
The Thunder Spear is a javelin that explodes deafening those close to it on impact.
Make an attack role, it it hit the target takes 1d12 piercing damage, then anyone within 30ft of the original targets location must make a dexterity saving throw equaling 8 + your Dexterity modifier + your Proficiency bonus or take 4d6 thunder damage. On a successful save the take half damage, on a failed save they take full damage, and they are deafened for 2 rounds.
Pushing Pole
Cost: 5gp worth of wood
The Pushing Pole is a log pole that can be used as a melee weapon or a javelin.
Making a melee attack with this weapon is a sweeping attack. When you hit the target takes 1d12 bludgeoning damage, then the target must make a strength saving throw equal to 8 + your Strength modifier + your Proficiency bonus or be knocked prone. If thrown, on a hit the target takes 1d12 bludgeoning damage and they are noted prone.
Heart Stave
Cost 1 javelin, and one health potion.
The Heart Stave is a javelin with a heath potion attached to it
You can make an attack with this javelin or you can choose to throw it at an ally to heal them. If used as a weapon the javelin does 1d6 damage on a hit. if used a a healing item, the potion used to create the staff is what the target heals, and they also gain 1d10 temporary hit points.
Leap of Faith
You launch yourself into the air and then you slam into the ground like a bolt of lightning. You can leap 30ft into the air, and then slam into the ground anywhere 60ft from your place in the air. When you slam into the ground anyone in a 20ft circle must make a dexterity save equal to 10 + your Dexterity modifier + your Proficiency bonus or take 10d12 lightning damage. on a successful save they take half damage. you can use this ability once a day, and it resets after a long rest.
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