Base Class: Ranger
Hiding in the bushes waiting for your target to ambush him with darts.
Blowing expert
When you choose this archetype at 3rd level, you gain proficiency with the blowgun if you don’t already have it.
You treat the blowgun as a martial weapon that deals 1d6 piercing damage, and you can add your Dexterity modifier to the damage of its attacks (instead of the normal 1 damage).
At 7th level, the damage die of your blowgun attacks increases to 1d8.
you trained your lungs. your range increase to 80ft/150ft.
You have the speed to reload so quick that you dont have a loading property anymore.
When you miss with a ranged weapon attack when you are hidden you can make a DC 10 stealth check to remain hidden.
Poison tip
You have mastered the art of crafting and applying poisons that exploit the weaknesses of your prey.
Once per turn, when you hit a creature with your blowgun of a Hunter, you deal an additional 1d8 poison damage.
Blowgunner spells
You have learned to harness alchemical toxins and stealthy techniques that complement your deadly precision with the blowgun. These spells reflect your cunning use of poison, concealment, and ambush tactics.
You gain access to the following spells at the ranger levels listed.
Each spell counts as a ranger spell for you, and they are always prepared, but they don’t count against the number of ranger spells you can prepare.
3rd Ray of Sickness
5th Pass without Trace
9th Nondetection
13th Greater Invisibility
17th Cloudkill
Venom Mastery
At level 7 the poison you make bites deep in your target.
By carefully studying the anatomy of your enemies, you learn how to create toxins specifically effective against them.
After spending 1 hour studying the body of a creature, you learn how to prepare poisons effective against that creature’s physiology. You can maintain knowledge of poisons for up to two creature types at a time.
Whenever you finish a short or long rest, you can prepare darts coated with poisons corresponding to the creature types you’ve studied.
Creatures of a type you’ve studied have disadvantage on a Constitution saving throws made against being poisoned.
When you hit a target with your blowgun of a Hunter. The target creature must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or become poisoned until the start of your next turn.
The poisoned condition can occur only once per turn.
Your damage of the Blowgun of a Hunter increases to 1d8 instead of 1d6.
Toxic Precision
Your precision with the blowgun has reached deadly levels. You know exactly where to strike to cripple or disorient your foes.
Once per turn, when you hit a creature with your blowgun, you can force it to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, choose one of the following effects:
The target is blinded until the start of your next turn.
The target’s speed is halved until the start of your next turn.
This effect stacks with your poison effects — if the target also fails its saving throw against your poison, both effects apply.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Guerrilla tactics
Your mastery of ambush warfare allows you to strike with deadly precision and vanish before your enemies can react.
When you hit a creature with your blowgun attack,m you can immediatley move up to 15 Feet without provoking opportunity attacks. This movement represents a quick dive into cover, a roll through foliage, or a silent reposition to higher ground - whatever your environment offers.
you can use this feature twice per short or long rest, and you regain all expended uses when you finish a short or long rest.
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