Ranger
Base Class: Ranger

This particular subclass is characterized by its exceptional proficiency with ranged combat. The synergy between the subclass's unique abilities and the archery equipment enhances its potential to a remarkable degree. With the bow drawn taut and arrows at the ready, the subclass unlocks a world of strategic possibilities on the battlefield. The elegant dance between the archer and their chosen weaponry showcases the perfect fusion of skill, precision, and dedication. As the arrows take flight, they embody the essence of this subclass's specialized prowess, seeking out targets with unparalleled accuracy. 

Ranged Expertise

Starting at level 3 your mastery over ranged weaponry extends to extreme distances. The normal range of your two-handed ranged weapons increases by 20 feet per ranger level to a maximum of +400 feet at 20th level. Additionally, your long range is extended to twice the normal range (up to +800 feet). While wielding a ranged weapon, the range of your Hunter's Mark spell becomes equal to your weapon's normal range.

Twin Shot

Starting at level 3 you learn the technique of firing multiple arrows at once. As an action, you can make a ranged attack and target two creatures (or one) within range. Make separate attack rolls for each arrow, damage is the same for all arrows. At 17th level, you can target three creatures instead of two. The last arrow has disadvantage on attack rolls (when shooting 2 or 3 arrows). If none of the arrows target the same creature, there is no disadvantage.  If you target multiple creatures, they cannot be more than 40 feet apart. You can only use it once per your turn.

Master Sharpshooter Spells

Starting at level 3, you learn an additional spell when you reach certain levels in this class, as shown later. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.


  • 3rd - Hunter's mark (if you already know this spell you can choose another one from Ranger spell list 1st level)
  • 5th - Misty Step
  • 9th - Clairvoyance
  • 13th - Greater Invisibility
  • 17th - Far Step (XGTE)

Protective Arrow

Starting at level 7 your vigilance allows you to shoot down incoming projectiles. As a reaction, when a ranged attack or thrown weapon targets you or a creature within your normal range, you can make a ranged weapon attack against the projectile. If your attack roll is higher than the attacker's roll, you successfully shoot down the projectile.

  • However you have disadvantage on your roll if the thrown weapon/shot projectile is from Light crossbow, from Hand crossbow, from Blowgun and Dart.
  • You only halve the damage from it when it is Javelin, Spear and Trident.
  • If it is Dagger, Handaxe, Light hammer, Shortbow, Longbow, Heavy crossbow you are not limited.   You can't shoot down attacks from sling and net.

At 11th level, you can also attempt to intercept incoming spells (e.g. fireball ...). To do so, expend a spell slot one level lower than the spell you're countering, in addition to your arrow. Roll a d20, succeeding on an 11-20 and failing on a 1-10. You must be able to use spells.

Steady Aim

From level 11 onwards, if you remain stationary during your turn before shooting, your damage improves. Gain double the damage dice on the damage roll for that attack. After shooting, you can move up to 5 feet.

Deadly Precision

At level 15 your precision in aiming reaches unparalleled heights. When you roll on your (d20) attack roll (!without any bonuses/modifiers!) 20 you will 100% hit the target and do 2x the damage, 19 you will 100% hit and do 1,5x the damage (rounded down), 18 you will 100% hit.

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