Base Class: Ranger
Truepoint Rangers are versatile warriors who have perfected certain aspects of battle through years of training or pure genetic talent. Their versatility keeps each encounter unpredictable by enemies and helps them adapt to most battle situations. Some choose a balance of spells and combat techniques, some focus on defensive dances that render them untouchable and others strive for the deadliest weapon use possible. Often they become mercenaries, assassins or royal guards in order to profit from their experience. Less often they become soldiers who long for their next chance at using their skills.
Expose The Opening
The Truepoint Ranger critically damages with ease.
At 3rd Level the ranger critically strikes with a natural 19.
At 5th level the ranger critically strikes with a natural 18.
At 7th level the ranger critically strikes with a natural 17.
Limited Energy
Each time you use a feat given to you by this subclass that expends an action or bonus action you expend your highest level spell slot available. If you run out of spell slots you may still use your subclass features but suffer one point of exhaustion per ability used.
Ways Of The Ranger
You develop specific skills that resonate with your battle soul. Choose one of the following options
Way of the Blade
When in melee combat, the ranger's AC increases by 1 and the ranger can take the Blade Dance reaction.
Way of the Ghost
You gain the Ethereal Blessing reaction and can hide using a bonus action once per turn.
Way of the Wind
When in melee combat, you can attack with ranged attacks as normal. Range attacks made within 5 feet of the target ignore 1 point of the target's AC.
Combat Discipline
The Truepoint Ranger finds merit in the dance of battle rather than the ways of the arcane. Choose from one of the options below.
Bow Master
You gain complete control over your longbow and shortbow attacks giving you access to the following abilities.
Dueling Master
When in one on one combat with a creature your AC increases by 1 and you gain the Ensanguinate action.
Juxtapose
You gain the Juxtapose action
Juxtapose:
Duration: 2 rounds. (12 seconds)
Using an action you create 3 exact duplicates of yourself. While one of these duplicates remains in the same line of sight as you, any creature that attempts to make a targeted attack on you must make a Wisdom save DC 14 or the attack is directed at a duplicate.
Duplicates have your stats but are void of all feats, have 1HP and deal 1 damage. They follow in formation around you and repeat your exact actions until you spend 1 bonus action to direct them. You may split the duplicates any which way you want but they may not take any actions outside of your bonus action (No AoO, holding movement/attacks).
Battle Prowess
You've mastered your combat techniques allowing you to use your abilities to maximum effectiveness. Choose two options that upgrade your existing abilities.
Dance of Death
Whenever you successfully negate damage using Blade Dance deal your weapons damage to the attacker.
Deep Bleed
Add a D4 to Ensanguinate's bleed damage each time it damages an enemy.
Destroy Armor
Gain access to Destroy Armor
Destroy Armor:
When damaging an enemy in melee ranger with a shortbow or longbow roll a strength check DC14. On a success the target's armor class is reduced by 1 while they wear that armor (stacks).
Echoing Attacks
Whenever you deal weapon damage to an enemy roll a D20 + Your Dex modifier DC14. On a 14 or higher you spawn a Juxtapose illusion.
Flawless Arrows
Your next attack is considered magical and silvered. The attack also does an additional 1D4 + your proficiency modifier in piercing damage.
Ghost Shroud
Any ally within 30ft of you gains Ethereal Blessing when you do.
Ghostly Essence
Gain the Ghostly Essence Reaction
Impeccable Dance
You become immune to physical damage during Blade Dance and have advantage on Str and Dex saves.
One Man Army
You can now use all feats gained through Dueling Master in normal combat.
Precision Strike
Gain access to the Precision Strike ability.
Precision Strike: Your next attack is guaranteed to hit if the target is not resistant to the damage type.
Realistic Illusions
Your illusions now deal 1D4 attack damage and you gain an additional Juxtapose charge.
Vanishing Strike
Whenever you make an attack with a shortbow or longbow you can choose to become invisible after you release the arrow.
Coup De Grace
Each branch of Combat Discipline gains a finishing move. Achieving a kill with the finishing move will recharge one action on your turn.
Clone
Create an exact copy of you that lives until the end of your next turn or until its' hitpoints hit 0. Your clone attacks on its' own turn, has access to your whole character sheet without fail and shares your senses. Follows the Juxtapose rules for targeting. If it kills an enemy it disappears and grants you an extra action on your next turn.
Impale
Declare the use of this before attacking.
On a successful weapon attack you add 1D8 damage per your proficiency modifier.
If the target is bleeding add an additional 2D4 Damage.
If you kill an enemy using this your action is restored.
Wave Dash
After moving 10 ft during your turn you may fire 3 arrows from a longbow or 4 from a shortbow as a bonus action. You can spread out each attack or use each arrow on one target.
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