Ranger
Base Class: Ranger

Your character has a secret hobby of coin collecting. Throughout their collecting they have grown a strange connection to coins and discovered they have the ability to abnormally manipulate coins as a kind of weapon. This is due to your character's coin bag which is actually a duplicator. When you use an attack using your coin(s) your character grabs a coin out of the bag. These coins are actually a duplicates of a coins out of one of the many stashes of money that Mammon has, the demon lord of greed. These coins will have no monetary value unless your adventure is in the abyss. Your coins are charged with a variety of different energies that come from when the bag duplicates the coin you grab. You have learned what these energies do and intend to use them as a secondary form of combat.

Level 3: Money Shot

You can call upon your bizarre mastery of coins. You flip a coin at a target within 150ft making the coin travel at an extraordinary speed, almost being as fast as a bullet. Your attack roll to hit is 1(d20) plus your Dexterity modifier. If the target is hit it deals 1(d8) plus your Dexterity modifier bludgeoning damage.

Level 3: Special Flip

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

Pay to Win

As an action you flip your coin while it is somehow imbued with a magical light blue aura to it. You flip your coin and if you guess correctly which side it will land on, you will have advantage on your next attack roll.

Welfare Check

As an action you flip your coin while it is somehow imbued with a magical red aura to it. You flip your coin and if you guess correctly which side it will land on, you will heal 1(d6) hit points.

Level 7: Collection Manipulation

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

Cash Flow

A singular coin is has been imbued a green aura to it. You throw it up as it expands to the size of a table midair. Then the coin explodes making it rain normal sized coins on the targets below. This attack can be used on targets within 50 feet and will have an area of effect of 20 feet. Each creature in the area when you use this attack on must succeed on a Dexterity saving throw that is equal to your character's dexterity score with modifiers. If they failed take 2(d6) bludgeoning damage and gain the prone condition.

Goldmine

Your coins are imbued glowing orange, and you can tell they are charged with explosive energy. You toss quite a couple of them near enemies to land on the floor to act as landmines. Each creature (other than you) in the area when you use this attack on must succeed on a Dexterity saving throw that is equal to your character's dexterity score with modifiers. If they failed take 2(d6) force damage. If they succeeded the save when they move onto or off of the square, or when they end their turn on that square, they must make another Dexterity saving throw the same as before. These coins will stay explosively charged for the next 1 minute.

Level 11: Depreciation

This action is a guaranteed hit and has one charge which is resets on long rests. Your coin fades to a dark grey color as it emits a white aura to it. Then, you flip it up into the air to see its effects. If it lands on heads a target within 50 feet of you will take 1(d4) plus your dexterity modifier of Necrotic damage and gain the blinded status condition. The blindness will last till your character's next turn and can be broken if the target makes a Constitution saving throw higher than your base Dexterity score at the end of its and others turns. When landed on heads the target's eyes are suddenly covered by dark grey coins that have a white aura to them, these coins appeared out of nowhere. The coins seem to be charged with an evil energy that will hurt and blind the target with a burning sensation left on their eyes.  If it lands on tails a target within 50 feet of you will take 1(d4) plus your dexterity modifier of Necrotic damage and gain the restrained status condition. The target will be restrained till your character's next turn and can be broken if the target makes a Strength saving throw higher than your base Dexterity score at the end of its and others turns. When landed on tails a black thing that has white aura, that appears as a tail, comes out of the ground as it wraps around the target squeezing them. This tail also seems to be imbued with an evil energy that gives a burning\weakening sensation when in contact with it.

Level 15: The Ultimate Gamble

You can tell this coin is different from the others. It has a heavier weight to it and a rainbow foil covering the exterior of it, but you can sense an evil presence deeply imbued in it. You flip your coin and if you guess correctly which side it will land on, your target of choice will take 5(d12) poison damage plus your dexterity modifier of damage and the next attack any character does on that creature will have advantage. If you guess incorrectly your hit points will be reduced by 5(d6) damage plus your dexterity modifier and the next attack against you has advantage. Who this attack hits is quickly covered by a spreading rainbow foil. When the target is completely covered by the shiny foil a giant flash of black shines from the target. Then it is revealed that the foil has turned to a deep black color. Lastly, the foil sheds off of the target showing their, temporary, sickly/wrinkly looking skin and deep eye bags.

Level 3: Pocket Change

You gain the coin bag that allows you to use all your abnormal talents with coins. This is the source of all the attacks in this subclass. The coins from this bag hold no monetary value and are strictly used for combat. Lastly, this is always in your inventory but doesn't have to be there for you to use the actions from this subclass. Also the coin bag cannot be removed from you due to unknown energy bonded between you and the bag.

Comments

Posts Quoted:
Reply
Clear All Quotes