Base Class: Ranger
You have Mastered the art of Strategy and the Arcane you can now combine the two into an art of battle technique and arcane mastery.
Level 3: Archery Styles
At 3rd level, you gain two archery styles, described below, of your choice. You gain one additional style at 7th, 11th, and 15th level. Each time you learn new Styles, you can also replace one Style you know with a different one.
Arcane Shot
You can infuse an arrow. When you make an arrow infused you may add any spell you have of any level you have spell slots for. When Infused add the Spells damage and the Arrows damage together. You may use this an amount of times equal to your proficiency bonus. This ability is refreshed every long rest.
Arrow Crafting
When you choose this style you gain proficiency with Tinker's Tools and can use them to make custom arrows as long as you have the right materials.
You can spend part of your rest to craft arrows. you can choose to craft 8 common arrows and 1d8 complex arrows. The different types of arrows can be found below.
Common Arrows
Bullet Point. These are your normal type of arrows.
Lined. you attach a rope to the arrow.
Complex Arrows
Blunt. Deals bludgeoning damage rather than piercing damage.
Broadhead. The target takes 2d4 slashing damage at the end of their turn until, as well as when, the arrow is removed.
Compartment. A small compartment is located behind the arrowhead. The arrow can store items and objects such as messages.
Field Point. Is easy to pull out without dealing extra damage to the target or the environment.
Whistle. The arrow head is made with a hole which makes a whistling sound when fired.
Custom. The arrow is up to the DM and the player to decided
Bloodshot
When making a ranged attack against an enemy you may choose to stab yourself with the arrow infusing it with magic. When you choose to do a bloodshot you take an amount of d4s equal to your proficiency bonus but deal the same amount of d4s extra damage on your next shot.
Curved Shot
You Imbue an arrow with magic letting it curve as it gets fired.
You can have your attack ignore half and three fourths cover (from your line of sight), as long as the arrow doesn't have to curve more than 90 degrees. If you can't see the target, the attack is made with disadvantage. You must declare you are firing a curved shot before making the attack.
Quick Shot
You can make attacks with ranged weapons as bonus actions in addition to normal actions.
Level 3: Archery Maneuvers
Archery Maneuvers
Starting at 3rd level, You learn two maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. Each use of a maneuver must be declared before the attack roll is made. You can use only one maneuver per attack. You learn one additional maneuver at 7th, 11th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Tenacity. You gain a number of tenacity points equal to your Wisdom modifier plus your proficiency bonus (minimum of 1). You regain all expended tenacity points after a short or long rest.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Dexterity modifier.
Maneuvers
The maneuvers are presented in alphabetical order.
Crippling Shot
When you make a ranged weapon attack against a creature, you can expend one tenacity point to reduce its speed to 0 until the start of your next turn.
Deadly Accuracy
When you make a ranged weapon attack against a creature, you can expend one tenacity point to gain advantage on the attack roll.
Disarming Shot
When you make a ranged weapon attack against a creature, you can expend one tenacity point to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Charged Shot
When you make a ranged weapon attack you can choose to charge the shot with magical energy. For every round you charge a shot (To a maximum of three) you can double the damage rolled when you shoot. For every charge you must make a strength saving throw. On a fail the arrow shoots with disadvantage on a success the arrow is successfully charged.
Multishot
When you make a ranged weapon attack with a long or short bow against a creature, you can expend one tenacity point to knock up to 2 arrows and aim them at multiple or the same target. When you gain the extra attack class feature, you can knock a total of 3 arrows instead. You only need to roll once for each target, but dealing damage as if they were hit by multiple shots. If you aim at multiple targets your attack is made with disadvantage. This maneuver can't be used with a curved shot or ricocheting arrows.
Piercing Shot
When you make a ranged weapon attack against a creature, you can expend one tenacity point to attempt to damage another creature with the same ranged weapon attack. Choose another creature directly behind the original target. If the original attack roll would hit the second creature, it takes 1d6 piercing damage. (You can't use a blunt arrow when using this maneuver).
Rapid Fire
You can fire one additional arrow when attacking with a bow.
Archery Wisdom
Beginning at 5th level you may replace one of your Archery maneuvers every long rest.
Charged Shot
When you make a ranged weapon attack you can choose to charge the shot with magical energy. For every round you charge a shot (To a maximum of three) you can double the damage rolled when you shoot. For every charge you must make a strength saving throw. On a fail the arrow shoots with disadvantage on a success the arrow is successfully charged.
Crippling Shot
When you make a ranged weapon attack against a creature, you can expend one tenacity point to reduce its speed to 0 until the start of your next turn.
Deadly Accuracy
When you make a ranged weapon attack against a creature, you can expend one tenacity point to gain advantage on the attack roll.
Disarming Shot
When you make a ranged weapon attack against a creature, you can expend one tenacity point to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Multishot
When you make a ranged weapon attack with a long or short bow against a creature, you can expend one tenacity point to knock up to 2 arrows and aim them at multiple or the same target. When you gain the extra attack class feature, you can knock a total of 3 arrows instead. You only need to roll once for each target, but dealing damage as if they were hit by multiple shots. If you aim at multiple targets your attack is made with disadvantage. This maneuver can't be used with a curved shot or ricocheting arrows.
Piercing Shot
When you make a ranged weapon attack against a creature, you can expend one tenacity point to attempt to damage another creature with the same ranged weapon attack. Choose another creature directly behind the original target. If the original attack roll would hit the second creature, it takes 1d6 piercing damage. (You can't use a blunt arrow when using this maneuver).
Rapid Fire
You can fire one additional arrow when attacking with a bow.
Level 7: Improved Critical
Beginning at 7th level, your ranged weapon attacks score a critical hit on a roll of 19 and 20.
Level 11: Stealth Archer
Beginning at 11th level you can now move while hidden without becoming seen.
Level 15: Arcane Master
Beginning at 15th level you may imbue magic into a ranged weapon. When a ranged weapon kills an opponent you can choose to hit another target within range of the weapon for the same amount of damage that you just dealt. You may use this ability an amount of times that is equal to your proficiency modifier plus your wisdom modifier. To charge the weapon again you must make a DC 18 Wisdom check. If you roll below an 18 the charge fails. If you happen to roll a natural one on the wisdom check the weapon gets overcharged and explodes. You take an amount of damage equal to the ranged weapons dice at max damage.







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