Base Class: Ranger
The Pathfinder is a unique take on the ranger class designed to advanced ahead of the party and scout for potential threats or intended targets. A Pathfinder is a Ranger who sees the value in technology and has chosen Rifle and Gunpowder to Bows and Arrows. Their strength lies in their ability to conceal themselves so incredibly well that the enemy can walk over them without notice or not know they have been in an area once they leave.
As you level in the advanced arts of a Pathfinder you will gain the ability to improve your movement, ability to disguise yourself from the enemy and pick them off at a distance without noticing.
Level 3: Marksmen
Upon Reaching Level 3 and choosing The Pathfinder subclass you character gains proficiency with firearms. You obtain a Pistol and Musket in your inventory and 2 sets of Bullets. As a Bonus Action you can force yourself Prone or Kneeled Condition and gain advantage on all attack roles using a Rifle or Pistol and Negate their long distance penalties.
Level 3: Terrain Adaptation
Upon reaching level 3 you gain awareness of the land around you. You may choose up to three Terrain options and occur the following Benefits for those Terrain types.
- Your character can travel through the Terrain as those it is a normal path, you impose no disadvantages to your movement or penalties for stealth in this Terrain
- Your Character can pinpoint the paths travelled of other animals, monsters or people
- You can tell if something is watching you and discern their general direction.
- You cannot be surprised while in this Terrain.
- You have advantage to Stealth Checks while in this Terrain
At Level 7, 11 and 15 you gain an additional Terrain Type to your preferred Terrains.
Desert
Desert Terrains can include any mass of land that has little to no precipitation. This includes rocky, sandy and snow lands devoid of most vegitation and water.
Flatlands
Flat lands that you can see for miles, includes grasslands, plains, snowfields and and stretch of land that provides little cover.
Forest
Forest Terrain - Dense Woodland Habitats that house a number of animals and plant life.
Fresh Water Aquatics
Terrain where running water from large masses within the continent allowing for easy traversal including Rivers, Streams and Lakes, almost all flow to an Ocean.
Jungle
Jungle Terrains include any Terrain that is high in precipitation with tangle vegetation and dense Forests.
Marshlands
Marshlands are unique terrain where the ground is difficult to walk through and can be covered with water and plants. The soft ground impedes most character requiring more effort to walk through.
Mountainous
Mountainous Terrain includes any extreme altitude terrain where air is thing and wind is high and cold.
Oceanic Aquatica
Oceanic Terrains will include Coasts, Coral Reefs, Open Ocean and Beaches of varying degree.
Otherworldly
Otherworldly Terrain represents the Terrain found within the Astral Plains, Celestial Realm, Demonic Realm and Hell itself.
Tundra
Tundra's are lands that have extreme cold with no Trees and hard permafrost for ground.
Underdark
Includes all terrains within the Underdark.
Underground
Unground Terrain can be unique in that it could be manmade or natural. Caves, Mines, and Tunnels all classify and Underground Terrain.
Urban
Terrain that has been cultivated and made for Sentient benefit. Cities, Towns, Villages and such can al be classified as Urban.
Level 7: Sight Unseen
Upon reaching Level 7 you have gained the ability to blend in with your environment. You gain the following abilities.
- The Hide action can now be used as a Bonus Action if you are wearing Light Armor or lower.
- You can cast Disguise Self without consuming a Spell Slot up to 1+ your Proficiency Bonus. You Learn this spell automatically if you haven't learned it already. Resets on a Long Rest.
- When under the effect of Hide, taking the attack action does not reveal your position if you miss your target when wearing Light Armor or Lower.
At Level 11 you Gain the following Properties
- Crafty - You can move around enemies without provoking opportunity attacks as long as they are not directly attacking you.
- Slip - You can use the disengage action as a bonus action instead.
- Reactive Shot - If you have a Pistol or Revolver equipped and a free hand you can use your reaction to shoot at a target that is moving within your line of sight.
Level 7: Firearm Mastery
You can gain 2 Firearm Masteries. On top of this you are able to load your Fire arms as a bonus action. Firearms that have the Automatic property also allow you to use a 20 ft Cone AOE to empty the entire loaded weapon and Deal damage to all Units within the Cone. You can use this 1+Proficiency Bonus per Long Rest and must have a fully loaded weapon to do so.
At Level 11, and 15 you gain an additional Firearm Mastery.
Weapon Mastery - Push (Shotgun)
Weapon Mastery - Push (Shotgun)
Weapon Mastery - Sap (Revolver)
Weapon Mastery - Sap (Revolver)
Weapon Mastery - Slow (Hunting Rifle)
Weapon Mastery - Slow (Hunting Rifle)
Weapon Mastery - Slow (Musket)
Weapon Mastery - Slow (Musket)
Weapon Mastery - Slow (Rifle)
Weapon Mastery - Slow (Rifle)
Weapon Mastery - Vex (Pistol)
Weapon Mastery - Vex (Pistol)
Level 11: One Shot, One Kill
Your ability to shoot is unmatched and you have near perfect accuracy. When Prone and a target has Hunter's Mark take a -5 Penalty to you attack roll to inflict Critical Damage to a target. If a Target is killed immediately take another attack action. Can only be used once per Long Rest.
This attack does not count as a Critical Hit.
Level 11: Sniper
You have learned to use a Sniper Rifle. These powerful Long Ranged Rifles weapons have only 1 round per Shot but the damage they deal is Terrifying. When using a Sniper Rifle Weapon Class you can designated Target points against enemies and invoke various conditions when hit there.
- Arm - Impose disadvantage to enemies attacks for their next turn
- Leg - Reduce their Speed to Zero for Medium units or lower. Large or Higher/Multilegged creatures reduce movement by 10 feet.
- Body - Enemy must make a STR saving throw (DC 12) or be nocked prone
- Head - Reduce Crit Chance by 1
Level 15: Lethal Shot.
Upon Reaching Level 15 you gain unparallel accuracy. Upon scoring a Critical Hit against a target you roll additional damage die equal to half your proficiency modifier.
Level 15: Eyes of a Sniper
Your Vision is unmatched. You can see things others cannot. You have True Sight within 5 feet of you, also you can focus to gain True Sight up to 30 feet from you for 1 min.
Previous Versions
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2/6/2025 2:04:11 AM
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36
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10
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1.0
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Coming Soon
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