Ranger
Base Class: Ranger

Siege from the Earth

You are a warrior of stone, wielding the land itself as your weapon. Where others see mere pebbles, you see ammunition. Crafted, empowered, and hurled with deadly precision. Your strikes hit like a catapult, breaking defenses and crushing those who stand against you.

With each battle, you refine your craft. Runes etched into stone amplify your attacks, sending shockwaves through enemy lines, trapping foes in jagged rock, or striking targets others can’t even see. No wall is too thick, no armor too strong—when you take aim, nothing stands in your way.

Level 3: Siegebreaker Stones

Once per turn, when you hit with a Sling attack, you can add your Wisdom modifier to the damage.

Level 3: Earthbound Magic

When you reach a Ranger level specified in the Stonecannoneer Spells table, you thereafter always have the listed spells prepared.


Stonecannoneer Spell table:
Level 3 Earth Tremor
Level 5 Maximillian's Earthen Grasp
Level 9 Erupting Earth
Level 13 Stoneskin
Level 17 Wall of Stone

Level 3: Runic Ammunition

At 3rd level, you learn to imbue special magical effects into some of your attacks. When you gain this feature, you learn two Runic Ammunition options of your choice (see "Runic Ammunition Options" below). Once per turn, as part of the Attack action, you can apply one of your Runic Ammunition options to that attack. You decide to use the option when the attack hits, unless the option doesn’t involve an attack roll.
You have uses of this ability equal to your proficency bonus, and you regain one use of it when you finish a short rest or all expended uses of it during a long rest.

If an option requires a saving throw, your Runic Ammunition save DC equals your spell save DC.

Earthen Wrath

You gain advantage on your attack roll and ignore half and 3/4 cover. You know the exact location of your target on a hit, for 1 minute.

Obsidian Overcharge

Your attack range is doubled and the target takes an additional 1D10 force damage.

Piercing Pebble

If you choose this attack, don’t make an attack role, instead the stone flies in a straight line 30 feet. Every creature in that line must make a dexterity saving throw, or suffer the normal attack damage as piercing damage. Half damage on a successful save.

Runebound Echo

When the attack hits, it bounces to another creature within 15 feet. Both take an additional 2d6 thunder damage.

Seismic Rupture

When this attack hits, the target gets surrounded by a stone cage. It must make an Athletics or Acrobatics check against your Spell Save DC, or suffers the grappled condition and an additional 1d6 bludgeoning damage. At the end of each of its turns, it makes an Athletics or Acrobatics saving throw. On a successful save, the spell ends.

Shatterstrike

Each creature in a 5-foot-radius must make a Dexterity saving throw. A target takes 2D6 piercing damage on a failed save, or half as much damage on a successful one.

Level 7: Runic Core

At level 7, 11 and 15: choose an additional Runic Ammunition Option

Level 11: Geomancer’s Surge

Drawing power from the ground beneath. If you roll initiative and stand on Stone or Earth, you regain one use of Runic Ammunition.

Level 15: Mason‘s Arsenal

You gain proficiency with Mason’s Tools. If you already have proficiency with Mason’s Tools, you gain Expertise with Mason’s Tools.

Level 15: Runic Cataclysm

Your Runic Ammunition deals an additional damage die and you can use two different Runic Ammunition effects per turn (one per attack).

Stonecannoneer Image

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