Ranger
Base Class: Ranger

Vigilantes are rangers who have transcended mere archery, becoming true masters of the bow and arrow through ingenuity and specialized techniques. Often operating as vigilant protectors of the innocent, they don't just shoot straight; they craft and employ a dazzling array of trick arrows to overcome injustice, control dangerous situations, and disable their foes in creative and unexpected ways. Whether it's a blinding flash to halt criminals, a well-placed net to ensnare wrongdoers, a sudden burst of smoke for a daring escape, or even a grappling line to traverse rooftops in pursuit of the wicked, the Vigilante is a versatile and resourceful force for good, turning their quiver into a mobile arsenal in their fight against the shadows. They are the ultimate ranged tacticians, proving that sometimes, the most ordinary weapon in skilled hands can achieve the extraordinary in the pursuit of justice.

Level 3: Vigilante Skill

At 3rd level, you gain proficiency in one type of artisan's tools of your choice (such as tinker's tools or leatherworker's tools), which you can use to craft specialized arrows.

Your experience in the ally ways and streets has refined your fighting techniques. You learn skills that are fuelled by special dice called Skill Dice.

Skills. You learn two skills of your choice. Many skills enhance an attack in some way. You can use only one skill per attack.

You learn one additional skill of your choice when you reach Ranger levels 7, 11, and 15. Each time you learn new skills, you can also replace one skill you know with a different one.

Skill Dice. You have four Skill Dice, which are d8s. A Skill Die is expended when you use it. You regain all expended Skill Dice when you finish a Short or Long Rest.

You gain an additional Skill Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total).

Quick Reflexes. As a reaction, you can roll a Skill Die when you are targeted by an attack and you can add the number to your AC until the end of your next round.

Saving Throws. If a skill requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.

Level 7: Enhanced Arsenal

At 7th level, you learn an additional Arrowmaster Maneuvers of your choice. Whenever you finish a short or long rest, you can swap one of the maneuvers you know for a different one from the list.

Additionally, you gain the ability to imbue your arrows with elemental energy. Once per turn when you hit a creature with a ranged weapon attack using a non-magical arrow, you can choose to deal an extra 1d6 acid, cold, fire, lightning, or poison damage to the target.

Level 11: Master Archer

at 11th level, your mastery of trick arrows deepens. You can now use two different Arrowmaster Skills on the same turn, provided that only one of them is used as part of the attack action.

Additionally, the extra elemental damage from your Enhanced Arsenal feature increases to 2d6.

Level 15: Unparalleled Precision

At 15th level, you have reached the pinnacle of archery skill. Once per turn, when you make a ranged weapon attack with an arrow and miss, you can choose to reroll the attack roll.

Furthermore, when a creature fails a saving throw against one of your Arrowmaster Skills, it suffers an additional effect based on the skill:

  • Blinding Shot: The creature has disadvantage on attack rolls until the end of its next turn.
  • Grappling Arrow: The creature's speed is halved until the rope vanishes.
  • Net Arrow: The creature has disadvantage on Strength checks and Strength saving throws until it is no longer restrained.
  • Smoke Arrow: Creatures starting their turn within the smoke cloud have disadvantage on attack rolls until the end of their turn.
  • Tripwire Arrow: The creature's speed is reduced to 0 until the end of its next turn.

Level 3: Skill Options

The Skills here are are in alphabetical order.

Blinding Shot

When you hit a creature with a ranged weapon attack using a non-magical arrow, you can expend one use of this skill to force the target to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target is blinded until the end of its next turn.

Disarming Shot

When you hit a creature with a ranged weapon attack using a non-magical arrow, you can expend one use of this skill to force the target to make a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target drops one item of its choice that it is holding.

Explosive Arrow

As an action, you can fire a specially crafted arrow at a point within your weapon's normal range. Upon impact, the arrow explodes in a 10-foot radius sphere. Each creature in that area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier), taking 2d8 fire damage on a failed save, or half as much damage on a successful one.

Grappling Arrow

As an action, you can fire a specially crafted arrow at a Large or smaller object or surface within your weapon's normal range. If it hits, a sturdy rope magically attaches to both the arrow and your bow. You can use the rope to pull yourself up to the location of the arrow as part of the same action, or you can attempt to pull the object towards you (Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check, target chooses). The rope vanishes after 1 minute or if the arrow is dislodged.

Healing Arrow

As an action, you can fire a specially crafted arrow at a willing creature within your weapon's normal range. If it hits, the creature regains 1d8 hit points.

Knockback Arrow

When you hit a creature with a ranged weapon attack using a non-magical arrow, you can expend one use of this skill to attempt to push the target 10 feet directly away from you. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier, your choice) or be moved.

Net Arrow

When you hit a Large or smaller creature with a ranged weapon attack using a non-magical arrow, you can expend one use of this skill to attempt to entangle it. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier, your choice) or be restrained until the end of its next turn. A creature restrained by the net can use its action to make a Strength check against your skill DC to break free.

Pinning Shot

When you hit a Medium or smaller creature with a ranged weapon attack using a non-magical arrow, you can expend one use of this skill to attempt to pin it to a solid surface. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or have its speed reduced to 0 until the end of its next turn. A creature pinned in this way can use its action to make a Strength check against your skill DC to break free.

Ricochet Shot

On a turn when you miss a creature with a ranged weapon attack using a non-magical arrow, you can expend one use of this skill to have the arrow ricochet to a second creature within 30 feet of the first. Make a new attack roll against the second creature with the same attack bonus.

Smoke Arrow

 As an action, you can fire a specially crafted arrow at a point within your weapon's normal range. Upon impact, the arrow releases a cloud of thick smoke that fills a 20-foot radius sphere centred on that point. The area is heavily obscured until the start of your next turn.

Tripwire Arrow

As an action, you can fire two specially crafted arrows at two different points within your weapon's normal range, creating an invisible tripwire between them. The tripwire lasts for 1 minute. Any Medium or smaller creature that moves through the tripwire must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or fall prone. You can have only one tripwire active at a time.

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