Ranger
Base Class: Ranger

You're trained at curving boomerangs and other throwing weapons to bounce between targets and utilize the essence of the storms to enhance your combat prowess.

Level 3: Boomerang

You are adept at throwing weapons so that you're never caught unarmed against your prey. When you throw a Boomerang or a weapon with the Light and Thrown properties, the weapon returns to your hand on a hit or miss. Additionally, you can throw your weapon to activate a lever or switch, or retrieve an unoccupied item weighing no more than 10 pounds.

If an option requires a saving throw, your save DC equals 8 + your profiency bonus + your Strength or Dexterity modifier.

Dexterity

Your save DC equals 8 + your profiency bonus + your Dexterity modifier.

Strength

Your save DC equals 8 + your profiency bonus + your Strength modifier.

Level 3: Windmarked

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.

Reverberate (Dexterity)

Your weapon bounces from one target to another, imbued by the winds. Once per turn, when you make an attack roll against a creature under the effects of your Hunter's Mark spell, you can target another creature with the same weapon within 20 feet of the original target. The new target must make a Dexterity saving throw or take 1d10 damage. You choose whether this damage is of the same type as the weapon's normal damage, Lightning damage or Thunder damage.

Reverberate (Strength)

Your weapon bounces from one target to another, imbued by the winds. Once per turn, when you make an attack roll against a creature under the effects of your Hunter's Mark spell, you can target another creature with the same weapon within 20 feet of the original target. The new target must make a Dexterity saving throw or take 1d10 damage. You choose whether this damage is of the same type as the weapon's normal damage, Lightning damage or Thunder damage.

Slipstream

You harness the storms and flash over towards your target. Once per turn, when you hit a creature under the effects of your Hunter's Mark spell, you can teleport (no action required) to an unoccupied space you can see within 5 feet of them. Until the end of your next turn, you have Advantage on your next melee attack roll against that creature.

Additionally, you always have the Misty Step spell prepared. You can cast it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of this ability when you finish a Long Rest.

Level 7: Storm Sentry

Your boomerang stands guard and autonomously attacks assailants. As an Action, you can throw a Boomerang or a weapon with the Light and Thrown properties at an unoccupied point in range. Whenever a creature other than you enters a space within 20 feet of the weapon for the first time on a turn or ends its turn there, the weapon flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d10 damage, or half as much on a success. You choose whether this damage is of the same type as the weapon's normal damage, Lightning damage or Thunder damage.

The weapon returns to your hand at the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of this ability when you finish a Long Rest.

Storm Sentry (Dexterity)

Your boomerang stands guard and autonomously attacks assailants. As an Action, you can throw a Boomerang or a weapon with the Light and Thrown properties at an unoccupied point in range. Whenever a creature other than you enters a space within 20 feet of the weapon for the first time on a turn or ends its turn there, the weapon flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d10 damage, or half as much on a success. You choose whether this damage is of the same type as the weapon's normal damage, Lightning damage or Thunder damage.

The weapon returns to your hand at the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of this ability when you finish a Long Rest.

Storm Sentry (Strength)

Your boomerang stands guard and autonomously attacks assailants. As an Action, you can throw a Boomerang or a weapon with the Light and Thrown properties at an unoccupied point in range. Whenever a creature other than you enters a space within 20 feet of the weapon for the first time on a turn or ends its turn there, the weapon flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d10 damage, or half as much on a success. You choose whether this damage is of the same type as the weapon's normal damage, Lightning damage or Thunder damage.

The weapon returns to your hand at the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of this ability when you finish a Long Rest.

Level 11: Monsoon

Your Ricochet features are improved, granting you the following benefits.

  • You roll an additional d10 for your Reverberate and Storm Sentry features.
  • After teleporting with Slipstream, you have Advantage on all melee and ranged attack rolls against that creature until the end of your next turn. Additionally, your movement doesn't provoke Opportunity Attacks from any creature.
  • While your Storm Sentry is active, the effect's area is considered Difficult Terrain.
  • Attacking with a Boomerang or a weapon with the Light and Thrown properties ignores the conditions of strong winds.

Level 15: Thunderstruck

You become a master at throwing weapons, granting you the following benefits.

  • You deal 2d8 extra Lightning damage or Thunder damage with a Boomerang or a weapon with the Light and Thrown properties.
  • Once per turn, when you make hit a creature, you can attempt to blast them back with thunderous energy. The target must make a Strength saving throw or be knocked 15-feet back and knocked prone. If the target is under the effects of your Hunter's Mark spell and they fail the saving throw, they also drop whatever they're holding.
  • Choose any weapon that doesn't have the Heavy property. That weapon gains the Thrown property with a range of 20/60 if it didn't have so already. If it already has the Thrown property, its range doubles, or triples if it has the Light weapon property. The weapon you choose for this feature gains the same benefits from all other features, even if it doesn't have the Light weapon property. Whenever you finish a Long Rest, you can replace the chosen option with another one.
Thunderstruck (Dexterity)

Once per turn, when you make hit a creature, you can attempt to blast them back with thunderous energy. The target must make a Strength saving throw or be knocked 15-feet back and knocked prone. If the target is under the effects of your Hunter's Mark spell and they fail the saving throw, they also drop whatever they're holding.

Thunderstruck (Strength)

Once per turn, when you make hit a creature, you can attempt to blast them back with thunderous energy. The target must make a Strength saving throw or be knocked 15-feet back and knocked prone. If the target is under the effects of your Hunter's Mark spell and they fail the saving throw, they also drop whatever they're holding.

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