Base Class: Ranger
The Support Archer is an elite support role which allows the skilled Ranger to use their abilities in a "Cleric-Approved" way. The Support Archer is gifted with the ability to use "Arrow of Light", which are ethereal arrows capable of a multitude of effects. Being a Support Archer does not mean that the Ranger cannot take on an attacking role, they simply are more useful in a support capacity. Against undead targets, the Support Archer's "Arrow of Light" are an unbeatable asset, allowing the Ranger to deal increased damage to the undead. Support Archers are a wise sort, and as such, their wisdom plays a large role in their overall effectiveness. The truth of the matter is, strength does not command a Ranger's bow, it is the wise placement of arrows which commends a strong Ranger.
Level 3: Clerical Archery
You gain the ability to use Arrow of Light, a useful healing ability which Support Archers are built around.
Level 3: Healing Expertise
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.
Multiheal
Once per turn, when you use Arrow of Light, if the target of the action has full health or gets full health from the Arrow of light, you can choose to give the remainder of the healing value to a different creature within 10 feet of the original target.
Overheal
Your healing is so good, you can overheal! Once per turn, when you hit a creature that’s not missing any of its HP with Arrow of Light, the action grants 1/2 of the rolled number as temporary health. You can grant this temporary health only once per turn.
Level 7: Strength in Numbers
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.
Ally Defender
When a creature hits an ally within 20 feet of you with an attack, that creature has Disadvantage on all other attacks against that ally this turn.
No One Flees
Opportunity Attacks by allies within 20 feet of you have Advantage.
Level 11: Ricocheting Arrow of Light
Once per turn when you heal a creature with your Arrow of Light, you can cause a ricochet in order to split the healing with an additional creature within 30 ft. of the first creature. Each creature will receive half the rolled hit points. In the case of odd numbers, round up and add an additional 2 hit points to each target. In the case of Undead, healing is replaced with damage.
Level 15: Ultimate Tanking
When an ally within 50 feet of you takes damage, you can take a Reaction to give them Immunity to it and any other damage of the same type until they are hit by an attack of that type. After they are hit by an attack of the type which they had temporary Immunity to, remove the Immunity.
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