Ranger
Base Class: Ranger

Showoff rangers are more than expert marksmen—they are performers of the battlefield, artists whose medium is the impossible shot. Where others see a dangerous skirmish, a Showoff sees a stage. Every movement is a flourish, every shot an act of daring, every victory a spectacle worth remembering.

To them, precision alone is not enough.
It must also be impressive.

Showoff rangers thrive on the thrill of risk: arrows that ricochet in absurd angles, acrobatic leaps executed mid-shot, and improbable trickshots that leave allies cheering and enemies dumbfounded. Their fighting style is equal parts technique and bravado, each battle an opportunity to prove—once again—that their confidence is not misplaced.

Some mistake their swagger for arrogance. The truth is simpler:
the higher the risk, the brighter the reward.
And to a Showoff, a battle won without style was never worth fighting in the first place.

Level 3: Trickshots

Starting at level 3, when you take this subclass, you gain the ability to perform trickshots. When hitting an enemy with a ranged weapon attack you may choose to perform one of your known trickshots. To do so you must make the attack roll again, apllying the trick shot on activation effects (if any) but dealing no damage if you miss, or gaining both the on activation and on hit effect (if any) of your trickshot + the damage the attack would normally deal + 1d8 of the same type of damge (this boost become 2d8 at level 11). You can only perform a trickshot once durnig your turn. You can only perform a trick shot a number of times equal to your Wisdom modifier + your proficency bonus, and regain two uses on a Short Rest or all expended uses on a long one. The number of trickshots you know is 2, but increases to 3 at 7th level, 4 at 11th level and 5 at 15th level.


Trickshot Options:

Backflip Shot

After firing the shot you may moove up to 15 ft in the opposite direction of the target. This moovement doesn't trigger opportunity attacks.

Ricochet Shot

After firing the shot you may choose a second target within 20ft of the first one and make an attack roll against it. If the attack hits the target takes damage equal to a norma attack of your weapon without the trickshot bonus (even if the trickshot attack misses the first target).

Pinning Shot

When hitting the trickshot the target must make a Strength saving throw with DC equal to your spellcasting saving throw DC, having its speed reduced to 0 until the end of your next turn on afeiled save or having its speed halved until the end of your next turn on a successful one.

Bullseye Shot

The trickshot attack roll gains an additional +2, also, if you it, the target has disadvantage on the next weapon attack it makes.

Rattling Shot

When hitting the trickshot the target gains disadvantage on the next saving throw it makes. This effect lasts only until the end of your next turn.

Rebound Roll Shot

Immideately after making this trickshot you may perform a Dodge action for free.

Piercing Spiral Shot (requires ranger level 7 or higher)

When performimg this trickshot you deal damage to all enemies in a 15ft line behind the target equal to the bonus damage the trickshot would apply, even if you miss the first target.

Grappling Shot (requires ranger level 7 or higher)

When hitting this trickshot you may decide to move the target up to 15ft towards you (this only works on small, medium and large creatures) or to moove yoursself up to 15 towards it. Either way this moovement doesn't trigger opportunity Attacks.


Heartseeker Shot (requires ranger level 11 or higher)

When activating this trickshot you gain advantage on tthe rickshot attack roll and on the first attack roll made on the target with ranged weapons until the end of your next turn. Also, when hitting this trickshot it deals an additional d8 for the trickshot bonus damage.

Stormburst Shot (requires ranger level 11 or higher)

Wheater you hit or miss the initial target of this trickshot, a strong current is formed in a 10ft radius circle around the initial target, making all creature inside it take a dxterity saving throw with DC equal to your spellcasting saving throw DC, taking 2d8 damage on a failed save and being knocked prone on a fail, or half as much on a successfull one

Level 7: Taunting Shout

Starting at level 6 you become capable of using your own ego to taunt others. As a Bonus Action on your turn you may choose a creature that can hear you within 60 ft. If that creature can understand you it must make a Wisdom saving throw with DC equal to your Spellcasting save DC, and become irritated on afailed save, having its next attack roll reduced by 2. This reduction becomes 4 once you reach level 15 as a Ranger.

Level 11: Bolstered Ego

Starting at level 11 your ego grows significantly whenever you hit a critical hit. When rolling a critical hit with a ranged weapon you immediately regain 1 Trickshot. aslo you may apply a trickshot of your choosing to the attack without re-rolling the attack roll (you still consume the trickshot).

Level 15: Manifesting Skill

Starting at level 15 you become able to manifest the skills you always bolster about for a brief instant. Whenever you make a ranged attack roll without disasdvantage you can choose to change whatever the result of the roll was to a natural 20 by expending 4 Trickshots. You may only use this feature once per Long or Short Rest

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