Base Class: Ranger
The use of mastery dice allow for the ability to create many effects for you and your team. These deal extra damage equal to the mastery dice and have effects that make your opponents weaker, give you advantage, and everything in between.
Level 3 - Hunting Mastery
When picking this subclass at level 3, you learn mastery attacks that are powered by your mastery dice. You start with 4 of these dice which are d8s. They increase to d10s at level 11 and d12s at level 15. These can be used during an attack to empower it in a variety of ways. You can learn 3 of these masteries at this level, and you can replace them any time you level up. You learn other masteries after hitting other levels as well. The following are attacks you have learned now. Saving throws for these attacks are 8 + your proficiency bonus + your dexterity modifier
Blinding shot (con saving throw): Blinds your target
Tripping shot (str saving throw): Your target falls prone
Disarming shot (str saving thow): You disarm your target
Goading shot (wis saving throw): Your target has disadvantage on any attacks that are not on you
Precision shot: You may add the total of your superiority die to the attack roll instead of the damage roll
Wild shot: You may impose disadvantage on your shot, if you hit, it will be a critical hit.
Level 7 - Out in the Wild
When you have been traveling on the road for more than 1 day, you can spend an hour investigating the wildlife and nearby areas. You may make a survival check to determine how dangerous the wildlife and/or other people may be in this area. In addition to this, you have advantage on checks to determine if an area is safe enough to set up a camp for the night.
When making perception checks for keeping watch overnight, you also have advantage.
You also learn another mastery and gain another mastery die
Level 11 - Experienced Hunting Master
At 11th Level, your mastery die become d10s, as well as unlocking even more powerful abilities.
Wailing shot (wis saving throw): Your target becomes afraid of you as well as becoming silenced until your next turn
Rally: You can heal and give temporary hitpoints to an ally equal to a roll on your mastery die
Aspect of the Beast: If you fail a saving throw, you can use a mastery die to add the result
Volleying shot: Make an attack with disadvantage, and add the result of your mastery die to the attack roll. If this attack hits, you can make another attack onto a target within 20ft of the original target. This attack still has disadvantage and you still add the result of your master die. This shot continues to volley until it misses or there is no one in range.
Lethal shot (con saving throw): The target adds 5 to their saving throw against this effect. If the target is below 50% of their maximum hitpoints and they fail their saving throw, they immediately die
Multi-shot: You can load up to X amount of arrows in your bow at the same time and hit X different targets, where X is the roll on your mastery die. When using this attack, lower your attack roll by the amount of targets you are shooting at.
Also, your master dice are now d10s, and you gain another mastery die and another mastery
Level 15 - Improved Extra Attack
If both of your attacks for your action are ranged attacks, you may attack for a 3rd time as long as it is a ranged attack as well. For this attack, you may use a master die for free on this attack as long as it is a mastery you learn at level 3.
Also, your mastery dice are d12s, and you gain another mastery die and another mastery
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