Base Class: Ranger
You specialize in utilizing ranged weapons to target your enemy's vital weak points from great distances. Whether it be using traditional ranger weaponry such as the bow and arrow or more modern methods like the crossbow or even firearm, you are an expert in identifying, understanding and exploiting the points o least resistance on your quarry.
Firearm Training
When you choose this subclass at 3rd level you gain proficiency with firearms.
Steady Aim
At 3rd level, you gain the ability to stabilize your breath and clearly focus on your initial ranged strikes. You may take advantage on your first ranged weapon attack roll on each of your turns as long as you do not use any movement speed, go prone, stand up from prone, magically teleport, or be forcibly moved during the same round.
Precision Strike
At 7th level, you can decide to hone in specifically on your enemies' weak points when making a ranged weapon attack. Once per turn when you hit with a ranged weapon attack, you can choose to force the target to make a Constitution saving throw against your spell save DC. On a success, nothing happens. On a failure, you can choose to impose one of the following effects.
- The target is blinded until the start of your next turn
- The target's movement speed is halved until the start of your next (if the target has a flying speed as well as a walking speed you can choose to reduce either, not both)
- The target is knocked prone
- The target is forced to drop one object it is carrying
- The target has disadvantage on weapon attacks until the start of your next turn
- The target has disadvantage on spell attacks until the start of your next turn
- The target has disadvantage on the next saving throw it has to make
You may use this ability a number of times equal to your Wisdom modifier. You regain any expended uses after a long rest.
Keen Eye
At 11th level, you gain the ability to use your bonus action to make a Wisdom (Perception) check against an enemy's Armor Class. If you meet or exceed their AC you can add your proficiency bonus to one weapon damage roll on that turn. If the attack is a critical hit you double this bonus.
Improved Precision Strike
At 15th level, if you roll initiative without any of your Precision Strike uses left, you gain one additional use.
Target Down
At 17th level, you gain the ability to deal devastating damage to creatures of your favoured enemy types when at a great distance. If you're more than 95ft away from a favoured enemy, and you have advantage on the attack roll, the first ranged weapon attack that hits on your turn is an automatic critical hit.
Comments