Ranger
Base Class: Ranger

As you travel amongst different land, hunting, and killing you become adept at moving swiftly,

harnessing the powers of the wind it grants you the ability to move swiftly. it provides a ranger

a whole lot of freedom of movement, but in exchange, a ranger using the properties of the wind

opens up a lot of opportunities, A ranger too reckless will surely bring forth death to themselves.

Wind Run

Harness the element of wind and move faster,

At the beginning of your turn use a bonus action to activate "Wind Run"

Wind Run:  Doubles the ranger movement speed.

the powers of the wind add speed to projectiles a ranger will shoot, adds +2 to hit on ranged attacks.

any ranged attack made to Ranger gets a -2 to hit

WHEN A RANGER TAKES ANY PHYSICAL DAMAGE

THE RANGER MUST DO A DEX SAVE DC 13 TO STAY IN WIND RUN

upon failing the DEX SAVE, the ranger gets swept by the wind they are

harnessing and tumbles for 2d6 worth of bludgeoning damage.

IF A RANGER FAILS ANY DEX SAVE THE RANGER GETS SWEPT!

1 Wind Run Per Short Rest

At higher levels:

gain additional  2 additional charges at level 5 (total 3).

gain an additional 2 charge at level 9 (total 5).

Shackle Shot

Ranger imbues their arrow with the elements of wind creates a magical shackle 2d6 + DEX + PROF

that will shackle the target to an object, item, or unit directly 10ft. behind them,

considering where the ranger took their shot. (Target and Unit behind Needs to make a DEX SAVE OF 13)

On Save: Target only takes half damage and does not get bound

On Fail: If behind an object, tree, or unit, it shackles the target to the object, tree, or unit behind it. If it's a unit, the unit must make the same Dex Save DC 13. If the 2nd unit succeeds only the main target is bound if the 2nd unit fails they are both bound together

If there is no object, tree, or unit, The target is shackled on the ankles falls prone, and must use a bonus action to break free.

If the Ranger misses the attack: Ranger takes a DEX SAVE OF 13

On Save:, Ranger maintains his wind run takes half damage.

On Fail: Ranger gets shackled TUMBLES,(2d6 Bludgeoning) and falls prone needs an action or bonus action to break free.

POWER SHOT

Ranger uses as much magical wind they can muster up to create High-Velocity Wind attack  (2d10 + Dex + Prof)

upon release of the attack, the attack creates a 10ft wide cone-shaped sonic boom.

Power shot travels up to 120ft. *Can be blocked with High AC*

anyone on its path that gets hit must submit to an STR SAVE 15

to prevent being pushed back.

on success: Take half damage, no knockback

on fail: Takes full damage and gets pushed away 10ft. from the trail of the Power Shot

Anyone with an AC Higher than the Hit Roll will stop the Power Shot from going further.

if the first Unit in the path Has a Higher AC than the Hit Roll then the Power Shot

Counts as a Miss and the High-Velocity Air Explodes back to the Ranger. (Ranger takes the Damage Calc. instead)

Wind Aura

Attuned at using the Powers of the Wind the Ranger is able to maintain

low-pressure winds constantly circulating the Ranger's body at all times.

This 10ft sphere of low-pressure winds creates an aura that ranger uses to

sense immediate danger even outside of Wind Run.

Upon Entering Wind Run State, the sphere doubles in size.

Each Ranger attunes differently to Wind Run and trains their body differently to

interact on anyone who enters their low-pressure field.

 

Wind Aura: Danger Sense

The Low-Pressure wind remains constant and any foreign disruptions within the field

alerts the Ranger and lets the ranger know its Exact locations.

(anyone in the Aura that is not the User, gains disadvantage at stealth Rolls)

Ranger Gains Advantage at all attack rolls on any unit within the aura.

Wind Aura: Disruptive Winds

The Low-Pressure wind remains constant and any foreign disruptions within the field

alerts the Ranger and lets the ranger know its Exact locations.

(anyone in the Aura that is not the User, gains disadvantage at stealth Rolls)

Allows the Ranger to use their Reaction to pressure anyone within their Aura

2d6 FORCE DAMAGE

Wind Aura: Evasion

The Low-Pressure wind remains constant and any foreign disruptions within the field

alerts the Ranger and lets the ranger know its Exact locations.

(anyone in the Aura that is not the User, gains disadvantage at stealth Rolls)

Allows the Ranger to use their Reaction to Dodge

Wind Aura: Lock On

The Low-Pressure wind remains constant and any foreign disruptions within the field

alerts the Ranger and lets the ranger know its Exact locations.

(anyone in the Aura that is not the User, gains disadvantage at stealth Rolls)

Ranger Gains + 3 to hit on anyone within the Aura

Wind Aura: Meld

Ranger moves more swiftly and nimbly,

making as little noise and attention drawn to them  as they move

Grants Advantage on all Stealth Checks

Focus Fire

Focus Fire: 

The Ranger uses all the Wind they Manifested to stay in Focus Fire

against one target, the Ranger is locked on its target for the rest

of the combat or until the ranger misses

All damage rolls done by ranger under focus fire is Halved

Focused Target must make a WIS SAVE DC 16 each turn they are Affected by Focus Fire

on save: Breaks out the Focus of the Ranger and Cancel's Focus Fire
Will only take 1 damage roll instead of 3.

on fail: Target Remains Locked on Focus Fire

If the Ranger misses an attack :

Loses Focus Fire, and Loses Wind Run without Tumbling.

Each Ranged Attack Rolled under Focus Fire gets +2 to hit,
and gets 3 Damage rolls per Hit,

if the target gets away from the Ranger's Range it breaks focus fire

Breaking Focus Fire Breaks Wind Run

Previous Versions

Name Date Modified Views Adds Version Actions
11/20/2020 3:20:06 AM
2
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3.0
Coming Soon
11/22/2020 12:22:02 AM
7
0
3.1
Coming Soon

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