Base Class: Ranger
A Ranger that always finds their mark. With skilled hands and unerring eyes, the Marksman fires trick arrows to debilitate enemies and aid allies.
Bullseye
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet, granting you advantage on the first ranged weapon attack made against that creature each turn.
This benefit lasts until you finish a short or long rest or if you designate a different creature.
Arrowcraft
When you choose this archetype at 3rd level, you learn to create a variety of trick arrows to disable your foes with.
Trick Arrows. You learn two create two trick arrows of your choice, which are detailed under “Trick Arrows” below. Many maneuvers enhance an attack in some way. Each use of a trick arrow must be declared before the attack roll is made. You can use only one trick shot per attack.
You learn to create an additional trick arrow of your choice at 7th, 10th, 15th, and 18th level. Each time you learn to craft a new arrow, you can also replace one trick arrows you know with a different one.
Trick Quiver. Each morning you can craft a number of trick arrows equal to your Wisdom Modifier. Each trick arrow must be declared when crafted after a long rest. Your trick quiver can hold up to 10 trick arrows.
Saving Throws. Some of your trick arrows require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Arrow save DC = 8 + your proficiency bonus + your Dexterity modifier
Trick Arrows
The trick arrows are presented in alphabetical order.
Bola Arrow
Fire an arrow that unleashes spinning bola to knock your target prone. Your target must make a Dexterity Saving Throw or be knocked prone.
Flare Arrow
Fire an arrow tipped with an alchemic compound, marking your target with an easily-seen glow. The next attack made against this target is made with advantage.
Net Arrow
Fire an arrow that enwraps your target in a binding net. The target must make a Strength Saving Throw or be rendered restrained until the end of its next turn.
Ooze Arrow
Fire an arrow filled to the brim with a sticky goo. A target hit by this arrow has their speed reduced by 10 feet until the end of their next turn.
Perfume Arrow
Fire an arrow packed with enrapturing perfume. The target must succeed on a Wisdom Saving Throw or be rendered charmed by you until the end of their next turn.
Sand Arrow
Fire an arrow bristling with sand and grit. The target must succeed on a Dexterity Saving Throw or be rendered blind until the end of its next turn.
Shrapnel Arrow
Fire an arrow packed with explosive powder, damaging enemies within 10 feet of the target, or targeted surface with pieces of shrapnel. Make the attack roll as normal, if the attack roll would hit other enemies in the targeted area, divide the total damage of the ranged weapon attack equally amongst them.
Whistler Arrow
Fire an arrow that whistles like the bird of prey. Target must succeed on a WIS save or be rendered frightened of you until the end of its next turn.
In My Sights
At 7th level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Covering Fire
At 7th level, you aid your allies' escape attempts. Whenever an ally leaves the attack range of an enemy, prompting an opportunity attack, you can use your reaction to make a ranged weapon attack against that enemy. If your attack hits, the opportunity attack is made at disadvantage.
Surefire Shot
At 11th level, your aim becomes paramount. If you target a creature with a ranged weapon attack and that target is blinded, grappled, paralyzed, petrified, restrained, stunned, or unconscious, you can choose to have the attack automatically hit, forgoing the chance of a natural 1 or 20.
In addition, if the target of your attack is prone, your ranged attacks are made normally.
Repositioning
At 15th level, you are difficult to pin down during a fight. Once per turn, immediately after making a ranged weapon attack, you can move 10 feet. This movement does not invoke attacks of opportunity.
Previous Versions
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