Fighter
Base Class: Fighter

Wasteland Watchers are spesificly trained fighters who expertised with ranged combat in hot-war areas. This fighters usually trained by Samualram Warlords in Southern territories of Samualram Empire, in the past Wasteland Watchers are very usefull scouts and ranged combatants in battle field but than Desert Artashirs take down the Wasteland Watchers from their military statue.

(This subclass can be an option if you're playing in Void of Ages Campaign Setting)

Tactical Marksman

Beginning when you choose this archetype at 3rd level, if you are on a highground at least 15 ft. from your target (the ft. starts from the targets situational platform) you can add your profiicency bonus to your ranged weapon attacks, also when you make an attack with a weapon has throwing property you can ignore the out of normal range disadvantage.

Forced Acrobat

Starting at 3rd level, casue of the requirement of highground Wasteland Watchers trained their body for increasimng their physical balance for protecting their very narrow positions in the battle field. You can use your reaction for getting advantage to your Strength skill check (Athletic) or Dexterity (Acrobatics) skill cheks against shove or similar affect or action until to start of your next turn.

The Highlander of Desert

At 7th level, if you are on highground for 45 feet or higher from your target, you can add twice of your proficiency bonus instead of normal bonus coming from your Tactical Marksman feature to your Ranged weapon damage rolls. Also while you are in this position you can ignore the out of normal range disadvantage of ranged weapons. Your Tactical Marksman ability can be activated for 15 feet to 45 feet highground.

Mobile Enchanter

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. Also being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

Sneak-Lander

At 10th level, you gain advantage on your Dexterity (Stealth) skill checks against targets loses you from their line of sight, also you gain 15 feet of Tremorsense.

Critical Balancer

Starting at 15th level, when you hit a target with a ranged weapon attack, if you hit the same target with a second ranged attack made in the same turn you can deal additional piercing damage equal to your proficiency bonus, you can use this ability once per turn in your second attack to the same target after that your bonus will end, also you can use this with your Tactical Marksman ability or The Highlander of Desert ability.

Predetor of Wastelands

At 18th level, If you take the Attack action with a weapon has ranged property on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

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