Ranger
Base Class: Ranger

You are a trained S.H.I.E.L.D agent, you have mastery in the art of archery and have learned how to fight from afar and up close, your aiming is impeccable and you are a skilled martial artist. You still have much to learn in terms of combat and espionage experience but currently, you know how to fight and when to do it. 

Martial Training

When you choose this archetype at 3rd level you gain proficiency with medium armor, martial weapons, and ranged weapons.

Infused Arrows

You have learned to channel magic in your arrows, dealing elemental damage to your foes. At 3rd level you can choose to infuse your attack with elemental force, you can choose between several effects. Fire, Lightning, Acid, and Frost.

Headshot

At 7th level, you've learned to hone in on your foes' weak points. Your weapon attacks score a critical hit on a roll of 19 or 20, and when you score a critical hit on a creature, you gain a bonus to the damage roll equal to your ranger level.

Bleeding Shots

Starting 7th level, you have learned to shoot quickly and precisely. When you get a roll of 19 or higher on an attack roll you can choose to make a number of attacks equal to half of your ranger level rounded down. The weapon used to attack must be either, a longbow, short bow, dart, boomerang, or any type of crossbow. Each attack does 1d4 damage and adds one level of bleeding

Bleeding Levels

While a target has bleeding levels(BL), at the beginning of their turn, they must succeed on a DC13+BL constitution save, or take damage equal to 1d4 multiplied by BL. On a successful save they take half damage. On the targets turn, they may use an action to make a medicine check to staunch the bleeding. The DC of this check is equal to 13+BL.

Slaying Strike

At 11th level, you have become a legendary S.H.I.E.L.D. archer who knows how to bring down their foes. When you hit a creature with an attack(using a long-range weapon like a longbow, short bow, boomerang, or any kind of crossbow) you can use a bonus action to force it to make a constitution saving throw against your ranger spell save DC. If the creature is your favorite enemy it has disadvantage on the roll. On a failed save, the creature takes an extra 2d6 damage of the weapon's damage type

Arcane Boost

Using your stores of magical power, you boost your abilities for a short amount of time. At 11th level, you can use a bonus action to activate one of the following effects, the effects last for 1 minute.

Spell Shield. You have a +2 bonus to your Armor Class. 

Arcane Vision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Dim light doesn't impose disadvantage on your wisdom (perception) checks, and you have advantage on dexterity saving throws.

Spell Sniper. You have advantage on attack rolls, and your attack deals an additional 1d8 force damage.

Spell Ward

Your experience with magic has given you an edge when fighting against casters. At 15th level, when you are the target of a spell or within a spell's range effect and fail your saving throw, you can use your reaction to reroll your saving throw. You must use the result of the new roll regardless of it is higher or lower than your original roll.

Deadeye Technique

At 15th level, you have learned to focus perfectly before an attack. As a bonus action, you can give yourself a +10 bonus to the next attack roll you make this turn. If your attack roll exceeds the target by 10 or more, the attack is a critical hit.

Exsanguis Celeritas

When you reach level 15, you have become a master at attacking vital spots on the enemy's body. The damage of bleeding increases to 1d6, as well as attacks that apply bleeding. 

Additionally, once per turn, when you attack a bleeding enemy, they take an additional 1d6 damage for each levle of bleeding they have.

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