Base Class: Ranger
- "I remember waking up to the light painting my room in a sunrise glow. But when I looked out the window, I realized the horizon was lit by a wave of burning arrows, coming to crash down upon our homes."
Rangers from the raider tribes in the north are known to specialize in siege combat, attacking and pillaging towns from the coast or hillside. They achieve these combat tactics by summoning construct to assist them in battle.
Siege Construct
At 3rd level, you've acquired a siege construct to assist you in battle. When you roll initiative, you summon a small construct using a pocket-sized cluster of wood and iron. The construct shares your initiative count, but it takes its turn immediately after yours. On its turn, it can move up to its speed towards a direction of your choice (no action required by you). It can't use reactions, and takes no action on its turn, unless you take a bonus action on your turn to command it to take the Artillery Shot action. If the construct dies during combat, you can use your action to expend a spell slot of 1st level or higher to summon it again.
You also gain a Signal Fire to guide your siege construct's attacks. It is a torch that has the Continual Flame spell cast upon it and can serve as a spellcasting focus for your ranger spells. While holding the Signal Fire, your spells gain the siege property, dealing double damage to objects and structures.
| Siege Construct | |||||
|---|---|---|---|---|---|
| Small construct |
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| Armor Class: 14 + PB (natural armor) | |||||
| Hit Points: 5 + five times your ranger level | |||||
| Speed: 20 ft., swim 20 ft. | |||||
| Damage Immunities: Psychic, Poison | |||||
| Condition Immunities: charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned | |||||
| Siege: The siege construct deals double damage to objects and structures | |||||
| Senses: — | |||||
| Challenge: — | |||||
| Actions | |||||
| Artillery Shot. Ranged Weapon Attack: your spell attack modifier to hit, range 600 ft., one target you can see. Hit: 1d6 piercing damage. |
Tactical Strikes
Starting at 3rd level, You gain a new resource called munition. You have a number of munitions equal to your ranger level, and you regain all expended uses when you finish a long rest. While you have no munitions available, you can expend one spell slot and gain a number of munitions equal to the slot's level.
Additionally, you gain new special attack options for your siege construct. You gain access to more attack options as you gain levels in this class, as shown below. When your siege construct makes an Artillery Shot attack, you can spend munition to change it into one of the following attacks:
Explosive Shot: 1 munition - Your siege construct fires an explosive projectile at its target. Make an Artillery Shot attack. On a hit, the target takes 1d8 piercing damage. Hit or miss, the projectile then explodes. The target and each creature within 5 feet of the point where the projectile exploded must succeed on a Dexterity saving throw or take 2d4 fire damage.
Burning Shot: 1 munition - Your siege construct fires a flaming projectile at its target. Make an Artillery Shot attack. On a hit, the target takes 3d4 fire damage immediately and 1d4 fire damage at the end of its next turn. On a miss, the projectile deals half as much of the initial damage and no damage at the end of its next turn.
Scatter Shot (7th level required): 3 munitions - Your siege construct fires multiple shots that deal damage in a wide area. Each creature in a 60-foot cone originating from the construct's location must succeed on a Dexterity saving throw. A creature takes 2d8 piercing damage on a failed save, or half as much damage on a successful one.
Flamespitter (7th level required): 3 munitions - Your siege construct fires a stream of flammable material that travels in a line of 120 feet long and 5 feet wide originating from the construct's location in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The shot ignites flammable objects in the area that aren’t being worn or carried.
Artillery Strike (11th level required): 4 munitions - Your siege construct fires a highly explosive round that strikes an area from above in a 10-foot-radius, 40-foot-high cylinder centered on a point within Artillery Shot's range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
Breaching Shot (11th level required): 4 munitions - Your siege construct fires a heavy round in a line of 120 feet long and 5 feet wide originating from the construct's location in a direction you choose. It penetrates through walls, leaving behind a 5ft. diameter hole. The hole is covered in a magical resin to prevent instability in a structure surrounding it. The round penetrates up to 20 feet of wall before it comes to a halt. Each creature in its trajectory must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Artillery Barrage (15th level required): 5 munitions - Your siege construct fires a volley of shots into the air that rain down in a 40-foot-radius, 20-foot-high cylinder area centered on a point of your choice within Artillery Shot's range. All creatures in that area must make a Dexterity saving throw. A creature takes 6d8 piercing damage on a failed save, or half as much damage on a successful one.
Takedown (15th level required): 5 munitions - Your siege construct fires a salvo of aimed shots at up to five creatures you can see within range. Make an Artillery Shot attack against each target. On a hit, a target takes 4d8 piercing damage.
Fortification
Your siege construct grows to medium size, and you and your allies gain +1 to their AC while standing within 5ft. of the construct.
Advanced Tactics
At 11th level, you gain one of the following features of your choice.
Repositioning
Your siege construct's speed and swimming speed both increase by an additional 20 feet.
Sustained Fire
When you take the Attack action on your turn, you can forgo one of your attacks to direct siege construct to strike. When you do so, your siege construct can immediately make one Artillery Shot attack.
Siege Vehicle
At 15th level, your siege construct grows to large size, and you and your allies can enter its space. Additionally, you and your allies have half cover while boarding the construct.
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