Base Class: Ranger
For Will; I hope this does all the fun things we want it to do
Tactical Hunter
When you choose this archetype at 3rd level, you learn tactics that are fueled by special dice called tactical dice.
Tactics. You learn two tactics of your choice, which are detailed under “Tactics” below. Many tactics enhance an attack in some way. You can use only one tactic per attack.
You learn additional tactics of your choice at 5th, 8th, 11th, 14th, and 17th Level. Each time you learn new tactics, you can also replace one tactic you know with a different one.
Tactical Dice. You have three tactical dice, which are d8s. A tactical die is expended when you use it. You regain all of your expended tactical dice when you finish a short or long rest.
You gain another tactical die at 11th level and one more at 17th level.
Saving Throws. Some of your tactics require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:
Tactic save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Tactical Magic
Starting at 3rd level, you learn additional spells when you reach certain levels in this class. They count as a ranger spell for you, but they do not count against the number of ranger spells you know.
Tactics
The following tactics are available
Bow Precision
When you make a weapon attack roll, you can expend one tactical die and add it to your attack roll, before or after the roll, but before any effects are applied.
Close-Quarters Shooter
You can expend one tactical die as a Bonus Action to cancel disadvantage at a target within 5 ft. of you and add the die to the attack damage against that target.
Create an Opening
When you hit with a weapon attack, you can spend one tactical die to do additional damage and allow a creature that can see or hear you to use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Seize the Shot
As a Reaction, you can expend one tactical die to make a ranged opportunity attack against any creature in melee with an ally, adding the die to the damage. If the attack is successful, your allies gain advantage on their next attack against this target before the start of your next turn.
Targeted Shot (Hands)
When you hit a creature with a weapon attack, you can expend one tactical die and add it to the damage of the attack. The creature must make a Strength saving throw against your Tactical DC or it drops an object you choose. The object lands at its feet; if it is a creature, the creature lands prone.
Targeted Shot (Head)
When you hit with a weapon attack, you can expend one tactical die to add to the damage. The target must make an Intelligence saving throw against your Tactical DC or have disadvantage on all attack rolls until the start of your next turn.
Targeted Shot (Torso)
When you hit with a weapon attack, you can expend one tactical die to add to the damage roll. If the target is Large size or smaller, it must make a Strength saving throw against your Tactical DC or be pushed up to 15 ft. away from you.
At Level 14, you can target a creature Huge size or smaller.
Targeted Shot (Wings)
When you hit with a weapon attack, you can expend one tactical die and add it to the damage roll. The target must make a Strength saving throw against your Tactical DC or drop 20 ft. If this causes it to hit the ground, it takes additional falling damage. Repeated wing damage affects its flying speed and ability to maneuver.
Trick Shots
You can expend one tactical die as a bonus action and add it to all of your attacks made against one target until the start of you next turn.
Volley
You can use your action and expend a tactical die to release that number of arrows (minimum of 3). The volley affects that many creatures within a 10 ft. radius circle you can see within you range. You must have ammunition for each arrow, as normal. You roll one attack per creature and deal damage normally per each attack. Large creatures can be targeted by up to 2 arrows; Huge creatures can be targeted by up to 4 arrows.
At Level 17, you release a minimum of 4 arrows.
Dread Ambusher
At 7th level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.
Iron Mind
By 11th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Shadowy Dodge
Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
Previous Versions
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8/20/2022 12:13:57 AM
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Posted Sep 16, 2024So fun