Ranger
Base Class: Ranger

Elite Combatants, The Sturmjäger are professionals who are brutally trained to become fighting machines, trained to delight in the fear of their enemy and operate under absolutely untenable conditions. Blasting through enemy lines in a hail of Improvised Explosives and brutal melee charges, they are unmatched. 

Special Operations Training

When you choose this archetype at 3rd level, your intense training has lead to a body hardened beyond anything possible by those untouched by the horrors of this world, you gain proficiency in Intimidation and Athletics or Acrobatics. Ignore any modifiers to ranged weapons for being too close to the target. Whilst in darkness, you are considered to have half cover.

The Lightning Strikes

At 3rd Level, immediately after you make a run action any magical or ranged attack will have disadvantage to hit you, and you may:

  • Make a free attack action with a ranged weapon so long as you are within half the maximum range of the ranged attack's range and are not within melee combat range.
  • Make a free melee attack action with advantage, so long as the weapon has the finesse Keyword you may also add your strength modifier to the attack damage

You can use this feature a number of times equal to your dexterity bonus, and you regain all expended uses when you finish a long rest.

Overwhelming Firepower

At 7th level, you may craft rudimentary explosives from items found at every day markets, with enough time and an established enough market you can gather enough ingredients to make explosive (DM's Discretion).


These explosives may be set off by prolonged exposure to heat and must be kept safe whilst in combat. They act as a ranged weapon that deals 4D8 damage in a 10ft radius on a normal ranged attack with an effective range of 30ft. When they explode on impact creatures hit by the attack must take a DC16 Wisdom Saving throw (Disadvantage if they reasonably have no idea what an explosive is - this can be explained as magic) and if they fail are frightened for the rest of the turn.

Fuelled by the Fear

At 11th level, whenever you cause a frightened effect on a target, you gain advantage to make any attack action against that target. The target's movespeed is also reduced to 0ft and any grapple check vs the target succeeds and cannot be resisted for the duration of the frightened effect.

Shocktroop Infiltration

At 15th level, during initiative check, any unmodified roll lower than 20 is considered to be 20. If the Sturmjäger rolls a 19 or 20, the opponents are surprised for a turn as the brazen fearlessness of the Sturmjäger leads them into the fray.

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