Ranger
Base Class: Ranger

Orphic Archers are rangers who have garnered such immense experience and expertise with the bow and arrow, that they find themselves endowed with a blessing as reward for their dedication to the art. Deft with their fingers and quick with their feet, they shine as ranged attackers, displaying unparalleled aptitude even in situations that cripple typical archers. No great skill comes without great sacrifice, but all Orphic Archers know that the boons they are conferred shall nary leave them bereft of the power they seek.

Spirit Mark

At 3rd level, your training in the art of archery manifest as an ornate mark running down one of your arms, not dissimilar to a tattoo of sorts. The mark glows faintly with a deep green hue, increasing in intensity whenever you draw on its power.

Once on each of your turns, you can draw on the mark's power to augment your ranged weapon attacks. When you hit a creature with a ranged weapon attack, you can deal an extra 1d6 force damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d8 when you reach 11th level in this class.

Orphic Archer Magic

At 3rd level, you learn the Hunter's Mark spell if you don't already know it. When you cast it, your Spirit Mark glows with a soft green light.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Orphic Archer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spell
3 Hunter's Mark, Zephyr Strike
5 Blur
9 Lightning Arrow
13 Dimension Door
17 Conjure Volley
 

Strategic Placement

Your affinity with your Spirit Mark allows you to exploit your positioning to gain an advantage on attacking your opponents.

At 7th level, you gain one of the following features of your choice:

Close-Quarters Adept

Being within 5 feet of a hostile creature no longer imposes disadvantage on your ranged attack rolls. Additionally, when a creature within 5 feet of you attacks or targets any creature other than itself with a spell, you may use your reaction to make a ranged weapon attack on it.

Stunning Display

When you call on the power of your Spirit Mark to augment your shots, you can also cause your target to be Stunned until your next turn on a hit, unless it succeeds on a Constitution saving throw equal to your spell save DC. Once a creature resists or comes out of being stunned in this way, it can no longer be stunned in this manner for the next hour.

Mark of the Wild

At 11th level, you can choose to make a ranged weapon attack whenever you use a bonus action to mark a new creature with Hunter's Mark.

Spirit Mastery

At 15th level, your affinity with your Spirit Mark reaches its zenith.

You are able to rely on your Spirit Mark to sustain the effects of the Hunter's Mark, allowing you to cast it without having to concentrate on it for a maximum duration of 1 hour.

When drawing on the power of your Spirit Mark in this way, it augments your focus on your quarry. You gain advantage on saving throws made against your quarry (e.g. against a breath attack or a fireball spell). Additionally, your heightened focus causes your quarry to have disadvantage on attack rolls towards you.

You may use this feature a number of times equal to your wisdom modifier per long rest (for a minimum of 1). 

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