Base Class: Ranger
The Waywatchers are a secretive order of rangers who have mastered the art of archery and use their skills to defend the wilds against all threats. They are known for their exceptional marksmanship and their ability to imbue their arrows with magical properties.
Waywatchers are often loners, preferring to operate alone or in small groups. They are fiercely protective of nature and will do whatever it takes to defend it, even if it means taking on overwhelming odds. Their skills as archers are unmatched, and they can take down even the most formidable foes with a single arrow.
Tenets of the Waywatcher
The Waywatchers live by a strict code of honor and adhere to the following tenets:
- Protect the natural world: The Waywatchers are sworn to protect the wilderness and its inhabitants from harm.
- Stand vigilant: Waywatchers must remain ever-vigilant, always watching for threats to the natural world and ready to act at a moment's notice.
- Master archery: Waywatchers must hone their archery skills to perfection, so they can take down their foes with a single shot.
- Use magic wisely: The Waywatchers have the ability to imbue their arrows with magical properties. They must use this power judiciously and only when absolutely necessary.
Waywatchers Arrow
Starting at 3rd Level you can use magic to enhance your arrows to have magical properties. When you gain this level all ranged attacks made with a bow or crossbow are counted as magical attacks, additionally you gain a number of charges equal to your wisdom modifier (minimum of 1) these can be used as a bonus action to add 1d8 damage to any attack done as well as an added effect from your choices of Waywatchers arrow.The damage done by this ability increases to and 2d8 at 11th level and 3d8 at 15th level. You regain all expened uses on a Long rest as well as being able to change out your choices on a Long rest.
Fire Sprite arrow
You have a Fire Sprite attach itself to your attack dealing an extra 1d8 fire damage. Additionally the target must use an action to put out the fire on its body or take 2d4 fire damage each of its turns.
Fog embued arrows
When you use this arrow you forgo the extra 1d8 damage of this feature and instead create an obscuring mist in a sphere of 15ft emanating from the arrow that deals 2d4 acid damage anytime a enemy ends their turn inside the cloud. This last for 1 minute
Hagbane tips
You infuse your attack with a deathly Poison dealing 1d8 Poison damage. Additionally the target must make a constitution saving throw or be Poisoned until the end of your next turn.
Hardwood Shafts
Your arrow is hardened and is made into a fien point able to peirce through its targets dealing 1d8 piercing damage to any target in 30ft line that is 5ft wide.
Shadow wreath shot
You wreathed your arrow in shadow dealing 1d8 necrotic damage. Additionally as well until the end of your next turn the target has disadvantage on all attacks rolls.
Shard shatter tips
When you use this shot you deal 1d8 force damage to a target. Additionally you deal 2d4 damage to an amount of enemies equal to your wisdom modifier.
Shatter shot shaft
Your arrows head magically splits into multiple shots hitting multiple targets dealing 1d8 to any targets within a 15 ft cone infront of you.
Starfire shafts
You enchant your attack with starlight dealing 1d8 radiant damage. Additionally all targets within 5 feet of the target must make a dexterity saving throw or also take 1d6 radiant damage
Swiftshiver darts
You embue your attack with frost dealing an extra 1d8 cold damage. Additionally it also slows the targets movement halfing their overall movement for 1 minute unless they succeed a constitution saving throw.
Thundercrash arrow
You enforce your arrow with lightning dealing 1d8 thunder or lightning damage. Additionally the target must make a strength saving throw or be pushed back 15 feet.
Hidden Paths
Starting at 7th level your awareness in your natural environment becomes uncanny as you are able to find hidden paths and find the ability in any situation. When you are in your favoured terrain you can use your action to make a Wisdom (Survival) check. On a success, you and your companions can move at a faster pace for the rest of the day without penalty. In addition, you have advantage on Dexterity (Stealth) checks made to hide or move silently in natural terrain even in combat. Additionally to this while in your natural terrain your speed is also increased by 15ft.
Defensive stance
At 11th level, you can adopt a defensive stance that makes you harder to hit. When you take the Attack action on your turn, you can choose to enter a defensive stance instead of making an attack. Until the end of your next turn your AC is increased by your wisdom modifier (minimum of 1). Additionally to this opportunity attacks while this stance is being used don't use up your reaction and can trigger your extra attack. Additionally your Waywatcher arrow now does 2d8 damage.
True Shot
At 15th level, your archery skills reach their peak. You gain a +2 bonus to attack and damage rolls made with ranged weapons. In addition, when you make a ranged weapon attack, you can ignore half cover and three-quarters cover. Additionally hen you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll on the same target or another target within 60 feet of the target, you can use this feature a number of times equal to your wisdom modifier (minimum of 1). Finally your Waywatcher arrow does 3d8 damage.
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