Base Class: Ranger
You have mastered the art of imbuing your arrows with magic to the point of being able to control them in ways that are otherwise impossible to achieve.
Fletcher
Upon Choosing this archetype at 3rd level, you gain proficiency with Woodcarver's tools. You may use them to craft arrows at half the cost, and even draft new creations (DM's discretion).
Adept Archer
When you choose this archetype at 3rd level, you learn to preform powerful trick shots to disable or damage your opponents using bows or crossbows. Trick shots also deal additional damage on hit starting at 1d4 and increasing to 1d6 at 7th level, 1d8 at 11th level and 1d10 at 15th level.
Trick Shots. you learn three trick shots of your choice, which are detailed under "Trick Shots" below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can only use one trick shot per attack.
You Learn additional trick shot of your choice at 5th, 9th, 13th and 17th. Each time you learn a new trick shot, you can also replace one trick shot you know with a diffrent one.
Flow. You gain a number of Flow points equal to your proficency modifier. you may expend spell slots of any level to use one of your trick shots when you have no uses of flow left. You regain all expended Flow points after a short or long rest.
Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot's effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your dexterity modifier
Trick Shots
Trick Shots. you learn three trick shots of your choice, which are detailed under "Trick Shots" below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can only use one trick shot per attack.
You Learn additional trick shot of your choice at 5th, 9th, 13th and 17th. Each time you learn a new trick shot, you can also replace one trick shot you know with a diffrent one.
Curving Shot
When you make a ranged attack against a creature, you can expend one flow point to cause the arrow to fly in an arc ignoring half and three quarter cover, this can also be used on creature behind full cover but the attack is made at disadvantage.
Dazing Shot
When you make a ranged attack against a creature, you can expened one flow point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constituion saving throw or suffer disadvantage on attacks until the end of their next turn.
Deadeye Shot
When you make a ranged attack against a creature, you can expened one flow point to gain advantage on the attack roll.
Disarming Shot
When you make a ranged attack against a creature, you can expend one flow point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Piercing Shot
When you make a ranged attack against a creature, you can expend one flow point to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment.
Rushed Shot
When you make a ranged attack, you can expened one flow point to attack as a bonus action. This attack gains a -5 to the attack roll.
Spread Shot
When you make a ranged attack, you can expened one flow to instead attack in a 15 foot cone infront of you. All creature within the cone must make a Dexterity saving throw against your Trick Shot save DC. (This expeneds 5 ammunition)
Trip Shot
When you make a ranged attack against a creature, you can expend one flow point to attempt to trip them up. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be Knocked Prone.
Twin Shot
When you make a ranged attack, you can ecpened one flow point to target a second creature with the same attack roll. (This expeneds 2 ammunition)
Violent Shot
When you make a ranged attack against a creature, you can expend one or more flow points to enhance the volatility of the attack. For each flow point expended, the attack gains a -2 to the attack roll. If the attack hits, you can roll one additional weapon damage die per Flow point spent when determining the damage.
Sharp Eyes
When you reach 7th level, you gain proficiency in perception if you already have proficiency in this skill gain expertise instead.
Expertise
Gain Expertise in Perception
Proficiency
Gain Proficiency in Perception
Fast Hands
starting at 7th level, you add your proficiency bonus to your initiative roll and may draw a single weapon of your choice for free at the start of combat.
Quick Wit
Upon reaching 11th level when you would miss an attack with one of your trick shots, you may use your reaction to reroll the attack targeting a new creature within 15ft of the original target. You may use this feature a number of times equal to your Wisdom modifier.
Unparalleled Accuracy
at 15th level, you trick shots score critical hit on an attack roll of 19-20 and you may make a second attack with the same trick shot at disadvantage against a second target, scoring a critical hit on this attack will not active the effects of Unparalleled Accuracy.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
6/28/2023 10:13:29 PM
|
4
|
1
|
--
|
Coming Soon
|
Comments