Base Class: Fighter
An elven woman fires arrow after arrow into the face of an oncoming goblin horde. Refusing to flee even in the face of overwhelming odds, she slowly retreats, surrendering the hilltop. As the goblins crest the top of the hill she releases a powerful barrage of shots, instantly killing five of the remaining goblins. She continues firing at an unbelievably fast rate, but the goblins just keep coming. One lucky goblin gets close enough to attack, taking a wild swing in the hopes that he would be the one to kill the beautiful deadly she-elf. He barely even has time to register the fact that he had completely missed before her next shot wipes the stupid look off his face. The elf rolls safely away to continue her onslaught elsewhere. She smiles grimly as she fires the last of her arrows from her fourth and final quiver. She then draws her daggers and strides forward to face the horde.
Practiced Marksman
Beginning when you choose this archetype at 3rd level, You have practiced with ranged weapons and can make shots that others find difficult. You gain the following benefits:
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -2 penalty to the attack roll. If the attack hits, you add +5 to the attack's damage
(*If you take / have taken the Sharpshooter feat you may stack this ability, granting a instead a -6 penalty to the attack roll. If the attack hits, you add +15 to the attack's damage instead.*) - You can attempt to intercept an opponent's ranged weapon attack with one of your own. When a creature that you can see makes a ranged weapon attack that you can see, you can use your reaction to make a ranged attack with your weapon against the opponent's projectile (Projectile's AC = Final Attack Roll + 2) On a hit, the opponent's attack misses.
(Boulders hurled by giants or siege engines, and similar projectiles, are unaffected. Magical attacks are to be determined case by case by the DM.)
Scouter
Scouter's Nest
At 7th level you have developed a keen eye for discovering tactically advantageous positions such as abandoned bell towers, the tops of tall trees or overhangs on a cliff face. You can spend 1 hour outside of combat constructing and camouflaging a Scouter's Nest. Your DM will tell you if a space is appropriate for a Sniper’s Nest. While in your nest you gain the following benefits.
- you need half as much food and sleep to sustain yourself
- you can see up to one mile away with no difficulty, able to discern even fine detail as though looking at something no more than 100 feet away from you. Additionally you have advantage on perception checks for hostile creatures
- you are invisible
Theses benefits end when you leave your nest, attack or cast a spell.
Mobile Scouter
Additionally at 7th level, your walking speed increases by 10 feet (this increase applies to your climbing or swimming speed as well).
- Additionally, you gain the ability to climb with ease, faster than normal (climbing no longer costs you extra movement) gaining the ability to move up and along vertical surfaces.
Expert Archer Skills
At 10th level, you can choose a two features of the following:
Light Footed
Your movement speed increases by 10ft, and you may take the Dash or Disengage action as a Bonus Action.
Multi-Talented
You gain proficiency in any two skills/ artisan's tools.
Perfect Shot
As an action, you can carefully line up your next shot. The first ranged weapon attack you make on your next turn has advantage and ignores half cover. If it hits, it is a critical hit. You lose this benefit if you move or are forced to move before making this attack on your next turn.
Escape the Horde
Opportunity attacks against you are made with disadvantage.
Multiattack Defense
When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Additional Fighting Style
Choose a second option from the Fighting Style class feature:
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Fleet of Arrows
Starting at 15th level, You can unleash a fleet of arrows.
Using the Fleet of Arrows feature, you can choose 1 creature within 15ft of you as an Action, and it must succeed on a Dexterity saving throw against a burst of attacks.
Fleet of Arrows save DC = 8 + your proficiency bonus + your Dexterity modifier.
If the creature fails the saving throw it takes 10d8 piercing damage and is stunned until the start of your next turn. If the creature succeeds it takes half as much damage and is not stunned.
You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Eagle Eye
When you reach 18th level, your Dexterity score increases by 2. Your maximum for this score is now 22.
In addition, once on each of your turns you can add your Constitution modifier to the attack roll or the damage roll of an attack you make against one of your enemies.
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Posted Aug 27, 2020FINALLY! A real ranger! #RangerClassSucks hahaha