Base Class: Ranger
Master of the wilderness, wanderer in the waste. Probably has a sick beard or scares or something
Life in the Wild
At 3rd level, you gain one of the following features associated with your native biome.
Arctic. Resistance to Cold damage.
Coast. Proficiency with water vehicles. If you already have proficiency the bonus is doubled.
Desert. Having one point of exhaustion has no effect on you.
Forest. Proficiency with herbalism kits or poisoners kits. If you have proficiency the bonus is doubled.
Grassland. Proficiency with Animal Handling. If you already have proficiency the bonus is doubled.
Hill. Difficult terrain caused by rocky or steep topography does not affect you.
Mountain. Advantage on climb checks.
Swamp. Difficult terrain caused by mud or water does not affect you.
Underdark. Blindsight 10ft
Arrow Crafting
At 3th level, you gain proficiency with Tinker's Tools and can use them to make custom arrows as long as you have the right materials. Each type of arrow takes a specific amount of time to make.
Blunt: Deals bludgeoning damage rather than piercing damage. 30 minutes.
Bodkin Point: When you hit a target and roll for damage, this arrow type deals additional piercing damage depending on the armor type the target is wearing. Heavy armor: none. Medium armor: 1d4. Light armor: 1d6. No armor: 1d8. 1.5 hours.
Broadhead: Deals an additional 1d4 slashing damage when the target takes an action or reaction, as well as when the arrow is removed. 1.5 hours.
Bullet Point: These are your normal type of arrows. 30 minutes.
Explosive (requires gunpowder): The arrow deals and additional 1d8 force damage to the target and anyone within 5 ft. 3 hours.
Flaming: The arrow can be set on fire to deal an additional 1d6 fire damage, and the arrow will set flammable objects it hits on fire. 1 hour.
Scatter: When you ricochet this type of arrow it splits into five parts which scatter in a 15 ft cone originating from the impact of the arrow. Each creature (max 5) within the cone must succeed on a dexterity saving throw or take 1d6 piercing damage. The DC for this save equals 8 + your proficiency modifier + your Dexterity modifier. 2 hours.
Whistle: The arrow head is made with a hole which makes a whistling sound when fired. 1 hour.
Precision Archery
At 7th level, you gain one of the following features of your choice.
Sniper. You ignores ranged weapons disadvantage for being beyond the weapons first range increment.
Trick Shot. You make the arrows' path curve, or ricochet the arrow off a hard surface, allowing you to hit targets behind obstacles. You can ignore half and three-quarters cover when you make an attack with a bow. Additionally you can attack a target with total cover if the arrow can travel in a path that doesn't turn it more than 90 degrees, however, if you can't see the target the attack is made with disadvantage.
Bullseye. When you hit a target with a bow you automatically crit when the target is within the weapons first range increment.
Defensive Archery
At 11th level, you gain one of the following features.
Intercepting Shot. You can use your reaction to fire an arrow to reduce the damage of a ranged attack with a single target. The damage reduced equals the damage you would deal with your bow plus your proficiency modifier.
Catch Arrow. You catch an arrow coming your way, allowing you to fire it from your own bow. This functions like deflect missile.
You can use your reaction to deflect or catch an arrow when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your ranger level.
If you reduce the damage to 0, you can catch the arrow if it is small enough for you to hold in one hand and you have at least one hand free. If you catch an arrow in this way, you can make a ranged attack with your own bow and the arrow you just caught, as part of the same reaction.
Resourceful Combatant. You become proficient with improvised weapons. Your bow and arrows can be used as melee weapons, the bow deals 1d6 bludgeoning damage and your arrows deal 1d6 piercing damage. You also gain a 1+ bonus to ac when wielding a bow.
Master of the Wild
At 15th level, you choose one additional feature from Defensive Archery or Precision Archery, and one feature from Life in the Wild.
Previous Versions
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Posted May 27, 2020I like the idea of the class but have you considered putting more information into the arrow crafting. It seems completely DM dependant and doesn't go into how many special arrows you can hold or use. Also the auto crit if you hit bullseye seems too strong as a feature. Perhaps just increase the crit window like the champion.
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Posted May 26, 2019please feel free to rip this subclass into little pieces and light those pieces on fire and then give the remains back to me in a little box labeled "you did it wrong"