Ranger
Base Class: Ranger

The godess of archery subclass for the ranger is a class mainly focused on buffs for archery. 

Arcane skill

At 3rd level, you gain one of the following features of your choice.

Arcane empowerment

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage. You can deal this extra damage only once per turn.

Arcane reaction

When a creature you can see within 5 ft of you hits or misses you with an attack, you can use your reaction to move up to half your movement speed without triggering oppurortunity attacks.

Multitarget shooting

Once on each of your turns when you make a ranged weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Defensive arcana

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

Adapting shape

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.

Radiant flash

You break your fake body for a split second causing a bright flash. As a reaction immediately after being hit by a melee attack, the wielder can cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. Once used, this reaction can’t be used again until the wielder finishes a short or long rest.

Unfortellable moves

Opportunity attacks against you are made with disadvantage.

true abilities

At 11th level, you gain one of the following features of your choice.

Burning light

You can use your action to make a attack against any number of creatures within 5 feet of you, The creatures need to succed on a con save. this ability can be used once per short rest.

Summoned volley

You can use your action to make a ranged attack against any creatures within 10 feet of a point you can see within your weapon’s range. The creatures must make a dex save or take 2d10 piercing damage from a volley of arrows. On a succes the creatures take half damage. when this feature is used it cant be used untill the character has taken a short rest.

True form

At 15th level, You gain the ability to break your shell and enter your true form. In this form you have advantage on ranged attacks and have +5 to hit with sed attacks. Your AC gains a +4 aswell as you gaining the ability to use your action to cast the Magic missile spell att fifth level without expending spell slots. 

in this form your sise increases by 5 ft and any creature within 5 ft of you must succed on a wis save or be charmed for one minute.