Ranger
Base Class: Ranger

Healing Precision

Starting at 3rd level when you choose this archetype, you gain proficiency with the herbalism kit and learn the Spare the Dying cantrip. You can cast it as a bonus action, and its range increases to 30 feet for you.

Additionally, you can use a bonus action to prepare a special dart that can be fired from a ranged weapon. When you hit a creature with this dart, you can choose to either deal no damage and heal the target for an amount equal to 1d10 + your Wisdom modifier or deal normal damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.

Sleep Dart

At 3rd level, you can use your action to make a special ranged weapon attack with a dart. On a hit, the target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or fall unconscious for 1 minute or until the target takes damage or another creature uses an action to shake the target awake. Constructs and undead are immune to this effect.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.

Biotic Grenade

Starting at 7th level, you can use your action to throw a biotic grenade at a point within 60 feet. Each creature in a 10-foot radius sphere centered on that point must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, a creature takes 3d8 radiant damage and is unable to regain hit points until the start of your next turn. On a successful save, a creature takes half damage and suffers no additional effects.

Allies within the radius instead regain 3d8 hit points. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.

Nano Boost

At 11th level, you can use your action to touch a willing creature and enhance their physical capabilities. For 1 minute, the target gains the following benefits:

  • The target's movement speed increases by 15 feet.
  • The target has advantage on attack rolls and saving throws.
  • The target deals an additional 2d8 radiant damage with weapon attacks.

You can use this feature once per long rest.

Sharpshooter's Reflexes

Starting at 15th level, your reflexes and precision are unmatched. You can use your reaction to make a ranged weapon attack against a creature that moves within your weapon's range. Additionally, when you make a ranged weapon attack, you can choose to add your Wisdom modifier to the attack roll or the damage roll.

Healing Precision

Starting at 3rd level when you choose this archetype, you gain proficiency with the herbalism kit and learn the Spare the Dying cantrip. You can cast it as a bonus action, and its range increases to 30 feet for you.

Additionally, you can use a bonus action to prepare a special dart that can be fired from a ranged weapon. When you hit a creature with this dart, you can choose to either deal no damage and heal the target for an amount equal to 1d10 + your Wisdom modifier or deal normal damage.

You can use this feature a number of times equal to your proficiency bonus {{proficiency}}, and you regain all expended uses after a long rest.

Sleep Dart

At 3rd level, you can use your action to make a special ranged weapon attack with a dart. On a hit, the target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or fall unconscious for 1 minute or until the target takes damage or another creature uses an action to shake the target awake. Constructs and undead are immune to this effect.

You can use this feature a number of times equal to your proficiency bonus {{proficiency}}, and you regain all expended uses after a long rest.

Biotic Grenade

Starting at 7th level, you can use your action to throw a biotic grenade at a point within 60 feet. Each creature in a 10-foot radius sphere centered on that point must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, a creature takes 3d8 radiant damage and is unable to regain hit points until the start of your next turn. On a successful save, a creature takes half damage and suffers no additional effects.

Allies within the radius instead regain 3d8 hit points. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.

Nano Boost

At 11th level, you can use empower a willing creature within 30ft and enhance their physical capabilities. For 1 minute, the target gains the following benefits:

  • The target's movement speed increases by 15 feet.
  • The target has advantage on attack rolls and saving throws.
  • The target deals an additional 2d8 radiant damage with weapon attacks.

You can use this feature once per long rest.

Sharpshooter's Reflexes

Starting at 15th level, your reflexes and precision are unmatched. When a creature moves into your weapon's range you can use your reaction to make a ranged weapon attack against any creature within the range (including and ally). Additionally, when you make a ranged weapon attack, you can choose to add your Wisdom modifier to the attack roll and the damage roll.

Comments

Posts Quoted:
Reply
Clear All Quotes