Ranger
Base Class: Ranger

The ranger unit that specialize in combat with intensive knowledge in wielding a specialized weapon.

 

Amalgamate

Starting at 3rd level, You gain proficiency in tinker's tools and may use your dexterity modifier instead of your intelligence modifier when making a tinkering check. With your proficiency in your tinkering tools, as an enforcer, you have the knowledge to unite two kinds of weapons: one melee weapon without a range property and a range weapon with ammunition property. These two opposing weapon types are the key components for crafting your amalgamated weapon. The process and requirements of making your Amalgamate Weapon is the following:

Requirements

  • A melee weapon without the range property.
  • A range weapon with the ammunition property.
  • Both weapon types must share a common property.

Process

  • You must have both types of weapons (melee and range).
  • Uniting both weapons requires intensive knowledge and proficiency with both types.
  • You must make a tinkering tools check to combine the weapons, the DC is 10 + the highest tier of the uniting weapons. (Example = 10 + Tier 6 would be DC 16), Disassembling the amalgamate weapon also needs a tinkering tools check with the same DC when it was made.
  • If one of the uniting weapons is an attunement the resulting amalgamate weapon would be attunement as well, if two weapons are attunement the amalgamate weapon requires two attunement slots.

Amalgamate Limiter
Due to your lack of resources and limited knowledge of the weapons outside of your training, you need to first progress in your training with them. You are limited in the rarity of the weapons you can unite based on the level you take on the subclass. Each bracket and rarity of weapons are stated below:

  • Level 1 - 4: Common Weapons
  • Level 5 - 8: Uncommon Weapons
  • Level 9 - 12: Rare Weapons
  • Level 13 - 16: Very Rare Weapons
  • Level 17 - 20: Legendary Weapons

 

After successfully making your amalgamate weapon, you may switch between the Enforcer (melee) and Hunter (range) modes depending on your distance from your quarry. If your quarry is within your melee reach, you may attack with your Enforcer Mode, and if your quarry is outside of your melee reach, you may attack with your Hunter Mode. Additionally, when making an attack with your amalgamate weapon, you may use either your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls, thus gaining the finesse property. Your amalgamate weapon’s bonus to attack and damage uses the higher bonus for your enforcer and hunter modes.

NOTE: AMALGAMATE WEAPON CAN NOT BE SHARED AND TRADED WITH OTHERS.  

Phasing Stride

At 3rd level, you have ingrained a type of movement technique that incorporates your movement and your combat prowess. When you attack with your amalgamate weapon on your turn, you do not provoke opportunity attacks due to movement. Once on your turn, when you successfully hit a creature, you may teleport 10 feet to an unoccupied space, phasing through planes.

Amalgamate Mastery

At 7th level, you may now use any feats you have that may affect one of your amalgamate weapon modes in both of its modes; you cannot stack the feats that have a similar effect. For example, if a feat is limited to melee, you may use it in range mode of your amalgamate weapon, or if the feat requires range, you may use it in melee mode of your amalgamate weapon.

Dimension Lockdown

At 11th level, you may emit a certain energy that disrupts planar travel as you prevent any type of teleport or dimensional travel to or from within 30 feet of you. A creature may teleport or travel if it succeeds on a charisma save against your spell save DC. You may allow creatures you can see to pass the save. On a failure, the creature fails to travel, and any resources used are wasted.

Amalgamation Vow

At 15th level, you gain the following:

When you successfully hit a creature that is marked as your favored foe while in hunter mode, you gain advantage over that creature on your next turn while in enforcer mode. On your next turn, while in enforcer mode, you deal 1d8 extra damage to all melee weapon attacks for each extra instance of advantage, and until the end of that creature’s next turn, that creature’s speed is reduced by your ranger level in feet. (Speed reduction only applies once.)

When you successfully hit a creature that is marked as your favored foe while in enforcer mode, the creature gains disadvantage on all attacks until the end of your next turn while you are in hunter mode. For each extra instance of disadvantage, that creature’s bonus to hit is decreased by 1, and your speed is increased by your ranger level in feet.

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