Ranger
Base Class: Ranger

This ranger subclass combines the astral theme with firearm expertise, offering a unique and powerful playstyle. In addition to the normal ranger proficiencies, this subclass grants proficiency with firearms and a special connection to the stars that allows them to channel astral energy into their attacks.

Astral Weapon Mastery

At 3rd level, you gain two options.

Stardust Rounds

When you hit a target with this ammunition, it deals an additional 1d4 radiant damage. This damage increases to 1d6 at 7th level, 1d8 at 11th level, and 1d10 at 15th level. You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.

You gain proficiency with firearms and tinker's tools. You can use firearms as your spellcasting focus for your Ranger spells.

Astral Precision

At level 7 when you hit a target with a firearm, you can mark them with an astral sigil. The marked target takes an additional 1d8 radiant damage from all attacks made by you and your allies until the start of your next turn. This bonus damage increases to 2d8 at 11th level and 3d8 at 15th level. You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Astral Arsenal

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

Astral Infusion

When you hit a target with a firearm attack, you can use your bonus action to channel astral energy into the shot, dealing an extra 2d8 radiant damage. You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest. This extra radiant damage increases to 3d8 at 15th level.

Astral Ward

Astral Shield - As a reaction when you are hit by an attack, you can create a protective astral barrier around yourself. You gain temporary hit points equal to twice your Ranger level + your Wisdom modifier, and you have advantage on saving throws against the attack's effects. You can use this feature once per short or long rest.

Astral Shell - Gain resistance to psychic and radiant damage.

Cosmic Trap

At level 15 when a creature within 60 feet of you makes an attack, you can use your reaction to create an astral anchor that disrupts their focus. You can choose one of the following effects

Astral Blinding

The attacker must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is blinded until the start of your next turn and takes 3d6 radiant damage. On a successful save, the creature is not blinded but still takes half the radiant damage.

Celestial Restraint

The attacker must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is restrained by a spectral astral force until the start of your next turn and takes 3d6. On a successful save, the creature is not restrained but still takes half of the radiant damage.

Disruptive Radiance

The attacker must make a Wisdom saving throw against your spell save DC. On a failed save, the creature takes 3d6 radiant damage and has disadvantage on the attack roll. On a successful save, it takes half the radiant damage.

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