Ranger
Base Class: Ranger

Rangers who follow the path of the Weapon Slinger dedicate themselves to the art of thrown weapons, turning these tools of war into an extension of their will. Their honed weapons strike with lethal accuracy and return to their hand in a seamless display of skill and power. Whether felling foes from afar or engaging in close combat, the Weapon Slinger’s unmatched versatility and instinctive control make them a fearsome presence on any battlefield.

This subclass enhances the Ranger’s natural prowess with ranged weapons, granting abilities like Honed Weapon, Weapon RecallImprint Tracker, and Rapid Volley, which allow for efficient multi-target strikes, swift weapon retrievals, and unparalleled utility in combat. As a Weapon Slinger grows in power, they develop abilities to track enemies they’ve struck and bypass magical barriers, ensuring their thrown weapons are always at their command.

 

Honed Weapon

Choose a simple or martial weapon with the thrown property to be your Honed Weapon. To establish a weapon as your Honed Weapon, you must first be in physical possession of it. You can carry and use multiple weapons of this type. This choice is permanent.

  • Effortless Weapon Handling: You can draw or stow your Honed Weapon as part of the attack you make with it. These interactions do not count as your free object interaction for the turn.
  • Mastery of Long Range: Attacking at long range doesn’t impose disadvantage on your attack rolls with your Honed Weapon.
  • Point-Blank Combat: You do not suffer disadvantage on melee attacks made with your Honed Weapon.
Dagger

You have chosen the dagger as your Honed Weapon. This lightweight blade is perfectly balanced for throwing, making it ideal for quick, precise attacks. Its sharp edge also makes it a reliable weapon in close-quarters combat.

Dart

You have chosen the dart as your Honed Weapon. Lightweight and designed for throwing, the dart is ideal for quick, repeated attacks. Despite its small size, it remains effective in close-quarters combat when wielded with skill.

Handaxe

You have chosen the handaxe as your Honed Weapon. Compact and versatile, this axe is designed for throwing and close-quarters combat. Its sharp edge and balance allow for devastating strikes at range or in melee.

Javelin

You have chosen the javelin as your Honed Weapon. Built for throwing, the javelin’s aerodynamic design makes it a powerful tool for striking enemies at a distance. Its sturdy construction also allows for effective use in close-quarters combat, making it a versatile weapon for any situation.

Light Hammer

You have chosen the light hammer as your Honed Weapon. A sturdy and compact weapon, the light hammer is perfect for delivering powerful, precise strikes when thrown. It is equally effective as a bludgeoning weapon in close-quarters combat.

Spear

You have chosen the spear as your Honed Weapon. Versatile and reliable, the spear is balanced for both thrusting in melee and striking enemies from afar with deadly precision. Its design makes it a staple for combatants in any range.

Trident

You have chosen the trident as your Honed Weapon. This three-pronged weapon is excellent for piercing strikes at range. Its unique design and sturdy construction make it equally lethal in close-quarters combat.

Weapon Recall

As a bonus action, you can summon your Honed Weapon that has been thrown back to your hand from up to 60 feet away, provided you have line of sight to it.

  • Line of Flight:

    • If a creature is in the direct path of the weapon, it must make a Dexterity saving throw (DC 14).
    • On a failed save, the creature takes 1d6 damage.
    • On a successful save, the creature takes no damage, but the weapon is recalled.
  • Torn Removal:

    • If the weapon is embedded in a creature, the creature must succeed on a Strength saving throw (DC 13).
    • On a failed save, the weapon is recalled, and the creature takes 2 fixed damage as the weapon tears free.
    • On a successful save, the creature takes no damage, but the weapon is recalled.

 Upgrade at Level 7:

  • You can summon up to three Honed Weapons simultaneously.
  • Recall range increases to 90 feet.
  • The damage for Line of Flight increases to 1d6 + 2.
  • The fixed damage for Torn Removal increases to 1d4+1.

 Upgrade at Level 11:

  • You can summon all Honed Weapons simultaneously.
  • Recall range increases to 120 feet.
  • The damage for Line of Flight increases to 1d6 + 4.
  • The fixed damage for Torn Removal increases to 1d4+2.
  • At this level, you can recall your Honed Weapons through magical barriers created by spells of 5th level or lower (e.g., Wall of Force, Arcane Lock). This ability cannot bypass Antimagic Field or similar effects that suppress magical abilities.

 

Expanded Arsenal

You gain the ability to throw melee weapons not designed for ranged combat. Weapons without the thrown property gain the following ranges when thrown:

  • 20/60 Range: club, mace, sickle, shortsword, scimitar, rapier, battleaxe, longsword, morningstar
  • 15/30 Range: greatclub, flail, war pick, warhammer, greatsword, greataxe, glaive, halberd, maul, pike

Disadvantage and Penalties:

  • Attacks made with these weapons are always made with disadvantage, unless the weapon already has the thrown property.
  • At long range (beyond normal range), attacks suffer an additional -2 penalty to the attack roll.

Imprint Tracker

 Any creature damaged by your Honed Weapon becomes imprinted with a magical mark visible only to you. This mark allows you to track the creature’s location for a limited time.

  • Tracking Radius: You can track the marked creature’s location within a 5-mile radius for up to 4 hours.
  • Weapon Presence:
    • If your Honed Weapon is still with the creature (e.g., embedded in them or carried by them), the tracking range extends to 10 miles, and the duration increases to 8 hours.
    • If the Honed Weapon is removed after this extended period begins, the standard tracking range (5 miles) and duration (4 hours) immediately resume, regardless of elapsed time.
  • Limitations: You can use this feature once per long rest.

Rapid Volley

Unleash a devastating flurry of thrown weapons. You can move between each throw as part of your movement on your turn. Choose one of the following options:

  • Spread Attack:
    • Target up to five creatures within 30 feet, making a separate attack roll for each target. On a hit, each target takes 1d8 + 5 damage.
  • Focused Attack: 
    • Target a single creature within your weapon’s normal range. Make three separate attack rolls against that target. Each hit deals 1d8 + 5 damage.

Usage and Limits:
You can use this feature twice per long rest without penalty. Each additional use before completing a long rest imposes one level of exhaustion.

Weapon Slinger Image

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