Ranger
Base Class: Ranger

You are the pinnacle of all that ranged combat can be, whether learning from a master or learning on your own, you will push to the very limits of ranged combat and then surpass them. 

Marksman's Training

At 3rd level, you gain one of the following features of your choice. You choose another one of these at 9th level and again at 17th level. 

Distance Training

Range is your specialty. When you make a ranged attack your normal range is increased by half your normal range rounded down, your long range is increased by your unmodified normal range. 

Fletcher Training

You have always been intrigued by arrow smithing and indeed the whole fletcher profession this caused you to learn how to customize your arrows. When you take a short rest you can edit a number of arrows equal to your ranger level times 5. You can blunt an arrow causing your attacks to instead do bludgeoning damage or you can lengthen the heads of your arrows allowing your attacks to do slashing damage.

Forceful Shooting

You take shots with force, so much force you can knock people over with just a shot. When you make a ranged weapon attack with a bow or crossbow against a medium or smaller creature you knock your target back 5 ft. if the target comes into contact with an object due to this they take 1d4 bludgeoning damage, if they make contact with a structure they take 1d6 bludgeoning damage, finally if they make contact with another creature both 1d4 bludgeoning and fall prone. (Prerequisite 9th level)

Heavy Draw

Training with heavy draw bows have allowed you to use them in combat. When making an attack with a bow or crossbow your attack can penetrate through 1 foot of dirt or wood, 6 inches of stone, or 1 inch of metal before making the attack with disadvantage. If your attack penetrates nothing your attack instead can ignore the AC addition from shields and gains + 2 to the attack roll. 

Stealth Training

You are a master of ambush tactics with ranged weapons. Once per turn when you make a ranged attack from hiding your attack deals an additional 1d8 of damage. You also gain a +2 to stealth checks. 

Superior Training

Your so good with your bow that drawing and firing it are second nature. Once per turn you can use your bonus action to make a ranged weapon attack. (Prerequisite 9th level)

Marksman Specialization

At 7th level, you pick a specialization to decide your future path. 

Power

You have dedicated yourself to the only thing that will never betray you... Power! When you make a ranged weapon attack you can add your strength modifier to the damage. If you are using a longbow or a light crossbow you can increase its base damage die to 1d10. You can use a long rest, a heavy crossbow, and 250 gp worth of materials to crafted a mounted heavy crossbow. 

Mounted Heavy Crossbow: It takes an action to deploy and a bonus action to reload. Once deployed you can use an action/bonus action to fire three shots each doing 1d6 + your STR modifier piercing damage. After 9 shots the crossbow needs to be reloaded, it cannot be fired that round. 

Range

You have dedicated yourself to killing enemies from the next township away, you've learned to not only mark enemies hundreds on feet from you but also how to angle your arrows to gain the most from their momentum. Your long range now counts as your normal range, and you add double your previous normal range to your long range to become your new long range. You add double your proficiency modifier to your hit DC. When attacking a creature further then 100ft. you can add 1d6 to your damage. The range of Hunters Mark is increased to your new normal range and the damage from it is increased to 1d6+4. 

Stealth

You have finally decided to fully dedicate yourself to the art of ambushing your enemies. When attacking from Stealth you gain advantage on remaining in stealth. You gain advantage on the crafting, placing and disguising of simple traps. You can take an hour to craft a hidden position (This action only takes 30 minutes in your favored terrain), while in this position you count as being invisible, after taking an action, bonus action, or reaction from this position your enemy can roll a DC 15 perception check to find you. This check is rolled with disadvantage if you are the only one in the position. 

Marksman's Sight

At 11th level you have trained your eyesight to its limit, sometimes you can even go beyond your limit... Once per short or long rest, you can use a bonus action to activate your marksman's sight. Marksman's sight lasts rounds equal to half your ranger level rounded down. During this time you can mark an amount of targets equal to your proficiency bonus, you gain advantage on ranged attacks against marked targets. Marked targets also gain the effects of hunters mark, this does not trigger the hunters mark recast feature nor does it trigger the Ranged specializations hunters mark feature.  

Superior Specialization

At 15th level, you further specialize into your chosen path. 

Ambusher

You are now a master at not only ambushing your enemy but making the most out of their unprepared state. When you make a ranged weapon attack against an enemy for the first time from stealth you can role sneak attack die equivalent to if your ranger level was rogue levels. This can only be done on the first attack against each enemy per encounter and the attack must be from stealth. 

Heavy Weapon Specialist

You further increase your damage die with longbows and light crossbows to 1d12. You can spend 500 gp to modify your Heavy Mounted Crossbow into one of three variants. 

Arbalest: You lose fire rate for pure damage. You now have only 1 shot that deals 2d10 piercing damage, after firing it requires a bonus action to crank back the string and another bonus action to load another bolt, both of which can be taken with a full action instead. 

Fully Automatic Crossbow: More shots for less power. Your Mounted Crossbow now hits every creature in a 45ft. cone for 1d8 + your DEX modifier worth of damage. Enemies in this cone can succeed a DC 12 DEX check and only take half damage. 

Improved Heavy Mounted Crossbow: You can now fire in the same round you reloaded, the amount of shots you can fire before reloading is increased to 12. It now only requires a bonus action to deploy your weapon.  

Sniper

You have pushed the range of engagement to its limit, killing targets from the miles away. You can spend a bonus action to remove the disadvantage against targets in your long range. When shooting at targets 500ft. or more away from you add 1d12 to your damage rolls. Hunters Mark now forces enemies to make a DC 12 DEX check or you gain advantage on the marked target. Enemies cannot become aware of the mark unless they witness it being cast and automatically fail the DEX check if they aren't aware of the mark. 

Previous Versions

Name Date Modified Views Adds Version Actions
11/2/2024 2:20:19 PM
7
0
--
Coming Soon
11/2/2024 2:22:19 PM
7
0
--
Coming Soon
11/24/2024 9:54:07 PM
8
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes