Base Class: Ranger
Your training with bows has provided you with different shooting styles, bonuses and special craft arrows.
Level 3: Marksman's Shot
Choose new ways to shoot your targets.
View list below.
Curved Shot
As a marksman's shot, shoot an arrow that ignores half cover and 3/4 cover.
Deadeye Shot
As a marksman's shot,. hold your breath and focus aim. gain advantage on your shot, criticals become 18-20.
Multi-Shot
Lodge 2 Arrows instead of 1 as a deadeye Shot, allowing you to add your to hit modifier to the damage from the shot. At level 15, lodge 3 instead of 2 adding your wisdom modifier + your to hit modifier, as a deadeye shot. (NOT double damage!)
Piercing Shot
When you attack with this Marksman's Shot option, if your attack misses, you regain one expended use of Marksman's Shot, if your attack hits, the creature suffers your attack's normal damage and you make an attack roll against the nearest creature in a line directly behind the target within your first range increment.
After you reach 15th level in this class, your attacks with this Marksman's Shot option may hit up to three additional creatures this way.
Pinning Shot
When you attack with this Marksman's Shot option, you attempt to pin your target to the ground or a wall with your arrow. The only valid targets for Pinning Shot are large or smaller targets that are on the ground or 5 feet away from a wall or other surface that your arrow can pierce. On a miss you regain one expended use of Marksman's Shot, on a hit the target must make a constitution saving throw exceeding your ranger spell DC. On success, the target is unaffected by your Marksman's Shot. On a failure, the target becomes pinned to a wall or sent prone. The target may take an Athletics check as an action, against your ranger spell DC, to take the arrow out and suffer 1d6 force damage. Otherwise, the target remains pinned by the arrow.
Level 7: Arcane Fletcher
As a utility action, you may craft 20 arcane arrows using any level spell slot. You may use this feature a number of times as many as your wisdom modifier per long rest. (Minimum 1)
See arcane arrows below.
Fire Arrows -Deal an extra 1d4 fire damage setting target ablaze after 3 attacks dealt using fire Arrows causing target to take an extra 1d4 fire damage on the start of their turns until the flame is put out. The flame can be put out by using a utility action.
Holy Arrows -Deal an extra 2d6 Radiant Damage
Freezing Arrows -Deal an extra 2d4 cold damage, decreases targets movement speed by 10 (Not Stackable)
Spell Infused arrows -After an infused arrow has struck a target, the archer may choose to take another attack as part of the action (If one is available, otherwise use a bonus action) to cast any cantrip on top of the target; (Following the cantrips usual rules).
Level 11: Master of Aim
Your Mastery in aim has taught you to shoot where it stings. All attacks made with bows and crossbows ignore resistance.
Level 15: Easy Shot
When your target is within your bow's unsighted range, gain advantage on ranged attacks.







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