Ranger
Base Class: Ranger

This subclass allows the character to weild oversized "Titanic" weapons, specifically Crossbows and Bows. Imagine shooting Logs as Arrows.

Oversized Weapon Mastery

You ignore disadvantage when wielding oversized ranged weapons. They count as martial ranged weapon for you.

You ignore disadvantage when wielding oversized ranged weapons. 

All Oversized Weapons ignore half and three-quarters cover.

Braced Shot

If you don’t move on your turn, gain +2 AC until your next Turn

 

 

Colossus’ Pursuit

 

  • Unstoppable Stride. While a creature is affected by your Hunter’s Mark, all movement you take toward that creature ignores difficult terrain and cannot be reduced by magic or conditions (such as being grappled or restrained), unless you are completely immobilized.

  • Mark of Inevitability. A creature marked by your Hunter’s Mark cannot benefit from being invisible against you, and you always know the general direction of the marked creature as long as you are on the same plane of existence.

  • Siegebreaker’s Response. When a creature marked by your Hunter’s Mark hits you with an attack, you can use your Reaction to make one ranged weapon attack against it. On a hit, add an extra 1d6 damage (in addition to your usual Hunter’s Mark damage).

  • Titan’s Grip. You ignore the Loading property of ranged weapons, allowing you to unleash massive crossbows and siege bows at full speed.

 

 

Siege Stance

At the beginning of your turn you may declare going into siege stance. You can only fire your weapon, reload or cast spells in siege stance. It lasts as long as you want.

While in siege stance gain the following benefits:

+2 Ac (stacks with braced shot)

For the first 2 attacks in your turns you attack with advantage.

Creatures trying to move you or knock you prone have disadvantage on that action/attack

Worldbreaker’s Mark

  • Hunter’s Mark Transformation. When you cast Hunter’s Mark, you can choose to instead cast it as Titan’s Judgement.

  • Titan’s Judgement (Special Effect):

    • Casting Time: Bonus Action

    • Range: 60 feet

    • Area: 20-foot radius sphere, centered on a point you choose

    • Duration: no concentration, up to 1 hour (as Hunter’s Mark)

    • Effect: Any number of creatures of your choice in the area are considered affected by hunters mark ("Marked")

    • Damage Bonus: Your weapon attacks against any marked creature deal an additional 1d6 damage, just as with Hunter’s Mark.

    • Tracking: You can sense the direction of all marked creatures within 1 mile of you, as long as they remain marked.

  • Dynamic Marking. When a marked creature drops to 0 hit points, you can use your Bonus Action to immediately mark a new creature within 60 feet, without recasting the spell.

Comments

Posts Quoted:
Reply
Clear All Quotes