Base Class: Ranger
You have mastered the arts of handling bows.
Archery Styles
At 3rd level, you gain two archery styles, described below, of your choice. You gain one additional style at 7th, 11th, and 15th level.
Archery Styles
Arrow Catching
You catch an incoming arrow. You can use your reaction to catch the arrow when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your ranger level. If you reduce the damage to 0, you can catch the arrow if it is small enough for you to hold in one hand and you have at least one hand free.
Arrow Crafting
When you choose this style you gain proficiency with Tinker's Tools and can use them to make custom arrows as long as you have the right materials.
You can spend part of your rest to craft arrows. you can choose to craft 8 common arrows, 1d8 complex arrows, or 1d4 unique arrows. The different types of arrows can be found below.
Common Arrows
Bullet Point. These are your normal type of arrows.
Flaming. When lit on fire, the arrow deals an additional 1d4 fire damage on a hit.
Lined. you attach a rope to the arrow.
Nockless. These types of arrows don't have nocks and require a bow made specifically to fire a nockless arrow.
Complex Arrows
Blunt. Deals bludgeoining damage rather than piercing damage.
Bodkin Point. When you hit a target and roll for damage, this arrow type deals additional piercing damage depending on the armor type the target is wearing. Heavy armor: 1. Medium armor: 2. Light armor: 3. No armor: 4.
Broadhead. The target takes 1d4 slashing damage at the end of their turn until, as well as when, the arrow is removed.
Compartment. A small compartment is located behind the arrowhead. The arrow can store items and objects such as messages.
Field Point. Is easy to pull out without dealing extra damage to the target or the environment.
Whistle. The arrow head is made with a hole which makes a whistling sound when fired.
Unique Arrows
Arcane. The arrow is covered in arcane symbols. You can infuse it with arcane energy by expending spell slots, the arrow deals an additional 1d4 force damage for every spell slot level consumed in this way.
Enhanced. The arrow is infused with arcane energy upon creation. By expending spell slots you can enhance a single arrow with either a +1, +2, or +3 bonus, the bonus depends on the spell slot used. Spell slot used: 1st-3rd = +1, 4th-6th = +2, 7th-9th = +3.
Explosive (requires gunpowder). Hit or miss, the arrow explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 fire damage. The DC equals 8 + your proficiency bonus + your Dexterity bonus.
Judo Point. Deals half damage but doesn't break upon impact and can always be found.
Scatter. This type of arrow splits into 4 pieces when it impacts. The pieces travel in a 15 ft cone originating from the impact of the arrow. Starting with the closest creature, it must succed on a Dexterity save or take 4d6 piercing damage. On a successful save it ony takes 2d6 piercing damage, the next closest creature then takes the remaining 2d6 piercing damage on a failed Dexterity save. On a successful save it only takes 1d6 piercing damage, and the next closest creature takes the remaining 1d6 piercing damage on a failed Dexterity save. The DC for this save equals 8 + your proficiency modifier + your Dexterity modifier. The tragets have advantage on their Dexterity saves against this arrow if you do not have the ricochet archery style.
Close Quarter Combatant
You are deadly with bows and arrows even in close combat. You can use your bow and arrows as melee weapons, dealing 1d6 bludgeaoning and piercing damage respectively. You are considered proficient with both types of attacks, and use your Dexterity modifier for both attack and damage rolls.
Curved Shot
You nock an arrow at a different point on the string, letting it curve as it gets fired. You can have your attack ignore any cover (from your line of sight), as long as the arrow doesn't have to curve more than 90 degrees. If you can't see the target, the attack is made with disadvantage. You must declare you are firing a curved shot before making the attack.
Intercepting Arrow
You can use your reaction to make a ranged weapon attack against a different ranged attack. The AC of the attack is equal to it's attack roll. If you hit, you intercept the attack, blocking all damage it would deal. You can't intercept larger attacks such as boulders or attacks thet effect an area.
Quick Shot
You can make attacks with long and short bows as bonus actions in addition to normal actions.
Ricochet
The arrows you fire can bounce off walls and other hard surfaces. You can have your attack ignore any cover (from your line of sight), as long as the arrow doesn't have to bounce more times than half your proficiency bonus (rounding down). If you can't see the target your attack is made with disadvantage. You must declare you are firing a ricocheting arrow before making the attack.
Archery Maneuvers
Starting at 3rd level, You learn two maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. Each use of a maneuver must be declared before the attack roll is made. You can use only one maneuver per attack. You learn one additional maneuver at 7th, 11th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Tenacity. You gain a number of tenacity points equal to your Wisdom modifier (minimum of 1). You regain 1 expended tenacity point each time you roll a 20 on the d20 roll for an attack with a ranged weapon, or deal a killing blow with a ranged weapon to a creature of significant threat (DM’s discretion). You regain all expended tenacity points after a short or long rest.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Dexterity modifier.
Maneuvers
The maneuvers are presented in alphabetical order.
Bouncing Arrow
When you make a ranged weapon attack with a bow against a creature, you can expend one tenacity point to have the arrow bounces off multiple targets before hitting the final target. When you use this maneuver, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 10 foot wide and 60 feet long. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes bludgeoning damage as if it were hit by the arrow (the final creature takes normal damage as per the arrow). On a successful save, a creature takes no damage.
Crippling Shot
When you make a ranged weapon attack against a creature, you can expend one tenacity point to reduce its speed to 0 until the start of your next turn.
Deadly Accuracy
When you make a ranged weapon attack against a creature, you can expend one tenacity point to gain advantage on the attack roll.
Disarming Shot
When you make a ranged weapon attack against a creature, you can expend one tenacity point to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Knockdown Shot
When you make a ranged weapon attack against a creature, you can expend one tenacity point to attempt to knock the creature prone. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Multishot
When you make a ranged weapon attack with a long or short bow against a creature, you can expend one tenacity point to knock up to 3 arrows and aim them at multiple or the same target. When you gain the extra attack class feature, you can knock a total of 5 arrows instead. You only need to roll once for each target, but dealing damage as if they were hit by multiple shots. If you aim at multiple targets your attack is made with disadvantage. This maneuver can't be used with a curved shot or ricocheting arrows.
Opening Shot
When you make a ranged weapon attack against a creature, you can expend one tenacity point to attempt to create an opening in the target's defenses. On a hit, the next attack against the same target is made with advantage.
Piercing Shot
When you make a ranged weapon attack against a creature, you can expend one tenacity point to attempt to damage another creature with the same ranged weapon attack. Choose another creature directly behind the original target. If the original attack roll would hit the second creature, it takes 1d6 piercing damage. (You can't use a blunt arrow when using this maneuver).
Rapid Fire
You can fire one additional arrow when attacking with a bow.
Improved Critical
Beginning at 7th level, your ranged weapon attacks score a critical hit on a roll of 19 and 20, and you regain a tenacity point on a roll of 19 or 20 on d20 attack rolls with ranged weapons.
Fierce
Beginning at 11th level, when you roll initiative and have no tenacity points remaining, you regain one.
Sovereign of Archery
At 15th level, your ranged weapon attacks score citical hits on a roll of 18-20, and you regain a tenacity point on a roll of 18-20 on d20 attack rolls with ranged weapons.
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This feels really front-loaded. Like why wouldn't I leave the class after 3rd level. I like the idea, but I feel like you're doing too much for these to be third level abilities. Maybe if they were spread out across the class, with the tenacity stuff being 7th level features, then it'd fit?
Enhanced Arrows should say levels of spell slots instead. Since Rangers max out at lvl 5 spells. So, 2 spells slots, a 5 and a 4 = 9 levels to get a +3 arrow.
Love it, other than that.